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| TifRhal12-30-07, 06:04 PM | This is something I have been working on. I have looked all over at other Jedi and have taken the parts I liked and added a few of my own. I limited the use of power points to class abilities only and he will not gain any form of psionic powers or be able to use these powerpoints for manifesting psionic powers this is to show his focus to his class and devition to the forces around him. So here it is let me know what you think The Jedi (combination Bard and Psychic Warrior) Game Rule Information Jedi have the following game statistics. Abilities - Dexterity and Wisdom are the most important abilities for a Jedi, as his offense and defense are both boosted by those abilities. Alignment - Any Lawful. Hit Die - D8 Class Skills The Jedi's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidation (Cha), Jump (Str), Knowledge (Arcana or Religion or Psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level - (6 + Int modifier) x 4 Skill Points at Each Additional Level - 6 + Int modifier Table 1-1 Lvl....BAB............F .R .W...............Features............... ....Speed....Flurry of Blows.......Power points 1......+0..............+0 +2 +2.............Power Use.....................30............-2 /-2....................2 2......+1..............+0 +3 +3.............Precognition (+1)............30............-1 /-1....................6 3......+2..............+1 +3 +3.............Telekinesis.............. ......30............+0 /+0...................11 4......+3..............+1 +4 +4.............Precognition (+2), ........................................ ..........Psionic Meditation...........35............+1 /+1...................17 5......+3..............+1 +4 +4.............Power Versatility.............35...........+2 /+2....................25 6......+4..............+2 +5 +5.............Precognition (+3)............35...........+3 /+3....................35 7......+5..............+2 +5 +5.............Uncanny Dodge..............40...........+4 /+4.....................46 8..... +6/+1.........+2 +6 +6.............Precognition (+4) ........................................ ..........Battle mind....................40...........+5 /+5 /+0................58 9......+6/+1..........+3 +6 +6.............Power Efficiency.............40..........+6 /+6 /+1.................72 10....+7/+2..........+3 +7 +7.............Precognition (+5)............45..........+7 /+7 /+2.................88 11....+8/+3..........+3 +7 +7.............Evasion, Leap.................45..........+8 /+8 /+3...............106 12....+9/+4..........+4 +8 +8.............Precognition (+6)............45..........+9 /+9 /+4...............126 13....+9/+4..........+4 +8 +8.............Power Reliability..............45..........+9 /+9 /+4...............147 14....+10/+5........+4 +9 +9.............Precognition (+7)............50...........+10/+10/+5..............170 15....+11/+6/+1...+5 +9 +9.............Power Efficiency..............50...........+11/+11/+6 /+1........195 16....+12/+7/+2...+5 +10 +10..........Precognition (+8)............50...........+12/+12/+7 /+2........221 17....+12/+7/+2...+5 +10 +10..........Fluid Style.....................55...........+ 12/+12/+12/+12.....250 18....+13/+8/+3...+6 +11 +11..........Precognition (+9)............55...........+13/+13/+13/+13......280 19....+14/+9/+4...+6 +11 +11..........Sense Flow....................55...........+14/+14/+14/+14......311 20....+15/+10/+5..+6 +12 +12..........Precognition (+10)..........60..........+15/+15/+15/+15......346 Class Features All of the following are class features of the Jedi. Weapon and Armour Proficiencies The Jedi is proficient with all simple weapons, light and one-handed martial weapons, and light armour. Power points/Day The Jedi ability to manifest his class skills is limited by the power points he has availble. His base daily allotment of power point is given in Table 1-1:The Jedi: In addidtion, he recieves a bonus to power points per day if he has a high Wisdom score. His race may also provied bonus power points perday, as many certain feats and items. These power points can only be used for The Jedi's class abilities not for use with psionic powers. Speed Bonus The Jedi gains a 5% bonus to all base speeds per class level; the table includes precalculated speeds for a creature with base speed 30. This speed bonus is considered an enhancement bonus, and only applies to speeds the Jedi has through race or class abilities. The speed bonus only applies if the Jedi is not wearing medium or heavy armour. Flurry of Blows As in the SRD, except as noted here. Flurry of Blows doesn't need to be executed with unarmed strikes or special Monk weapons. Also, Greater Flurry is not gained at all. Flurry of Blows only functions if the Jedi is wielding a light or one-handed melee (or throwing) weapon, and not wearing medium or heavy armour. He must expend his psionic focus to use this ability Power Use The Jedi gains a specialized set of powers, and chooses eight skills from the class skill list. He gains a +1 competence bonus for every 2 class levels to checks with those skills. Movement skill (Balance, Climb, Escape Artist, Jump, Move Silently, Swim, Tumble) bonuses only function if the Jedi is not wearing medium or heavy armour. Precognition The Jedi gains the ability to perceive moments into the future. This ability gives him several benefits. He may now add his Wisdom modifier as an insight bonus on initiative rolls, and as an insight bonus to AC. He may also add his Dexterity modifier to his damage rolls. Each benefit of Precognition is limited to a maximum bonus of half the Jedi's class level, as shown in the table. Precognition only functions if the Jedi is not wearing medium or heavy armour, and is psionically focused Telekinesis The Jedi gains the ability to telekinetically manipulate objects at will as a standard action. He can lift objects as if he were carrying them normally, using his Wisdom score to determine capacity instead of Strength. He can move an object he has lifted at a speed of 10 ft per round. If attempting to use this ability against a creature or attended object, the target can resist it by making a Will save against a DC of 10 + half the Jedi's class level + his Wisdom modifier. If used to deal damage by throwing an enemy into the air or an object, the attack deals 1D6 damage for every 4 class levels. If throwing an object with telekinesis, the object must weigh less than the Jedi's telekinetic light load; if the object is thrown as a weapon, it requires a ranged attack roll and deals damage equal to a regular telekinetic attack. This ability has a range of 5ft per class level. This ability requires 4 points to activate and 2 power point per round to maintain. Psionic Meditation The Jedi gains the ability to become psionically focused as a move action instead of the standard full-round. Power Versatility The Jedi gains the ability to effortlessly learn new uses for his powers. Any skill tricks (Complete Scoundrel) he knows for his eight chosen skills no longer count towards the limit of skill tricks known. Uncanny Dodge The Jedi gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by and invisible attacker. However, he still loses his Dextarity bonus to AC if immobilized. Battle Mind The Jedi may recover his psionic focus as a free action (does