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| Cricket_God09-04-06, 11:53 PM | The other day my DM commented that he felt that a Soul Knife/Monk felt alot like a Jedi Knight to him. I was realy bored lately and I liked the idea so I decided to create a class that felt like a Jedi. I started with the Monk template and nerfed it's fortitude and a few of it's abilities. I also cut out most of the abilities gained after first level. I then added a bunch of other abilities that made it feel more like a Jedi. Unfortuantly, I'm a fairly knew player and I haven't quite figured out where the fine line between weak and broken is. The class as it currently stands can be found in this PDF: Jedi Knight (http://www.members.shaw.ca/Positron1/Jedi%20Class2.pdf) I'm suspicous of a few of it's abilities being to powerful. Primarily, I think the ability to ignore damage reduction after the 10th level is a bit much and I'm also worried about the deflecting and redirecting of projectiles that occures as you advance. I'm also iffy on the whole Force Powers section. Any advice you can give me on how to make this class fair would be much appreciated. Note: I am not a Star Wars nerd and know nothing outside of the few things I remember from movies. I eventually plan on renaming the class and it's abilities and changing a few things flavor wise to make it fit into a fantasy setting. The name Jedi Knight is more of a testing name. |
| Phantom Lord09-05-06, 12:16 AM | The ability to deflect projectiles does seem a little bit much the way you present it. I had problems coming up with a balanced way to deflect projectiles that didn't involve tons of math, and ended up making it a feat, instead of an intrinsic part of the class. DEFLECT RAY [SPECIAL] Prerequisites: DEX 14, BAB +5, Psychic Templar only Benefit: When the Psychic Templar knows he is the target of a ray attack, he can sacrifice his attack of opportunity that round in order to attempt to deflect the ray with his psiblade.. He makes an opposed attack roll at his highest BAB, and if it exceeds the original attack roll by 5 or more, the ray is deflected harmlessly. IMPROVED DEFLECT RAY [SPECIAL] Prerequisites: DEX 16, BAB +10, Deflect Ray, Psychic Templar only Benefit: When the Psychic Templar deflects a ray, if his opposed attack roll exceeds the original attack roll by 10 or more, the ray is deflected toward a target of the Templar’s choosing. The new attack roll for the ray is equal to the Templar’s attack roll -10, and the range increment is 30 feet. The ray dissipates when it reaches its original maximum range; for example, a ray with a range of 60 feet that travels 45 feet before it is deflected will only last an additional 15 feet before dissipating. Also, the list of jedi powers is too short. Mine was huge. You may want to look into harnessing more of the psionics system for your class: Psychic Templar Powers 0-LEVEL POWERS (TALENTS) Burst: Subject’s speed improves by 10 ft. for 1 round. **Call PsiBlade: Never lack for your PsiBlade. Catfall: Recover well from a fall. Control Shadow: Control a normal shadow like a puppet. Daze: Creature loses next action. Detect Psionics: Detect the presence of psionic activity. Distract: Subject’s mind wanders, imparting a –1 penalty on some actions. Elfsight: Manifester has low-light vision. *Far Hand: Minor telekinesis. Far Punch: Telekinetic punch deals 1 damage. Float: Buoy a subject in water or other liquid. *Inkling: 50% likely to know if an intended action is good or bad. Know Direction: Know which way is north. *Missive: Sends a one-way telepathic message to subject. Talons: Unarmed attacks deal +1 damage. *Telempathic Projection: Modifies subject’s emotions. Valor: Gain a +1 morale bonus on manifester’s saving throw. Verve: Gain 1 temporary hit point. 1st-LEVEL POWERS *Biocurrent: Continuous bioelectrical current deals 1d4 electricity damage/round to up to two living creatures. Biofeedback: Self-control allows manifester to take some damage as subdual damage. *Charm Person: Makes one person the manifester’s friend. Combat Precognition: Gain a +1 insight bonus to AC. *Conceal Thoughts: The manifester conceals his or her motives. *Control Object: Telekinetically animates a small object. *Create Sound: Creates the sound he or she desires. *Demoralize: Foes suffer –1 penalty on some actions. *Disable : Subjects incorrectly believe they are disabled. *Empathic Transfer: Absorb others’ hurts. *Empathy: Know the subject’s surface emotions. Expanded Vision: Wider vision allows manifester to see more. *Feather Fall: Objects or creatures fall slowly. Feel Light: Use tactile sensation to see. Feel Sound: Use tactile sensation to hear. Hear Light: Use auditory sensation to see. Hustle: Gain one extra partial action. *Lesser Body Adjustment: Heal 1d8 hp, or gain a +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of temporary ability damage. *Lesser Concussion: Pummel foe for 1d6 damage. Lesser Metaphysical Weapon : Weapon gains a +1 bonus. *Lesser Mindlink: Forge a limited mental bond with another creature. *Object Reading: Knows about an object’s past. See Sound: You use visual sensation to hear. Skate: Subject slides (skillfully) along ground as if on ice. *Steadfast Gaze: Gaze attacks hold no terror for the manifester. Vigor: Gain 3 temporary hit points. 