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|ability=Martial, Force User, Good Guy, Bad Guy
|progression=Other
|align=<!-- Remove any of the following alignments if they are not allowed for the class: lg, ng, cg, ln, n, cn, le, ne, ce-->
}}
==Wielder of the Force==
|special8=Deeper Connection
|special9=Augmented Connection
|special10=Deeper Connection, Bonus Feat, Signature Ability
|special11=Augmented Connection
|special12=Deeper Connection
'''''Lightsaber Form V: Shien/Djem So:''''' This style is a more aggressive version of Soresu, focusing mainly on redirecting attacks back at the enemy. When fighting defensively, practitioners of this form may redirect any deflected ranged attacks back at the enemy that made the attack. Any time that a ranged attack is deflected, roll your own attack roll against the AC of any enemy in range of the attack. If the new attack roll beats their AC, the damage and effects of the ranged attack are made against the new target instead. If a melee attack misses the Wielder of the Force while fighting defensively using this form, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll.
'''''Lightsaber Form VI: Niman:''''' This form emphasized the use of Force Powers over the intense physical requirements of forms IV and V, creating a less aggressive form that pulled from all of the previous forms. While using this form, the Wielder of the Force may choose to substitute a single attack in a full-round attack for any force power that has an activation time of standard. The cooldowns of these abilities must be followed normally while using this ability.
'''''Lightsaber Form VII: Juyo/Vaapad:'''''This dangerously aggressive lightsaber form was known as "The Ferocity Form." Practitioners of this form must continuously draw on the Force to maintain the relentless assault that this form is known for. Since this form pulls from a negative emotional state, it is dangerous to Light Side users, as it pulls the user dangerously close to the Dark Side. While using this form, the Wielder of the Force gains a bonus to all attack and damage rolls equal to their secondary stat mod, as well as gaining one additional attack at his highest BAB.
'''''Battle Meditation:''''' You can grant the celerity of the Force to all those around you. As a free action on your turn, you may activate and maintain a potent Battle Meditation. All allies within your Force Presence gain a number of effects, which scale with your level.
'''''Force Block:'''''' A Wielder of the Force can block any airborne object coming his way. In place of an Attack of opportunity (This ability can be used similar to a reaction, in response to any ranged attack entering a 30 ft radius of the Wielder of Force), a number of times per day equal to his Wielder of the Force level, he can block 10 pounds of matter per character level. This ability can affect objects in a 30 foot radius, and lasts until the end of your next turn after activation. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 WotF level + secondary stat mod).
'''''Force Choke:''''' A As a standard action, the Wielder of the Force can channel their hatred into an almost unbreakable chokehold using the Force. The target must make a Fortitude save (DC 10 + WotF level + his secondary stat mod), or be locked in a chokehold. Each round, a contested strength check must be made. If the target wins, the hold is broken. Each round that the hold is maintained, the target takes 1d6 force damage for every 2 WotF levels.
'''''Force Concealment:''''' A As a standard action, the Wielder of the Force can recreate the effects of the Invisibility spell. This ability can be used a number of times per day equal to 1 + his secondary stat mod. At 8th level, this ability instead recreates Greater Invisibility.
'''''Force Healing:''''' A Wielder of the Force can channel power into another person's body to heal their wounds. A As a standard action, a number of times per day equal to 1 + his secondary stat mod, he can recreate the Cure Wounds spell. At 5th level and every 4 levels after, this ability can recreate the next most powerful version of the Cure Wounds spell (Cure Moderate Wounds, Cure Serious Wounds, etc.).
'''''Force Judgement:''''' A As a standard action, the Wielder of the Force can recreate the effects of the Lightning Bolt spell, using his WotF level as his caster level. Since this ability is a manifestation of a deep connection with the tranquility of the Force, it deals nonlethal damage, instead of the lethal damage of its Dark Side counterpart. Can only be taken by Jedi or Gray Jedi.
'''''Force Jump:''''' A Wielder of the Force can jump great distances by propelling himself with the Force. Whenever he jumps, he may choose to extend the distance or height to a number of feet equal to 5 x his WotF level, and he is always considered as having a running start for the purpose of making jump checks.
'''''Force Lightning:''''' A As a standard action, the Wielder of the Force can channel his hatred to recreate the effects of the Lightning Bolt spell, using his WotF level as his caster level. Can only be taken by Sith.
'''''Force Push:''''' A Wielder of the Force can repel targets using the Force. As a standard action, he may make a ranged touch attack roll against a target within 30 feet. If the attack is successful, the target is pushed back 5 feet for every 2 WotF levels. If the target is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage.
'''''Force Repulse:''''' Requires Force Whirlwind. The As a standard action, the Wielder of the Force sends out a telekinetic explosion of Force energy. All targets in a 30 ft radius take 1d6 force damage per WotF level, and are pushed back to the outside square of the radius, then another 10 feet beyond that per WotF level. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.
'''''Force Speed:''''' A Wielder of the Force is capable of great speeds, using the Force to cross great distances quickly. Upon taking this ability, his movement speed doubles. At 8th level, the speed becomes tripled. At 16th level, it becomes quadrupled.
'''''Force Valor:''''' A Wielder of the Force can inspire bravery and competence in his allies. As a standard action, he can create an aura that grants all allies within his Force Presence the effects of the Haste spell. As a swift action on his turn, he may maintain this aura.