not provoke an attack of opportunity)after expending it but does so at a -10 Concentration check Power Efficiency The Jedi gains the ability to use his powers in rapid succession. If he has any skill tricks for his four chosen skills, those skill tricks can be used twice per minute as opposed to the normal once per minute. At 15th level, the Jedi gains the ability to use those skill tricks at will, without cooldown. Evasion The Jedi can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normaly deals half damage on a sucessful save (such as a red dragon's fiery breath or a fireball), he instead takes no damge. Evasion only functions if the Jedi is not wearing medium or heavy armour, and is psionically focused Leap The Jedi gains access to the Leaping Dragon stance well psionically focused while inthis stance you gain a +10-foot enhancement bonus on jump checks. In addition ,any jumps you make while in this stance are considered running jumps. Power Reliability The Jedi gains the ability to use his powers consistently well. He can now take 10 on checks with his eight chosen skills, regardless of stress or other conditions. Fluid Style The Jedi learns how to move smoothly and efficiently in combat, allowing him to make extra attacks more precisely. All his attacks are now executed at his highest BAB. Fluid Style only functions if the Jedi is wielding a light or one-handed melee (or throwing) weapon, and not wearing medium or heavy armour. and is psionically focused Sense Flow The Jedi becomes completely in tune with the world around him. He gains the ability to take assessment of his surroundings by spending one full minute concentrating to make a Sense Motive check. He needs no actual sensory input to make this check; it is done without using the conventional senses. The DC of the check is equal to 10 + double the EL of the situation or CR of the creature. A successful check allows the Jedi to not only get an accurate idea of the overall situation, but also to predict the actions of any creatures involved. These predictions are always accurate for the next 5 rounds, and generally accurate up to 5 minutes; if the Jedi takes an action to interfere with the perceived course of actions, though, then they obviously change accordingly. Although the guidelines given are appropriate for PC Jedi, some Jedi are known to be incredibly accurate (at the DM's discretion), up to days or even months away. The Jedi must be psionically focused Ex-Jedi's A Jedi becomes nonlawful cannot gain new levels as a Jedi and loses all Jedi ablities, but not weapon or armor proficencies. He may not gain levels in Jedi till he undergoes a week long meditation ritual were he may not eat or drink. Human Jedi Starting Package Armor: Studded leather (+3 AC, armor check penalty -1, speed 30ft., 20LB Weapons: Scimitar (1d6, crit 18-20/x2, 4 lb., one-handed, slashing.). Shortbow (1d6, crit x3, range inc. 60ft., 2lb. piercing) Skill selection: Pick a number of skills equal to 6+Int modifier. Skill................................Ran ks............Ability.........Armor Ckeck Penalty Autohypnosis ..................... 4 ................ Int .........................- Bluff.................................. 4 ................ Cha .........................- Concentration..................... 4 ................ Con .........................- Diplomacy.......................... 4 ................ Cha .........................- Intimidation........................ 4 ................ Cha .........................- Knowledge(Psionics)............. 4 ................ Int ..........................- Listen................................ 4 ................ Wis .........................- Sense Motive...................... 4 ................ Wis .........................- Spot.................................. 4 ............... Wis ..........................- Tumble............................... 4 ............... Dex .........................-1 Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, Hooded lantern and three pints of oil, Quiver with 20 arrows. Gold: 4d4 gp. |
| Scion of Coldshard12-30-07, 07:45 PM | I hate to say it but it looks like you would be better off going for something like the magic of incarnum. Each level gain a bit of essentia that can be spread around, pick up abilities that this essentia can be placed into to give different abilities at different times, and have the various choices be in flavor with what you are trying to do. That would allow for many, many different types of 'jedi' from good to evil, strong to weak with flexibility and, hopefully, a good balance point. It looks like you put a pretty good amount of work into this version, but you might be happier with the outcome in the long run with something like what I mention in this post. |
| TifRhal12-30-07, 07:53 PM | This was a starting char with limited books i was thinking this would be base and later get prestige classes that focused more on other skills mabey one that focus on weapons another on martial training another on evasive tactics mabey a spy of some sort or many other things but that will require imput from others and a crap load more books i have to find. thank you for the input i tryed to balance it with a alignment requ and limited use of powerpoints and the use of the psionic focus which requires a 20 concentration check. I will look into the magic of incarnum |
| TifRhal12-30-07, 08:46 PM | The problem i see with using magic incarnum is that essentia is crafted into magical items. the reason i went with psionics is you draw the power from within. This power can then be used to effect or interact with the world around the Jedi. Now a prestige class that could draw raw force (essentia) for game sake that could imbue it into another person or use it to increase there meditative state to restore lost power points this would be an interesting class. |
| Bacris12-30-07, 09:49 PM | Something to keep in mind: Flavor / descriptive text / fluff is completely mutable. Change it to fit whatever concept you have. If the mechanics of Incarnum fit your character, but the descriptive text does not, change the descriptive text, but keep the mechanics. Believe me, in this game, it is far, far easier to revise the descriptive text than to build new mechanics. |
| TifRhal12-30-07, 10:05 PM | ya i did not fully read the test that was my undoing i see now that it can be invested into feats and class ablities. will look into making ad different version using essentia thank you bolth for your info. |
| TifRhal12-30-07, 10:24 PM | i might not totaly switch to essentia i may augment the psionics via the Zaure Talent feat and give acess to essentia and lower his power points some and give acess to an essentia pool. kind of like the soulborn for the combat orintated and incarnate for the more learned Jedi. but that might be better as a prestige class to show there growing knowledge of the forces around them. |
| Omnirahk, half-Rahkshi01-02-08, 02:33 PM | I'm not so sure I like it. One thing for certain: the precognition ability should provide either a dodge or insight bonus to AC, not a shield bonus. Definitely not a shield bonus. The class as a whole seems a little spread out. Although I do like how it makes use of skill tricks. I wonder if it's as complicated as it first struck me, or if it just needs to be formatted better. I agree that jedi abilities might be better represented by essentia investment and incarnum. Maybe look at the Incarnum Blade for inspiration - essentia investment abilities without soulmelds. |
