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====Class Features====
'''Weapon and Armor Proficiency:''' Wielders of the Force are proficient with all simple and martial weapons, and their lightsaber. They are proficient with light armors, but not shields.
'''{{Anchor|Force Connection}} {{Ex}}:''' Your A Wielder of the Force's blood is filled with the life force of the universe. You are Due to this, he is granted the use of the Force, an enigmatic energy that binds all living beings. At 1st level, you he must choose one of three archetypes; Jedi, Gray Jedi, or Sith. '''''Jedi:''''' His secondary stat is Wisdom, as your strength stems from your deep connection to the Light Side of the Force. Jedi must be of good alignment.
'''''Gray Jedi:''''' Your He balance the Light Side and the Dark Side, pulling from both, with the knowledge that both are equally right and wrong. He may choose his secondary stat is from; Wisdom, as your strength stems from your deep connection to the Light Side of the ForceStrength, or Dexterity. Gray Jedi must are generally neutral, but can also be of good alignment.
'''''Gray JediSith:''''' You balance the Light Side His secondary stat is Strength, as his power stems from his anger and deep connection to the Dark Side, pulling from both, with of the knowledge that both are equally right and wrongForce. You may choose your secondary stat from; Wisdom, Strength, or Dexterity. Gray Jedi are generally neutral, but can also Sith must be goodof evil alignment.
'''''Sith{{Anchor|Force Sensitivity}} {{Ex}}:''''' Your secondary stat is Strength, as your This mysterious power stems from your anger and deep connection connects all living beings to each other. Through this, the Dark Side Wielder of the Forcecan detect other beings, as well as if they have similar powers. Sith must be of evil alignmentThis is similar to a cleric's aura, however all living beings have one, including plants and even microscopic organisms. In this way, he can tell whether someone is Good (a Light Side aura), Neutral (a neutral Aura), or Evil (a Dark Side aura).
'''{{Anchor|Lightsaber Form I: Shii Cho}} {{Ex}}:''' At 1st level, a Wielder of the Force gains a lightsaber as his weapon. A Jedi can choose for his lightsaber to be either a longsword, bastard sword, greatsword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to any armor and shields equal to the damage given to the defender (minus hardness, min 1 excpet expect against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Wielder of the Force can choose whatever design for a hilt and whatever color of a lightsaber that he wishes. A lightsaber is treated as a one-handed exotic melee weapon or a two-handed martial melee weapon.
The basic form of lightsaber combat is Shii Cho, and was developed during the transition between metal proto-sabers and the modern lightsaber. As such, it was a raw, easy to learn form that didn't much address lightsaber-to-lightsaber combat. While using Shii Cho, the Wielder of the Force gains a bonus to all disarm attempts equal to his secondary stat modifier. All Force sensitives that recurve any formal training know Shii Cho, as it is the form taught to all Jedi younglings and Sith acolytes.
'''{{Anchor|Deeper Connection}} {{Ex}}:''' The Wielder of the Force is constantly training to learn new abilities to harness and use the Force. He may pick three abilities from the following list at 2nd level, and one more at every even level thereafter (4th, 6th, 8th, etc.). At 10th level, the Wielder of the Force picks two abilities from the list instead of one. At 20th level, he picks three abilities from the list instead of one.
'''''Lightsaber Form II: Makashi:''''' This form specializes in lightsaber-on-lightsaber combat, relying on precision, parries, and ripostes to outmaneuver and overpower opponents. Whenever a melee attack is made against the Wielder of the Force, he can use expend an Attack of Opportunity to attempt to parry the attack. Roll an attack roll, and if your attack roll beats the triggering attack's roll, the attack is parried. Whenever an attack is successfully parried in this manner, the Wielder of the Force can make an attack against the attacker as part of the Attack of Opportunity spent to parry the attack. When using this style, the Wielder of the Force gains a bonus on all lightsaber attacks equal to their Dexterity modifier.
'''''Lightsaber Form III: Soresu:''''' This form is an incredibly defensive dueling style of lightsaber combat, granting a +2 shield bonus to AC, which stacks with other shield bonuses. If he chooses to fight defensively while attacking using this form, he only receives a -2 penalty to attacks for the round, while receiving a +4 bonus to AC from fighting defensively. If taking the Total Defense action, he instead gains a +8 to AC in place of attacking. While taking the total defense action, any time a melee attack misses the Wielder of the Force, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll, as he capitalizes on his opponent's mistakes.
'''''Battle Precognition:''''' Some Wielders of the Force are gifted with an ability known as Battle Precognition, which allow then to serve the flow of the Force within combat. This ability grants a passive +2 Dodge bonus to AC, which stacks with other sources of dodge bonus. Those with Battle Precognition always act on a surprise round, and can never be caught flat footed, except by an invisible enemy that the Wielder of the Force did not detect.
'''''Chain Lightning:''''' Must be level 6. Requires Force Lightning. Instead of recreating the effects of the Lightning Bolt spell, a Wielder of the Force may now recreate the effects of the Chain Lightning spell. The power now recharges every 1d4 rounds. Can only be taken by Sith.