'''''Force Wave:''''' Requires Force Whirlwind. The As a standard action, the Wielder of the Force pushes out in every direction, sending a horizontal shockwave out in a 20 ft radius, but only along the ground. This deals 1d6 force damage to all enemies in the area, and pushes them back to the outside of the radius, then another 10 feet beyond that. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.
'''''Force Whirlwind:''''' Requires Force Push. The As a standard action, the Wielder of the Force whips up the air around a target, creating a whirlwind that lifts the target into the air. The target must make a successful Reflex save (DC 10 + WotF level + secondary stat mod), or be lifted one foot into the air and spun uncontrollably. The target is unable to do anything until the end of your next turn, after which they will be dropped onto the ground, falling prone and taking 1d6 force damage per three WotF levels (minimum 1d6). This ability can be used every 1d4+1 rounds.
'''''Mind Trick:''''' A Wielder of the Force can affect the minds of others, allowing them to impart their will onto those they target. A As a standard action, a number of times per day equal to 1 + his secondary stat mod, he may recreate the effects of the Suggestion spell (DC 10 + WotF level + secondary stat mod).
'''''Saber Throw:''''' A Wielder of the Force is proficient with using the Force to throw and recall his lightsaber. When in his hands, the lightsaber is considered to be a throwing and returning weapon. It will return after every attack, not at the end of the round, allowing him to throw it for every attack in the round if he desires.
'''{{Anchor|Augmented Connection}} {{Ex}}:''' Strength in oneself is just as important as diversifying oneself. This benefit grants users the ability to change class features, such as Hit Die and Base Attack Bonus, as well as Saving Throws, or even increasing base stats. Users gain one every 2 levels.
'''''Increased Strength:'''''The Force augments your body, increasing your Strength score by 1. This can be taken up to 4 times.
'''''Increased Dexterity:'''''The Force augments your body, increasing your Dexterity score by 1. This can be taken up to 4 times.
'''''Increased Constitution:'''''The Force augments your body, increasing your Constitution score by 1. This can be taken up to 4 times.
'''''Increased Wisdom:'''''The Force augments your mind, increasing your Wisdom score by 1. This can be taken up to 4 times.
'''''Increased Intelligence:'''''The Force augments your mind, increasing your Intelligence score by 1. This can be taken up to 4 times.
'''''Increased Charisma:'''''The Force augments your mind, increasing your Charisma score by 1. This can be taken up to 4 times.
'''''Increased BAB:'''''Your prowess in combat is exceptional, a step above most other Force users. You gain full BAB progression.
'''''Increased Hit Die:'''''Your body is hardened with the Force. Increase your hit die to d10's. This ability can be taken a second time to increase your hit die to d12's. Recalculate all hit points from previous levels by adding 2 hp per previous Wielder of the Force level.
'''''Increased Fortitude:'''''Your body is tempered by the Force. The first time you take this augment, you gain a good progression in Fortitude saves. It may be taken two more times, each time granting a +2 competence bonus to all Fortitude saves.
'''''Increased Reflex:'''''Your reflexes are tempered by the Force. You gain a +2 competence bonus to all Reflex saves. this augment may be taken a total of three times.
'''''Increased Will:'''''Your mind is tempered by the Force. You gain a +2 competence bonus to all Will saves. this augment may be taken a total of three times.
'''''Armor Proficiency (Medium):'''''Your training in heavier armor has allowed you to become comfortable wearing more armor. Gain proficiency with medium armors, as well as light and heavy shields.
'''''Armor Proficiency (Heavy):''''' Requires Armor Proficiency (Medium). Your training in heavier armor has allowed you to become comfortable wearing more armor. Gain proficiency with heavy armors, as well as tower shields.
'''''Altered Attack Bonus:''''' A Wielder of the Force can choose to attack and deal damage with his secondary stat instead of strength, but only for his lightsaber.
'''''Bonus Feat:''''' '''''Greater Force Presence:''''' '''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information-> '''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information-> '''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information-> '''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information-> '''{{Anchor|<-class feature->}}:''' <-class feature game rule information-> ''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicableYou may pick a bonus feat in place of an augment. this may be taken a maximum of three times.->:'' <-subclass feature game rule information->
'''{{Anchor|One With the Force}} {{Ex}}:''' <-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.feature game rule information->
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
'''Daily Life:''' <-day in the life of Force users lead a character wide variety of this class->different lifestyles, ranging from training and teaching, to enslaving and exploiting, and everything in between.
'''Notables:''' <Darth Revan, Obi-notable NPCs of this class->Wan Kenobi, Anakin Skywalker/Darth Vader, Luke Skywalker.
'''Organizations:''' <-info on whatWhile the Sith Empire is a long forgotten memory, Sith still exist in the galaxy, following the rule of two and working in the shadows. The Jedi have an Order wherethey teach younglings, whenand oversee peace in the galaxy. Gray Jedi do not have a stable headquarters, and how characters instead roaming individually in search of this class congregate and assemble->new ways to bring balance to the Force.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->Jedi and Gray Jedi are often viewed as powerful heroes, while Sith are often feared or even reviled. REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
Characters with ranks in <-the appropriate skills-> Knowledge(Religion) can research <-pluralized class name-> Wielders of the Force to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"