| Rhyvurg01-02-08, 05:10 PM | When I wanted to play a jedi-type, I came up with a series of powers to add to the Psiwar list. Telekinesis, available at a lower level than a psion but not able to move as much wieght, as well as Thrust and Maneuver. Also, Energy Stun, elecrical only (force lightning). In exchange the list loses a few powers like Expansion, Form Of Doom, Body of Oak, Breath of the Black Dragon, and other un-Jedi-like-powers. I never really cared if it was an even exchange, it was for fun. And fun it was. |
| Orenmir01-03-08, 12:59 PM | Personally, I think a Jedi simply is a Psychic Warrior. If you really want to play a Jedi, you should be playing Saga. If you have to play D&D, just play a PsyWar and pick your own fluff. All Jedis are different. Some aren't even telekinetic! They advance their powers and power choices the same way a PsyWar would. There are plenty of powers and feats to emulate any of the Jedi powers/abilities. A dip into ToB would give you even more options! |
| TifRhal01-03-08, 05:54 PM | thank you all for the posts the reason I am making the jedi for a friend he has this this thing for star wars but i am not a fan of the game. The reason this jedi is all over is this is the building of the jedi the first show of what is to come. I limited his abllities to show that he has to learn this is only a base class a prestige class will come later to define him showing his growing knowledge of the force or essentia in this case. This is still in the testing phase any inputs would be great on how to work in powers. He wanted to play this so I am trying this out if you see something that will make this better please post. well here is a jedi with essentia I am still learning the system for the use of it more uses of it will come later. The Jedi Game Rule Information Jedi have the following game statistics. Abilities - Dexterity and Wisdom are the most important abilities for a Jedi, as his offense and defense are both boosted by those abilities. Alignment - Any. Hit Die - D8 Class Skills The Jedi's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidation (Cha), Jump (Str), Knowledge (Arcana or Religion or Psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level - (6 + Int modifier) x 4 Skill Points at Each Additional Level - 6 + Int modifier Table 1-1 Lvl....BAB............F .R .W...............Features............... ....Speed....Flurry of Blows.......Essentia 1......+0..............+0 +2 +2.............Power Use.....................30............-2 /-2......................1 2......+1..............+0 +3 +3.............Precognition (+1)............30............-1 /-1......................2 3......+2..............+1 +3 +3.............Telekinesis.............. ......30............+0 /+0......................2 4......+3..............+1 +4 +4.............Precognition (+2)............35............+1 /+1......................3 5......+3..............+1 +4 +4.............Power Versatility.............35...........+2 /+2......................3 6......+4..............+2 +5 +5.............Precognition (+3)............35...........+3 /+3......................4 7......+5..............+2 +5 +5.............Uncanny Dodge..............40...........+4 /+4......................5. 8..... +6/+1.........+2 +6 +6.............Precognition (+4).............40...........+5 /+5 /+0................5. 9......+6/+1..........+3 +6 +6.............Power Efficiency.............40..........+6 /+6 /+1................6 10....+7/+2..........+3 +7 +7.............Precognition (+5)............45..........+7 /+7 /+2................7 11....+8/+3..........+3 +7 +7.............Evasion, Leap.................45..........+8 /+8 /+3................8. 12....+9/+4..........+4 +8 +8.............Precognition (+6)............45..........+9 /+9 /+4................9... 13....+9/+4..........+4 +8 +8.............Power Reliability..............45..........+9 /+9 /+4...............10 14....+10/+5........+4 +9 +9.............Precognition (+7)............50...........+10/+10/+5..............11 15....+11/+6/+1...+5 +9 +9.............Power Efficiency..............50...........+11/+11/+6 /+1........12 16....+12/+7/+2...+5 +10 +10..........Precognition (+8)............50...........+12/+12/+7 /+2.........13 17....+12/+7/+2...+5 +10 +10..........Fluid Style.....................55...........+ 12/+12/+12/+12......14 18....+13/+8/+3...+6 +11 +11..........Precognition (+9)............55...........+13/+13/+13/+13.......16 19....+14/+9/+4...+6 +11 +11..........Sense Flow....................55...........+14/+14/+14/+14.......18 20....+15/+10/+5..+6 +12 +12..........Precognition (+10)..........60..........+15/+15/+15/+15........20 Class Features All of the following are class features of the Jedi. Weapon and Armour Proficiencies The Jedi is proficient with all simple weapons, light and one-handed martial weapons, and light armour. Speed Bonus The Jedi gains a 5% bonus to all base speeds per class level; the table includes precalculated speeds for a creature with base speed 30. This speed bonus is considered an enhancement bonus, and only applies to speeds the Jedi has through race or class abilities. The speed bonus only applies if the Jedi is not wearing medium or heavy armour. Flurry of Blows As in the SRD, except as noted here. Flurry of Blows doesn't need to be executed with unarmed strikes or special Monk weapons. Also, Greater Flurry is not gained at all. Flurry of Blows only functions if the Jedi is wielding a light or one-handed melee (or throwing) weapon, and not wearing medium or heavy armour. Power Use The Jedi gains a specialized set of powers, and chooses eight skills from the class skill list. He gains a +1 competence bonus for every 2 class levels to checks with those skills. Movement skill (Balance, Climb, Escape Artist, Jump, Move Silently, Swim, Tumble) bonuses only function if the Jedi is not wearing medium or heavy armour. Precognition The Jedi gains the ability to perceive moments into the future. This ability gives him several benefits. He may now add his Wisdom modifier as an insight bonus on initiative rolls, and as an insight bonus to AC. He may also add his Dexterity modifier to his damage rolls. Each benefit of Precognition is limited to a maximum bonus of half the Jedi's class level, as shown in the table. Precognition only functions if the Jedi is not wearing medium or heavy armour, and is psionically focused Telekinesis The Jedi gains the ability to telekinetically manipulate objects at will as a standard action. He can lift objects as if he were carrying them normally, using his Wisdom score to determine capacity instead of Strength. He can move an object he has lifted at a speed of 10 ft per round. If attempting to use this ability against a creature or attended object, the target can resist it by making a Will save against a DC of 10 + half the Jedi's class level + his Wisdom modifier. If used to deal damage by throwing an enemy into the air or an object, the attack deals 1D6 damage for every 4 class levels. If throwing an object with telekinesis, the object must weigh less than the Jedi's telekinetic light load; if the object is thrown as a weapon, it requires a ranged attack roll and deals damage equal to