'''''Control Pain:''''' Must be level 6. A number of times per day equal to 1+ his secondary stat modifier, a Wielder of the Force may, for one round, reduce all damage taken by half. This is not considered resistance, but instead applies to damage once resistances and weaknesses are already applied.
'''''Force Barrier:''''' A Wielder of the Force can, as a standard action, create a shimmering blue bubble of Force around their body, capable of deflecting any and all attacks. Maintaining the bubble is a full round action, during which time the only thing that can be done is meditation. A full or short rest can be taken while inside and maintaining the bubble. At 6th level, this ability can be used on an enemy. The target must make a Reflex saving throw (DC 10 + WotF level + his secondary stat mod), or be trapped inside the indestructible bubble until the Wielder's concentration is broken, or until the bubble is no longer maintained.
'''''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:''''' 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. Can only be taken by Sith.
'''''Force Concealment:''''' Must be level 4. 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. 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 Lightning:''''' 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 pushedbeyond where they stopped. If they are knocked into another target, that target takes half as much damage.
'''''Force Repulse:''''' Requires Force WhirlwindWave. Must be level 8. 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 pushedbeyond where they stopped. 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. Must be level 6. 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 pushedbeyond where they stopped. 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. Must be level 4. 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. 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 Ward:''''' On a successful Reflex save (DC 10 + the attack roll), a Wielder of the Force can use his lightsaber to block ranged attacks coming his way. At 2nd level, he can block ranged attacks within a 10 ft radius of himself. He can block an extra 10 ft every even level after 2nd. This ability can affect range attacks in a 30 foot spread from the Wielder of the Force.
'''''Shatterpoint:''''' Requires Battle Precognition. Must be level 6. Some Wielders of the Force are gifted with the ability to see Shatterpoints, which are essentially fault lines in the Force, showing weak points in people or objects. When a user of Shatterpoint examines an object or structure, they have a 20% chance of finding a Shatterpoint. if struck, this point multiplies any damage dealt to the object by 2, and multiplies the damage to the structure through that location by 10, allowing you to effectively damage large structures that normally would be unaffected by a single person's attacks. At the start of combat, each enemy in the perception range of a user of Shatterpoint has a 10% chance to reveal a Shatterpoint. When struck, the point guarantees a critical hit on any successful hit, regardless of the number on the d20. Each Shatterpoint can be struck only once, and unless it is on an object or structure, it lasts for two rounds before disappearing.
'''{{Anchor|Augmented Connection}} {{Ex}}:''' Strength in oneself is just as important as diversifying oneself. This benefit grants users Starting at level 3, the Wielder of the ability force may choose to change class features, such as Hit Die and Base Attack Bonus, as well as Saving Throws, or even increasing increase his base stats. Users He gain one Augment every 2 levels.
'''''Increased Strength:''''' The Force augments your his body, increasing your his Strength score by 1. This can be taken up to 4 times.
'''''Increased Dexterity:''''' The Force augments your his body, increasing your his Dexterity score by 1. This can be taken up to 4 times.
'''''Increased Constitution:''''' The Force augments your his body, increasing your his Constitution score by 1. This can be taken up to 4 times.
'''''Increased Wisdom:''''' The Force augments your his mind, increasing your his Wisdom score by 1. This can be taken up to 4 times.
'''''Increased Intelligence:''''' The Force augments your his mind, increasing your his Intelligence score by 1. This can be taken up to 4 times.
'''''Increased Charisma:''''' The Force augments your his mind, increasing your his Charisma score by 1. This can be taken up to 4 times.
'''''Increased BAB:''''' Your His prowess in combat is exceptional, a step above most other Force users. You gain He gains full BAB progression.
'''''Increased Hit Die:''''' Your His body is hardened with the Force. Increase your his hit die to d10's. This ability can be taken a second time to increase your his 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 His body is tempered by the Force. The first time you take he takes this augment, you gain he gains 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 His reflexes are tempered by the Force. You He gain a +2 competence bonus to all Reflex saves. this augment may be taken a total of three times.
'''''Increased Will:''''' Your His mind is tempered by the Force. You He gain a +2 competence bonus to all Will saves. this augment may be taken a total of three times.
'''''Armor Proficiency (Medium):''''' Your His training in heavier armor has allowed you him to become comfortable wearing more armor. Gain He gains proficiency with medium armors, as well as light and heavy shields.
'''''Armor Proficiency (Heavy):''''' Requires Armor Proficiency (Medium). Your His training in heavier armor has allowed you him to become comfortable wearing more armor. Gain He gains 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:''''' You He may pick a bonus feat in place of an augment. this may be taken a maximum of three times.
'''''Greater Force Presence:''''' Multiply He may multiply the radius of your his Force Presence by 5. This can be taken a maximum of 4 times.
'''{{Anchor|Custom Connection}} {{Ex}}:''' As a Wielder of the Force becomes stronger, and more familiar with the basics, the user gains more flexibility in their training. Starting at 6th level, a Wielder Of The Force may choose a Deeper Connection in place of an Augmented Connection, and vice versa at each level. A Wielder of the Force can never exchange an Ability or Augment already learned, only change which option he will take upon leveling up.