2nd-LEVEL POWERS Animal Affinity: Possess one ability score of a chosen animal. *Body Adjustment: Heal 3d6 damage, or gain a bonus on the next Fortitude save to resist poison or disease, or heal 2 temporary ability points. Body Equilibrium: Can walk on nonsolid surfaces. *Brain Lock: Subject cannot move or take any mental actions. Claws of the Bear: Unarmed attack deals 1d12 damage. Combat Prescience : Gain a +2 insight bonus on your attack roll. *Concussion: Pummel foe for 3d6 damage. *Control Body: Take rudimentary control of foe’s limbs. *Danger Sense: Gain a +4 bonus against traps. Darkvision: Can see in the dark. *Detect Thoughts : Detect subject’s surface thoughts. *Inflict Pain: Mental attack deals 3d6 damage. *Intrusive Sense Link: Subject senses what the manifester senses. *Knock: Opens locked or psionically locked doors. Levitate: Subject moves up and down at manifester’s direction. **Lightning Ray: A single target takes 1d6 points per manifester level of lightning damage (maximum 15d6.) Painful Touch: Unarmed attacks deal an extra 1d6 subdual damage. *Psionic Lock: Psionically locks a portal or chest. *Recall Pain: Foe takes 3d6 damage from painful memory. *Sensitivity to Psychic Impressions: Find out about an area’s past. *Suggestion: Compels subject to follow suggested action. *Sustenance: Go without food and water. Vigilance: See through mists, murk, and darkness. 3rd-LEVEL POWERS Claws of the Vampire: Unarmed attack deals 1d8 damage. You heal the same amount. *Crisis of Breath: Disrupt the subject’s breathing. Danger Sense: Gain a +4 bonus against traps. Displacement: Attacks miss manifester 50% of the time. *False Sensory Input: Falsify one of the subject’s senses. *Greater Concussion: Pummel foe for 5d6 damage. Improved Biofeedback: Take charge of body’s damage. *Lesser Domination: Forces subject to obey manifester’s will. Metaphysical Weapon: Weapon gains a +3 bonus. *Mindlink: Have a mental bond with others. Prowess: Manifester may take one extra attack of opportunity. *Rejuvenation: Heal 1 point of temporary ability damage/hour. *Schism: Splits manifester’s mind into two independently functional parts. Ubiquitous Vision: Manifester has all-around vision. 4th-LEVEL POWERS Dissolving Touch: Touch deals 7d6 acid damage. *Domination: Subject obeys manifester’s will. *Fatal Attraction: Implants death urge in subject. *Freedom of Movement: Move normally despite impediments. *Forced Mindlink: Creates mental bond with unwilling subject. Immovability: Manifester is almost impossible to move. Inertial Barrier: Subject gains damage reduction 10/+5. *Mass Concussion: Foes take 7d4 damage in 20-ft. radius. *Mindwipe: Subject’s recent experiences wiped away. Psychofeedback: Use power points to boost your physical ability modifiers. Steadfast Perception: Gain a +4 bonus against illusions, +2 bonus on Spot and Search checks. *Tailor Memory: False memory implanted in subject. Telekinesis: Lift or move 25 lb./level at long range. 5th-LEVEL POWERS Adamant Grasp: Gain a +10 bonus on your grapple checks. Adapt Body: Adapt manifester’s body to hostile environments. Catapsi: Psychic static is a drag on power manifestation. Energy Barrier: Convert energy attacks to harmless light. *Greater Domination: Subject obeys manifester’s will. *Mind Probe: Discover the subject’s secret thoughts. *Power Resistance: Subject gains PR 12. *Recall Agony: Foe takes 9d6 damage from painful memory. Psychic Vampire: Touch attack drains 2 power points/level from foe, which manifester gains. *Sending: Delivers short message anywhere instantly. *Sense Psionics: Sense psionic powers and effects. *True Seeing: See all things as they really are. 6th-LEVEL POWERS Ablating: Subject is buffered from one negate psionics effect. *Flaming Shroud: Encased foe takes 11d6 fire damage. *Greater Biocurrent: Continuous bioelectrical current deals 6d6 electricity damage/round to up to four living creatures. Improved Vigor: Gain 13 temporary hit points. *Mass Suggestion: Many targets follow suggested action. **Psionic Storm: Enemies within storm take 1d4 lightning damage per manifester level. *Retrieve: Teleport to hand an item the manifester can see. Shield of Prudence: Gain a +6 insight bonus to AC. Suspend Life: Manifester’s life functions slow to