a regular telekinetic attack. This ability has a range of 5ft per class level. Power Versatility The Jedi gains the ability to effortlessly learn new uses for his powers. Any skill tricks (Complete Scoundrel) he knows for his eight chosen skills no longer count towards the limit of skill tricks known. Uncanny Dodge The Jedi gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by and invisible attacker. However, he still loses his Dextarity bonus to AC if immobilized. Power Efficiency The Jedi gains the ability to use his powers in rapid succession. If he has any skill tricks for his four chosen skills, those skill tricks can be used twice per minute as opposed to the normal once per minute. At 15th level, the Jedi gains the ability to use those skill tricks at will, without cooldown. Evasion The Jedi can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normaly deals half damage on a sucessful save (such as a red dragon's fiery breath or a fireball), he instead takes no damge. Evasion only functions if the Jedi is not wearing medium or heavy armour, Leap The Jedi gains access to the Leaping Dragon stance well psionically focused while inthis stance you gain a +10-foot enhancement bonus on jump checks. In addition ,any jumps you make while in this stance are considered running jumps. Power Reliability The Jedi gains the ability to use his powers consistently well. He can now take 10 on checks with his eight chosen skills, regardless of stress or other conditions. Fluid Style The Jedi learns how to move smoothly and efficiently in combat, allowing him to make extra attacks more precisely. All his attacks are now executed at his highest BAB. Fluid Style only functions if the Jedi is wielding a light or one-handed melee (or throwing) weapon, and not wearing medium or heavy armour. Sense Flow The Jedi becomes completely in tune with the world around him. He gains the ability to take assessment of his surroundings by spending one full minute concentrating to make a Sense Motive check. He needs no actual sensory input to make this check; it is done without using the conventional senses. The DC of the check is equal to 10 + double the EL of the situation or CR of the creature. A successful check allows the Jedi to not only get an accurate idea of the overall situation, but also to predict the actions of any creatures involved. These predictions are always accurate for the next 5 rounds, and generally accurate up to 5 minutes; if the Jedi takes an action to interfere with the perceived course of actions, though, then they obviously change accordingly. Although the guidelines given are appropriate for PC Jedi, some Jedi are known to be incredibly accurate (at the DM's discretion), up to days or even months away. Human Jedi Starting Package Armor: Studded leather (+3 AC, armor check penalty -1, speed 30ft., 20LB Weapons: Scimitar (1d6, crit 18-20/x2, 4 lb., one-handed, slashing.). Shortbow (1d6, crit x3, range inc. 60ft., 2lb. piercing) Skill selection: Pick a number of skills equal to 6+Int modifier. Skill................................Ran ks............Ability.........Armor Ckeck Penalty Autohypnosis ..................... 4 ................ Int .........................- Bluff.................................. 4 ................ Cha .........................- Concentration..................... 4 ................ Con .........................- Diplomacy.......................... 4 ................ Cha .........................- Intimidation........................ 4 ................ Cha .........................- Knowledge(Psionics)............. 4 ................ Int ..........................- Listen................................ 4 ................ Wis .........................- Sense Motive...................... 4 ................ Wis .........................- Spot.................................. 4 ............... Wis ..........................- Tumble............................... 4 ............... Dex .........................-1 Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, Hooded lantern and three pints of oil, Quiver with 20 arrows. Gold: 4d4 gp. |
| TifRhal01-03-08, 05:59 PM | I'm not so sure I like it. One thing for certain: the precognition ability should provide either a dodge or insight bonus to AC, not a shield bonus. Thank you this was an oversight on my part change is made. |
| TifRhal01-03-08, 06:06 PM | these classes are just a rough start to a class it can be adjusted any way you like. The reason I when with psionics to start is that is what I thaught the class was but input about the essentia is worth making a change to and the reason I did not go with the Psychic Warrior is from the descrition he gave me after reading the stats of the Psychic warrior I thought it best to give him power points but not for powers since he was harnessing the powers around him. The application of essentia makes sence to use in place of power points now I have to find a list of powers he can use. As for Telekinesis this is a power he said the jedi had so I scaled it down in range to 5ft a level. If anyone has a list of psionic powers or mabey some addapted powers using essentia let me know. |
| Scion of Coldshard01-03-08, 08:37 PM | I ran out of time for the moment but later on I'll come back and flush this out more... unless the OP finds it useless at which point I might update it on another thread instead ;) Jedi Alignment: Any HD: d6 Class skills: All Skill points: 4 BAB: Poor Saves: All Poor Weapon and armor proficiencies: Jedi are proficient with all simple weapons, light armor, light shields, and bucklers. They also gain 1 exotic weapon proficiency of the dm’s choice that is appropriate to the setting and character. Abilities: 1st: Hidden talent, Certainty Beyond Luck, Path 1, Essentia 2nd: Jedi Talent 3rd: 4th: Jedi Talent 5th: 6th: Jedi Talent 7th: Path 2 8th: Jedi Talent 9th: 10th: Jedi Talent 11th: 12th: Jedi Talent 13th: 14th: Path 3, Jedi Talent 15th: 16th: Jedi Talent 17th: 18th: Jedi Talent 19th: 20th: Jedi Talent Hidden talent: The Jedi gains Hidden talent as a bonus feat. The Jedi may have multiple hidden talent feats and the Jedi’s manifester level for all hidden talent feats that he possesses is equal to ½ his Jedi level (round down). The Jedi may put essentia into this ability as if it were an incarnum feat, for each point of essentia invested the manifester level of each power granted by hidden talent feats that the character possesses is increased by 2. The manifester level given by the hidden talent feat is a real, continuous manifester level which, among other things, allows the Jedi to qualify for certain prc’s and feats. Certainty Beyond Luck: Jedi may put essentia into this ability as if it were an incarnum feat. For each point of essentia in this ability the character gains a +2 insight bonus to all saving throws, +2 dodge bonus to AC, or an insight bonus to BAB according to the following: 1->1, 2->2, 3->3, 4->4, 5->6, 6->9, 7->14 (essentia->BAB bonus). The bonus may be split between these abilities as desired and they stack with themselves. Path: When this ability is first gained the character chooses from one of the paths below. Each other time it is gained the character may select a new path, increase the essentia capacity of an already chosen path by 1 and gain 3 essentia, or select an already known path and gain 2 essentia +1 essentia for each extra ability known in that path (bonus changes as number of known abilities in the path changes). When a new path is chosen the primary ability of the path is gained. After that new abilities are gained whenever the Jedi Talent ability is received during the class progression. All abilities can hold essentia as though they were incarnum feats, although not all have a special function while holding essentia. Unless otherwise noted it takes the standard swift action to change essentia to all receptacles at once. Any ability may be selected any number of times but only some abilities have extra use for being taken more than once. If an ability is used to qualify for a prc then whenever there is not enough essentia to get that bonus the bonuses of the prc are lost as well (except for BAB, HD, saves, and skills). Mental – Skill Mastery: All of the characters skills gain a competence bonus equal to the lower of the number of ranks the character possesses in that skill and the number of essentia invested into this ability. a) Mental Fortress - For each essentia placed into this ability one of the characters mental ability scores (int, wis, cha) is given a +2 insight bonus. No mental ability score may be given more than 2 more than any other mental ability score (i.e. in order to have +4 to a single mental ability score you must have +2 in the other two). This bonus does not grant extra skill points no matter how long it is retained. b) Inner Harmony - When you use Certainty Beyond Luck to increase your saving throws you gain 1 point of temporary essentia that lasts until you stop using the ability to increase your saves. If you have 5 or more points of essentia improving your saving throws you gain 2 points of temporary essentia instead. c) Sharp Mind – When you become psionically focused you may choose 2 skills that you have at least 1 rank in and gain a +2 bonus on each. If you take this ability multiple times each additional time you may choose to either increase the bonus to each of the skills or the number of skills affected by 1. d) Within Me, Within You – This ability takes a swift action to put into place (free action during your turn to turn off) and you must be psionically focused to use this ability. For each essentia you place into this ability you may either choose an ally within 5’ per invested essentia or choose one of your abilities (other than this one). Each ally chosen gains each ability that was chosen with half as many points of essentia in it as you have in it yourself. If they have essentia they may invest 2 essentia to gain the effects of 1 more essentia but they are limited by the amount of essentia they could normally store in an incarnum feat (for example: if you have 3 essentia in Skill Mastery and share it with an ally they have the ability with 1.5 essentia already in it, if they can store 3 essentia in their own incarnum feats they could use 3 essentia to make the ability act as though it had 3 essentia in it) treat all fractions as rounded down for any effects. If the distance between you and an affected ally goes beyond 5’ per essentia invested they immediately lose the bonuses and the ability will have to be reactivated. If you stop being focused the ability immediately ends for everyone involved. If you select this ability multiple times each time the amount of essentia you may place within it increases by 1 and the distance increases by an extra 5’ per invested essentia. e) Physical – Swift as Thought: For each point of essentia placed into this ability the character gains a +10’ enhancement bonus to its land speed. a) Physical Fortification - For each essentia placed into this ability one of the characters physical ability scores (str, dex, con) is given a +2 insight bonus. No physical ability score may be given more than 2 more than any other physical ability score (i.e. in order to have +4 to a single physical ability score you must have +2 in the other two). b) Warrior Spirit - Each round you use Certainty Beyond Luck to increase your BAB you gain temp hp equal to the amount of BAB increase. Each time you select this ability beyond the first you gain bonus toughness feats equal to the number of times you have selected it (i.e. if you select this ability 5 times then you get 0+2+3+4+5=14 bonus toughness feats). c) My Body, My Weapon – Your unarmed strikes deal damage as a monk one size category smaller than you are and of a level 3x the amount of essentia in this ability. As long as at least 1 point of essentia is in this ability you gain the improved unarmed strike feat. As long as at least 3 essentia are in this ability you gain the Stunning Fist feat (if you meet the prerequisites), gain uses per day as a monk of half the characters Jedi level, and the save is 10 + essentia invested + wis mod. As long as at least 5 essentia are in this ability you gain the improved natural attack feat which applies only to the attacks gained from this feat letting you deal damage for your size rather than one smaller. Each time you select this ability beyond the first your unarmed strikes gain one of the following (each are selectable only once and they stack with each other): +1 enhancement bonus to attacks and damage for each odd essentia invested, +1 enhancement bonus to attacks and damage for each even essentia, count as adamantine for bypassing DR and hardness, choose a +1 and a +3 enhancement ability that could go on a bludgeoning melee weapon and gain them on your unarmed strikes when you invest 3 or 7 essentia respectively (you do not gain the +1 twice when investing 6 essentia). d) Agile Fighter – You gain bonus martial feats based on the amount of essentia you place in this ability. You must still meet all prerequisites for the feats, however, and they only apply when using weapons this class gave proficiency in and unarmed strikes. (essentia amount followed by the bonus, each is cumulative with all previous) 1: Two-Weapon Fighting; 2: Weapon Finesse, Two-Weapon Defense; 3: Improved Two-Weapon Fighting, Two-Weapon Defense bonus increases by +1 (+2 normal, +3 when fighting defensively, total defense, or using combat expertise); 4: Two-Weapon Defense bonus increases by +1, Lightning Reflexes; 5: Greater Two-Weapon Fighting 6: Whirlwind attack (special: may take twf penalties and attack each foe each weapon); 7: Perfect Two-Weapon Fighting, Two Weapon Rend (the epic requirements for each of these last two is ignored). Each time you select this ability beyond the first the dex requirements of each of the feats are reduced by 2 along with a bonus feat from the following list (1 extra feat choice per extra time selected but only 1 extra feat per essentia placed into the ability): Combat expertise, Deflect Arrows, Dodge, Mobility, or Spring Attack. Mystical – Hidden Talent: The Jedi gains another hidden talent feat as a bonus feat. a) Inner Light - The character gains the Hidden Talent feat as a bonus feat. However, unlike the normal feat the power granted could be of a level higher than first. When the new Hidden Talent feat is gained the highest level power you can choose with it is limited by the lower of 1 higher than any other power granted by Hidden Talent that you have and your total number of Hidden Talent feats (including the one just gained) -2. Also, instead of gaining 2 pp you either gain enough to manifest the power once at