imperceptibility. Call Lightsaber Psychokinesis Level: Psychic Templar 0 Manifestation Time: Move-Equivalent Action Range: Long (400 ft. + 40 ft./level) Effect: Personal Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1 The manifester summons his lightsaber to hand. Lightning Ray Metacreativity [Electricity] Level: Psychic Templar 2 Display: Vi (see text) Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 3 A ray of burning lightning projects from the manifester’s outstretched hand. The manifester must succeed at a ranged touch attack to strike a target with the ray, which deals 1d6 points of electricity damage per manifester level (Maximum 15d6). Psionic Storm Metacreativity [Electricity] Level: Psychic Templar 6 Display: Vi (see text), Ma Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 30’ sphere Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 11 The manifester summons a fierce storm of psychic energy that buffets all inside with lighning. This attack deals 1d4 points of electrical damage per manifester level. Or, you could just have a look at my class. It's posted as a .pdf here (http://www.angelfire.com/dragon2/kuldraenis/index.html). It doesn't include any of the skills yet, but it's still a work in progress. |
| Cricket_God09-05-06, 04:23 PM | I've updated the document in the link at the top. I toned down the projectile reflection slightly. Now you are always limited to relecting a number of projectiles equal to your Class level in Jedi Knight divided by 5. You also can't reflect magic/psionic projectiles and you can't reflect magically/psionically enhanced projectiles until the 10th level. Does this seem more fair? I'm still worried about the whole ignoreing damage reduction thing. What is everyone's thoughts on that? I'm also interested in what people think of the way I set up the influencing objects with your mind section. Is it to good? To bad? To narrow? Just right? @Phantom Lord: Thanks for your comments. I considered giving him powers like you gave your class but I don't remember jedi ever using their force powers for anything other than lifting objects and heightening their awarness of the world around them. I know the bad guy shot lightning at some point but I don't ever remember the good guys doing it. |
| Phantom Lord09-06-06, 12:05 AM | I'm somewhat of an aficionado, having played most of the Star Wars video games and read a good 40+ novels set in the same universe, aside from the core 6 (Episodes I-VI.) Trust me, the force is used for a good deal more than lifting things and heightened awareness. Also, my "Jedi," the Psychic Templar, doesn't revolve around a dark side/light side view of his powers; that kind of outlook doesn't mesh too well with D&D in my experience, as it's far too limiting. The way you wrote it up it's like playing a goody-goody paladin with no chance for atonement if you do something wrong, so your options in any given situation are pretty limited. My class revolves around the standard alignment axes of D&D, with no repercussions mechanically for choosing good over evil, or vise-versa. That's why I didn't call it a "Jedi." |
| Cricket_God09-06-06, 09:55 AM | I'm somewhat of an aficionado, having played most of the Star Wars video games and read a good 40+ novels set in the same universe, aside from the core 6 (Episodes I-VI.) Trust me, the force is used for a good deal more than lifting things and heightened awareness. Also, my "Jedi," the Psychic Templar, doesn't revolve around a dark side/light side view of his powers; that kind of outlook doesn't mesh too well with D&D in my experience, as it's far too limiting. The way you wrote it up it's like playing a goody-goody paladin with no chance for atonement if you do something wrong, so your options in any given situation are pretty limited. My class revolves around the standard alignment axes of D&D, with no repercussions mechanically for choosing good over evil, or vise-versa. That's why I didn't call it a "Jedi." I have, in the past, watched the starwars movies and my memory of them is a little vague. I endevoured to create someone similar to the jedi I saw in the movies because that is the way I think of them. I originaly had the class set up to deal with the other extreme as well but things got to complicated. I welcome you to use your class but I am not a big starwars fan so this one is going to end up being a paladin. Since it has no gods to atone to, once kicked out it stays out. Also note in the top that "Jedi Knight" is a testing name until I can come up with a better one. Now, back to the topic that I've been trying to get feedback on, is this to powerful? So far I think that everything is in order except perhapse the ignore all damage reduction part. Could someone please give me some comments on this section? |