its lowest cost or 2, whichever is higher. Your manifester level must be high enough to manifest the power as normal so you may need to put essentia into the Jedi’s Hidden talent ability in order to manifest newly gained powers. Each power you gain from Hidden Talent feats you may put essentia equal to its level (if you can put that much essentia into a receptical) to manifest it once that day as a psi-like ability. This essentia may not be removed for 24 hours once the power has been used in this way. b) Force Without, Force Within - When you use Certainty Beyond Luck to give you a dodge bonus to AC each time an opponent misses you in combat due to the dodge bonus it grants you gain 1 pp (this ability cannot take you above your normal maximum allowed for the day). c) Overflowing Spirit – You gain bonus pp each day based on the manifesting stat you use for your hidden talent feats. You must maintain the manifester level for 24 hours and be properly rested to gain these bonus pp. If your manifester level decreases for your hidden talent feats for any reason you immediately lose bonus pp based on the new manifester level but you do not gain any pp immediately if the manifester level increases. Each time beyond the first you select this ability treat your primary manifesting stat as 2 points higher for determining bonus pp and you may put 1 point of essentia into Overflowing Spirit to increase the Essentia cap on one other essentia receptical you posses by 1, you may get this increase multiple times but each time must be to a new different ability (example: if you take Overflowing Spirit 3 times then you treat your manifesting stat as 4 points higher than it is for bonus pp and may put up to 2 points of essentia into Overflowing Spirit in order to increase the cap of up to 2 other abilities by 1). d) The Waters of Life – Whenever you manifest a power you may take d4 damage instead of paying a pp. You are still limited in the normal fashion for how many pp you may spend in a single manifestation, substituting the damage for the pp does not let you spend more pp. You may make this trade for any amount of pp in the cost. This damage may only be healed by natural healing and rest, it bypasses DR, SR, and regeneration effects and fast healing does not work on it. If there is a willing, or helpless, creature within touch range you may instead have the damage dealt to them. A helpless creature gets a saving throw Will DC 15+2x#essentia in this ability for half (which means that you take the other half, if they have mettle or a similar ability and make the save you will take all of the damage while they take none). For each point of essentia you place in this ability you may either increase or decrease the total damage by 1 (min 1 damage regardless). e) Walk the Void – If you have a psicrystal then you may expend your psionic focus as a swift or move action to trade places with it as long as it is within 10’ per essentia in this ability. You jump momentarily through the astral plane so if anything blocks astral movement it will impede this ability. If you have at least 3 essentia in this ability you may instead leave either you or your psicrystal where it is and transfer the other only. If you have at least 5 essentia in this ability and your psicrystal is holding a focus for you then you may expend both foci to either double the potential range of the transfer or to have the psicrystal appear with an Astral Construct in its square (or nearest available if you both wind up in the same square) with a level equal to the distance traveled divided by 10 (round down). The Astral Construct has attributes as your psicrystal chooses and is under its command. The effective manifester level for purposes of duration, dispel, and the like is the minimum it would have taken to manifest an Astral Construct of that type and it does not gain extra special abilities from prcs, feats, or the like unless the psicrystal itself has those prcs, feats, etc. Essentia: Each level in the Jedi class gives 1 point of Essentia. Jedi Talent: Whenever this ability is gained you may select a new ability from one of the paths you currently know, to gain a [Psionic] feat other than Extra Jedi Talent, any [Incarnum] feat other than Extra Jedi Talent, or to gain 3 essentia. Jedi Feats: Extra Jedi Talent [Psionic, Incarnum, Fighter] Prerequisite’s: Path 1, Jedi level 2x # of Extra Jedi Talent feats Benefit: You gain an extra ability in one of the paths that you know and 1 essentia. Special: You may take this feat multiple times. Each time the prerequisites get harder as shown above. Example character: Level 20 HP: 20d6 BAB: +10 Saves: F: +6, R: +6, W: +6 Skill points: 23*(4+int mod) Special: 3 Paths, 10 Jedi Talents, Hidden Talent, Certainty Beyond Luck Essentia: 20 Max. Essentia Store in Incarnum Feats: 4 Max. Essentia Mental Path: 4 Max. Essentia Physical Path: 4 Max. Essentia Mystical Path: 4 Maxing out Physical Path Feat: Improved Essentia Capacity, Extra Jedi Talent x5, Healing Soul Max. Essentia Store in Incarnum Feats: 5 Max. Essentia Physical Path: 7 Physical Path – Swift as Thought, Physical Fortification, Warrior Spirit x3, Agile Fighter x6, My Body, My Weapon x5 (5 feats, +1 enhance on odd, +1 enhance on even, +1/+3 enhance, adamantine fists) Essentia: 32 Incarnum used and benefits: Swift as Thought – 1 – 10’ enhancement to land speed Certainty Beyond Luck – 5 – +6 BAB Physical Fortification – 7 – +6 str, +4 dex, +4 con Warrior Spirit – 0 – 6 temp hp each round, 5 bonus toughness feats Agile Fighter – 7 – TWF, WF, TWD, ITF, TWD+2, LR, GTF, WWA+special, PTWF, TWR, CE, DA, D, M, SpA My Body, My Weapon – 7 – Deal unarmed strike damage as a 21st level monk, improved unarmed strike feat, stunning fist feat (10 uses, DC 17+wis mod), improved natural attack feat, +7 enhancement to attack and damage, +1 enhancement, +3 enhancement, adamantine fists Healing Soul – 5 – Heal self 5 times/day for 10 points each time HP: 20d6+20*con +15 = 87.5+20*con BAB: 16 Saves: F: +6, R: +8, W: +6 Maxing out the Mental Path: Feat: Improved Essentia Capacity, Extra Jedi Talent x5, Shape Soulmeld (Vitality Belt) Max. Essentia Store in Incarnum Feats: 5 Max. Essentia Mental Path: 7 Mental Path – Skill Mastery, Mental Fortress, Inner Harmony, Sharp Mind x8 (+3 skills, +4 bonus), ‘Within Me, Within You’ x5 Essentia: 31 (+2) Incarnum used and benefits: Certainty Beyond Luck – 5 – +10 insight bonus to all saves Skill Mastery – 7 – +7 competence to all skills (max lower of # ranks and 7) Mental Fortress – 6 – +4 int, +4 wis, +4 cha Inner Harmony – 0 – For Certainty Beyond Luck 1 on saves gives 1 temp essentia, 5 gives 2 instead Sharp Mind – 0 – Become psionically focused pick 5 skills with at least 1 rank and get a +6 to each Within Me, Within You – 11 – When psionically focused choose 1 ally or 1 ability per essentia in this and each chosen ally gains each chosen ability with half of the essentia in it that you do, range 5’ per essentia (each extra time max essentia that can be put in this increases by 1 and distance inc by 5’ per essentia, selected 4 extra times so max essentia is 11 and range is 25’ per essentia (275’ when maxed out)) Vitality Belt – 4 – +4 morale bonus to con checks and con-based skill checks (not on fort saves), +meldshaper level to hp per essentia (4*10=40) HP: 20d6+20*con+40(vitality belt)=112.5+20*con BAB: 10 Saves: F: +16, R: +16, W: +16 Skills: +7 comp bonus w/limitations, +6 to 4 when focused Special: 6 Allies w/in range gain Certainty Beyond Luck 2.5 (bonuses vary based on choice), Skill Mastery 3.5 (+3 comp bonus to skills w/limitations), Mental Fortress 3 (+2 insight int, +2 insight wis, +2 insight cha), Inner Harmony 0 (gain 1 temp essentia), Sharp Mind 0 (psionic focus +6 to 5 skills) Maxing out the Mystical Path: Feat: Improved Essentia Capacity, Extra Jedi Talent x5, Shape Soulmeld (Spellward Shirt) Max. Essentia Store in Incarnum Feats: 5 Max. Essentia Mystical Path: 7 Mystical path – Hidden Talent, Inner Light x8, ‘Force Without, Force Within’, Overflowing Spirit x5 Essentia: 31 Incarnum used and benefits: Hidden Talent – 6 – Manifester level 22 for powers given by the Hidden Talent feat Certainty Beyond Luck – 6 – +8 dodge bonus to AC, +4 insight bonus to all saves Force Without, Force Within – 0 – Whenever an opponent misses in combat due to the dodge bonus granted by Certainty Beyond Luck you gain 1 pp (unless already at the maximum) Overflowing Spirit – 4 – Bonus pp based on prime manifesting stat and manifester level 20, increase essentia capacity of Hidden Talent, Certainty Beyond Luck, Spellward Shirt, Inner Light Spellward Shirt – 5 – Spell Resistance 25 Extra 10 essentia to use on powers to make a 1 use psi-like up to level 6 Hidden Talents (16): Power level and number: 1st– 2, 2nd– 1, 3rd– 1, 4th– 1, 5th– 1, 6th– 1, 7th– 1, 8th– 1, 9th– 1 Pp: 84+bonus pp = 2+2+3+5+7+9+11+13+15+17 (hidden talents) + 0.5*20*manifesting stat bonus HP: 20d6+20*con=72.5+20*con BAB: 10 Saves: F: +10, R: +10, W: +10 Generalist Feat: Improved Essentia Capacity, Extra Jedi Talent x4, Psicrystal Affinity, Psicrystal Containment Max. Essentia Store in Incarnum Feats: 5 General Abilities – Hidden Talent, Certainty Beyond Luck Mental Path (5) – Skill Mastery, Mental Fortress, Inner Harmony, Sharp Mind, ‘Within Me, Within You’ x2 Physical Path (4) – Swift as Thought, Physical Fortification x2, Warrior Spirit, Agile Fighter Mystical Path (5) – Hidden Talent, Inner Light, ‘Force Within, Force Without’, Overflowing Spirit x2, Walk the Void Essentia: 29 (+1) Incarnum used and benefits: Hidden Talent – 0 – Manifester level 10 for powers given by Hidden Talent feats Certainty Beyond Luck – 5 – +4 insight bonus to saves, +4 dodge bonus to AC, +1 insight bonus to BAB Skill Mastery – 4 – +4 competence bonus to skills w/limitations Mental Fortress – 2 – +2 int, +2 wis, +0 cha (insight bonuses) Inner Harmony – NA – CBL 1 to saves gives 1 temp essentia, 5 gives 2 Sharp Mind – NA – Gain focus, choose 2 skills with ranks get +2 to each Within Me, Within You – 6 – 1 ally or ability per essentia, 10’/essentia range, each ally gains each ability (max essentia cap +1) Swift as Thought – 2 – +10’*2 enhancement bonus to land speed Physical Fortification – 4 – +2 str, +4 dex, +2 con (insight bonuses) Warrior Spirit – NA – Temp HP each round equal to CBL BAB investment Agile Fighter – 6 – 1: TWF, CE, 2: WF, TWD, 3: ITW, TWD+1, 4: LR, TWD +1, 5:GTW, 6: WA+special (dex req of all feats on this list reduced by 2) ‘Force Within, Force Without’ – NA – dodge from CBL causes miss gain 1 pp (limit max) Overflowing Spirit – 1 – Bonus pp based on manifester level, may put 1 point of essentia in to increase limit of another ability by 1 (Agile Fighter selected above) Walk the Void – 0 – Expend focus to trade places with psicrystal (if w/in 10’/essentia invested), 3: may leave one or the other in its original spot, 5: expend focus and focus psicrystal is holding to double range or have an Astral Construct show up with psicrystal after jump Hidden Talent: 1st – 2, 2nd – 1 PP: 7+bonus pp = 2+2+3 (hidden talents) +0.5*10*manifesting stat bonus HP: 20d6+20*con=72.5+20*con BAB: 11 Saves: F: +10, R: +10, W: +10 Skills: +4 comp bonus w/limitations, +2 to 2 when focused Special: Combination of up to 6 allies and abilities w/in 10’/essentia, +1 pp if opponent misses due to CBL dodge bonus, trade places with psicrystal and can make an astral construct Speed: +20’ enhancement to land speed Insight bonus to stats: +2 str, +4 dex, +2 con, +2 int, +2 wis, +0 cha +1 temp hp each round Bonus feats: TWF, CE, WF, TWD+2, ITW, LR, GTW, WA+special ‘My other suit is a Monk’ Feat: Improved Essentia Capacity, Extra Jedi Talent x6 Max. Essentia Store in Incarnum Feats: 5 General Abilities – Hidden Talent, Certainty Beyond Luck Mental Path (2) – Skill Mastery, Inner Harmony, Mental Fortress Physical Path (7) – Swift as Thought, Physical Fortification, Warrior Spirit, ‘My Body, My Weapon’ x5 (+1 enhance odd, +1 enhance even, +1/+3 enhancements, adamantine), Mystical Path (7) – Hidden Talent, Inner Lightx4, Overflowing Spirit x3 Essentia: 31 (+1) Incarnum used and benefits: Hidden Talent – 0 – Manifester level 10 for powers given by Hidden Talent feats Certainty Beyond Luck – 6 – +2 insight bonus to saves (1), +0 dodge bonus to AC (0), +6 insight bonus to BAB (5) Skill Mastery – 5 – +5 competence bonus to skills w/limitations Inner Harmony – NA – CBL 1 to saves gives 1 temp essentia, 5 gives 2 Mental Fortress – 4 – +2 int, +4 wis, +2 cha (insight bonuses) Swift as Thought – 4 – +10’*4 enhancement bonus to land speed Physical Fortification – 6 – +4 str, +4 dex, +4 con (insight bonuses) Warrior Spirit – NA – Temp HP each round equal to CBL BAB investment My Body, My Weapon – 5 – Monk unarmed strike damage lvl 20 (15 from ability +5 from belt) but 1 size category smaller, 1: improved unarmed strike feat, 3: Stunning Fist feat (11 uses per day, DC 15+wis mod), Shock weapon enhancement, 5: improved natural attack feat (makes damage normal for size), +1 enhancement to attack and damage/essentia, counts as adamantine for DR and hardness, Overflowing Spirit – 2 – Bonus pp based on manifester level, may put up to 2 points of essentia in to increase limit of that many abilities by 1 (CBL, Physical Fortification selected above) Hidden Talent: 1st – 2, 2nd – 1, 3rd – 1, 4th – 2 PP: 26+bonus pp = 2+2+3+5+7+7 (hidden talents) +0.5*10*manifesting stat bonus Items: Monks Belt (+5 monk levels for AC and unarmed strike, +1 stunning fist use) Human (28 pb, ‘My other suit is a Monk’) Jedi 20 Str 30 (+10) (14 base +2 level, +4 inherent, +6 enhancement, +4 insight) Dex 30 (+10) (14 base +1 level, +5 inherent, +6 enhancement, +4 insight) Con 30 (+10) (14 base +1 level, +5 inherent, +6 enhancement, +4 insight) Int 14 (+2) (12 base +2 insight) Wis 30 (+10) (14 base +1 level, +5 inherent, +6 enhancement, +4 insight) Cha 10 (+0) (8 base +2 insight) Human feat: Hidden Talent Speed: 70’ (30’ +40’ land enhancement), fly 70’ (perfect) Skills (138): [ranks] Autohypnosis (wis) +22 [5] Balance (dex) +22 [5] Bluff (cha) +10 [5] syn +2 diplomacy, disguise to act in character, intimidate, sleight of hand Concentration (con) +20 [5] syn +2 autohypnosis Craft () (int) +12 [5] syn +2 appraise for items of that craft Decipher Script (int) +12 [5] syn +2 UMD on scrolls Diplomacy (cha) +14 [5] Disable Device (dex) +20 [5] Disguise (cha) +10 (extra +2 from bluff to act in character) [5] Escape Artist (dex) +20 [5] syn +2 use rope involving bindings Gather Information (cha) +10 [5] Handle Animal (cha) +10 [5] syn +2 ride, wild empathy Heal (wis) +12 [1] Hide (dex) +20 [5] Jump (str) syn +2 tumble Knowledge (arcana) (int) +4 [1] syn +2 spellcraft Knowledge (architecture and engineering) (int) +12 [5] syn +2 search secret doors and the like Knowledge (dungeoneering) (int) +12 [5] syn +2 survival underground Knowledge (geography) (int) +4 [1] syn +2 avoid lost and hazards Knowledge (history) (int) +4 [1] Knowledge (local) (int) +4 [1] syn +2 gather info Knowledge (nature) (int) +14 [5] syn +2 survival aboveground natural Knowledge (nobility and royalty) (int) +4 [1] syn +2 diplomacy Knowledge (psionics) (int) +6 [1] syn +2 psicraft Knowledge (religion) (int) +4 [1] Knowledge (the planes) (int) +12 [5] syn +2 survival on other planes Listen (wis) +20 [5] Move Silently (dex) +20 [5] Open Lock (dex) +20 [5] Search (int) +20 (extra +2 secret doors and similar) [5] syn +2 survival to follow tracks Sense Motive (wis) +20 [5] syn +2 diplomacy Speak Language (-) Spot (wis) +28 [5] Survival (wis) +20 (extra +2 underground, natural aboveground, other planes, tracks) [5] syn +2 knowledge (nature) Tumble (dex) +20 [5] syn +2 balance, jump Use Magic/Psionic Device (cha) +10 (extra +2 UMD for scrolls) [5] syn +2 spellcraft to decipher scrolls/psicraft checks to address power stones Items: 13k Monks Belt (waist) (+5 monk levels for AC and unarmed strike, +1 stunning fist use) 144k for +6 enhancement to str, dex, con, and wis 475k for inherent bonuses to str, dex, con, and wis 3k Lesser Metamagic Rod of Extend (assuming that it works in transparency) 11k Metamagic Rod of Extend (assuming that it works in transparency) 30k Orange ioun stone (assuming that it works in transparency) 5k Bracers of Blinding Strike (arms) (+2 ini, 3/day extra attack on full attack) 9k Sandals of the Light Step (feet) (+10’ enhancement land speed, ignore difficult terrain, pass w/out trace, water walk 1/day) 12k Vest of Free Movement (torso) (3/day freedom of movement spell for 3 rounds) Fleet Warriors Array [Bracers of blinding strike, sandals of the light step, vest of free movement] (+2 dodge bonus to AC vs. aoo’s, dimension door as spell 1/day) 4k Mask of the Tiger (face) (Track feat, Low-light vision) 50k Phoenix Cloak (shoulders) (Fly speed equal to land speed, perfect maneuverability) 2.5k Ring of Sustenance (ring) (no need to eat or drink, sleep only 2 hours a day) --- 754.5k HP: 20d6+20*9 = 252.5 BAB: +16 (10 base +6 insight) AC: 46 (10 base +15 armor (force) +10 dex +10 wis +1 monk) Saves: F: +18 (6 base, +10 con, +2 insight) R: +18 (6 base, +10 dex, +2 insight) W: +18 (6 base, +10 wis, +2 insight) Attack: +31 = 16 BAB +5 enhancement +10 str Full-Attack: +31/+26/+21/+16 Damage: (29.5) 2d10 (base) +5 enhancement +10 str +d6 (electricity) (adamantine) Special: 6 temp hp each round, improved unarmed strike, improved natural attack, Stunning Fist feat (11 uses per day, DC 25), Low-light vision, elf secret door ability, +4 insight ref and AC vs. traps, uncanny dodge, improved uncanny dodge, immunity to figments and glamours, +2 search and spot, +6 enhancement search and spot, 3/day extra attack on full attack, ignore difficult terrain, pass w/out trace, 1/day water walk, 3/day freedom of movement for 3 rounds, +2 dodge bonus to AC vs. aoo’s, dim door 1/day, Track feat, no need to eat or drink, sleep only 2 hours a day, fly speed at land speed with perfect maneuverability Hidden Talent – 0 – Manifester level 11 for powers given by Hidden Talent feats Hidden Talent: 1st – (2) inertial armor, Elfsight, 2nd – (1) Specified Energy Adaptation, 3rd – (1) Danger Sense, 4th – (2) Psionic Dimension Door, Steadfast Perception, 5th – (1) Adapt Body PP: 101 = 2+2+3+5+7+7+9 (hidden talents) +0.5*11*12 Daily manifestations (65): Inertial armor (manifester level 23, extended with rod, duration 46 hours) [+15 armor (force), 23 pp], Elfsight (manifester level 23, extended with rod, duration 46 hours) [Low-light vision, +2 search and spot, elf secret door ability, 1 pp], Danger sense (manifester level 23, extended with rod, duration 46 hours) [+4 insight bonus on reflex saves to avoid traps and to AC against attacks made by traps, uncanny dodge, improved uncanny dodge, 11pp], Steadfast Perception (manifester level 23, extended with rod, duration 460 minutes, 3 manifestations gives 23 hours which is about 1 day) [immunity to figments and glamours (such as invisibility), +6 enhancement to search and spot, extra save vs. False Sensory Input, 7pp each * 3 = 21 pp], Adapt body (manifester level 23, duration 23 hours) [auto adapt to hostile environments, 9pp] |
| TifRhal01-03-08, 11:34 PM | Interesting consept my friend is looking at this with me and the way you have it set up would actualy be worth making types of jedi give them acess to one primary path and secandory acess to another but never all 3 mabey make the mental jedi, nimble jedi, and physical jedi mental jedi d6 bad BAB good will bad reflex and fort give it a larger essentia pool restric to mental and smaller one of the others. simple weapons light armor mabe give him essentia focus allowing the jedi to gain more knowledge of essentia its uses and a way to gauge the level of someones essentia pool. the nimble jedi mediam d8 good reflex and bad fort and will mediume esentia pool restrick to nimble and smaller to others. simple martial weapons light armor and all shields shield (not tower shield) mabey evasion at 4th level uncanny dodge at 6th level improved uncanny dodge at 12th improved evasion at 14th physical jedi d10 good BAB good fort bad will and reflex small pool of essentia restric aces to physical and small acess to others simple martial light medium and heavy armor and all shields mabey give him a bonus feat ever three lvls that he can pick from fighter bonus feats. |
| Scion of Coldshard01-04-08, 12:37 AM | I wouldnt want to break it up into multiple classes personally, if it can be condensed down into one class that covers all of the normal basis, plus interesting combinations, that seems like a big plus to me ;) I dont really know much about the Jedi personally, havent read any of the books and I've only seen the movies about once each, but I think the groundwork in the class I put up could easily cover all of the basis you were mentioning plus a lot of others. People who want to focus on only a single path will be very powerful in it but lacking in other areas while more generalist types will have a broader range of abilities but less power in each. Not sure how often, or how many, New Ability bits to give the class though. Still thinking about it. |
| TifRhal01-04-08, 01:33 AM | the thing about the jedi is that they are in classes like mage fighter rouge or ranger type there is no general class that is why i made it that way with mine its a genaric start but can be adjusted the way needed plus i got my friend and his star wars crew looking it over but might mix and mach some of your idea with what i had . |
| Scion of Coldshard01-04-08, 11:38 AM | the thing about the jedi is that they are in classes like mage fighter rouge or ranger type there is no general class Really? As I said before I dont really know much about them, but I didnt really get that sort of impression from the movies. They all seemed to have fairly similar abilities within a certain range of variance to me. that is why i made it that way with mine its a genaric start but can be adjusted the way needed plus i got my friend and his star wars crew looking it over but might mix and mach some of your idea with what i had . I am happy to help ;) Hope it works out for you and your friends! |