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=== Jedi === [[File:StarWars.Jedi3.jpg | 300px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 24 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Weapons''': Lightsabers, Simple weapons :'''Saving Throws''': Dexterity and Charisma :'''Skills''': Choose three from among Acrobatics, Athletics, Drive, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot or Supernatural. :'''Bonus Feats''': ''Force Sensitive'' and ''Force Training'' '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Lightsaber * (a) sporting blaster pistol with an extra power cell or (b) any two simple weapons or (c) one martial weapon * (a) diplomats pack plus a rebreather mask or (b) a field kit with short range comlink * (a) aquata breather or (b) or two stim-packs '''Force Users''': See the Force on a full description of how these work. For now you gain 3 Minor Powers and 3 Force Powers at first level. You start with 2 + ½ (round up) your character level in Force Energy. Your Force Power Attack modifier is your proficiency bonus + your Force Attribute modifier and your Force Saving Throw '''DC''' is 8 + your proficiency modifier + your Force Attribute modifier. '''TALENTS'''</br> JEDI CONSULAR TALENT TREE *'''Adept Negotiator'''. You have Advantage on Charisma (Persuasion) skill checks *'''Force Adviser'''. When granting Advantage to a target with Aiding Another it add your Intelligence, Wisdom or Charisma modifier (your choice) to their final result. If you want you spend a Destiny Point and add the result of this roll to your ally’s check total. You can grant an ally Advantage even if you don’t have that skill. This cannot apply to an Attack check. This is a mind-altering effect. *'''Force Persuasion'''. The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect. JEDI GUARDIAN TALENT TREE *'''Acrobatic Recovery'''. You can make a '''DC15''' Dexterity (Acrobatics) check to stand as at Speed 0 (instead of ½). Also an effect that could causes you to fall prone (Shove, Force Slam, etc.), you can immediately make the same check to remain on your feet as a Free Action. *'''Battle Meditation'''. The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Destiny Point to grant yourself and all of your allies within a 30 feet of you a 1d4+1 force bonus on all attack, skills, and ability rolls and +1 force bonus to all saving throws. This bonus lasts for the next minute (10 rounds) and they retain the bonus even if you cannot see them but they most remain within 30 feet of you. All lose these bonuses are also lost if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect. *'''Improve Battle Meditation'''. Prerequisite: Battle Meditation. This extended the range that you grant your bonuses to your allies out to 60 feet. Furthermore all foes within the area must make a Wisdom saving throw. Any that fail suffer a -2 Force penalties to all their attack, ability and skill checks and a -1 to all saves their saves for same duration. This is a mind-altering effect. *'''Fortification'''. Prerequisite: Jedi level 5+. As a Reaction, you can spend a Destiny Point to negate a critical hit scored against you and take normal damage instead. You can spend this Destiny Point even if you have already spent Destiny Points this round. *'''Resilience'''. As a Reaction you spend a Destiny Point to make a save to recover from the Reeling Condition. In addition, you roll your Destiny die as a bonus to the check to recovering. If you roll a natural 20 on your check you regain back the Destiny Point. JEDI SENTINEL TALENT TREE *'''Clear Mind'''. You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power. *'''Dark Side Sense'''. Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on checks made to sense the presence and relative location of creatures with a Dark Side Score of 1+ (including Sense Force and Sense Surrounding minor powers). *'''Dark Side Scourge'''. Against creatures with a Dark Side Score at least equal to ½ their Wisdom score, you gain a +2 Force bonus to attack and damage against them. *'''Force Haze'''. Prerequisite: Clear Mind. As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you. *'''Resist the Dark Side'''. Prerequisite: Dark Side Sense. Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage on Force Attack modifiers against you and you gain advantage on any save imposed by Force Powers as described above. LIGHTSABER COMBAT TALENT TREE *'''Block'''. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only against melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. :If you have the Deflect talent you can combine the affects when you use your bonus action. *'''Deflect'''. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, adding your bonus to your Dexterity save total. This talent has no effect on other area of effect attacks. This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon. :If you have the Block talent you can combine the affects when you use your bonus action. *'''Greater Weapon Focus (lightsaber)'''. Prerequisite: Weapon Focus (lightsaber), Jedi level 5+. You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat. *'''Greater Weapon Specialization (lightsaber)'''. Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber), Jedi level 7+. You gain a +3 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber). *'''Lightsaber Defense'''. With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits. *'''Lightsaber Throw'''. You can hurl a lightsaber as a Ranged Attack (with proficient), treating it as a thrown weapons. The Range is 30/100 feet and if you can make multiple attacks with the lightsaber (with Double Attack and/or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further than 100 feet from you, you can use your Reaction to return it to your hands at the end of your action. *'''Rapid Attack (lightsaber)'''. Prerequisite: Jedi level 7+. Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks with the same lightsaber. *'''Redirect Shot'''. Prerequisite: Jedi level 3+. This talent allows you to redirect a blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when a blaster bolt directed at you misses, you can make an immediate ranged Attack against a target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected. *'''Severing Strike'''. When you deal damage with a lightsaber that is equal to or greater than the target’s current hit points, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of a limb puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg also knocks the target prone, reduces the target’s speed by half. These effects are persistent, although a target could learn to compensate partly and lose the Disadvantage on any ability checks that can be performed one handed. Otherwise the only way to remove these persistent conditions is with a cybernetic replacement. *'''Weapon Specialization (lightsaber)'''. Prerequisite: Weapon Focus (lightsaber) feat. You gain a +2 bonus on melee damage rolls with a lightsaber. LIGHTSABER FORM TALENT TREE *'''Ataru'''. Prerequisite: Jedi level 5+. When using a lightsaber as a Finesse weapon (Dexterity) you gain a +2 force bonus on your damage rolls with a lightsaber, +4 if using it two-handed. *'''Djem So'''. Prerequisite: Jedi level 5+. When a creature hits you with a melee attack while wielding an activated lightsaber, you can use your Reaction to make one immediate melee attack against them with the lightsaber. *'''Juyo'''. Prerequisite: Jedi level 9+. As a Reaction you may spend a Destiny Point and designate a single target that you can see. Until this foe or you are incapacitated or knocked to 0 hit points, your first attack roll each round against this foe is at Advantage (but only the first). *'''Makashi'''. Prerequisite: Jedi level 5+. When wielding a single ignited lightsaber in one hand and no other weapon in the other, you gain a +1 force bonus to your Armor Class and deal an additional +3 force damage with it. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber. *'''Niman'''. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. These bonus stacks with all other force bonuses to AC and Saves from wielding a lightsaber. *'''Shien'''. Prerequisite: Redirect Shot, Jedi level 5+. Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll. *'''Shii-Cho'''. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber in both hands and using your Strength modifier for attack checks you add +3 force damage rolls and +1 force bonus to your Armor Class. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber. *'''Sokan'''. Prerequisite: Acrobatic Recovery. When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain. *'''Trákata'''. Prerequisite: Jedi level 11+. By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a single lightsaber you may spend a Bonus action to make a contested Dexterity (Initiative) check vs. an adjacent opponent’s Dexterity (Initiative). If you succeed, until the start of your next turn all of your attacks against this opponent have Advantage. *'''Vaapad'''. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 11+. When attacking with a lightsaber you damage increases by one weapon damage die (a standard lightsaber now deals 3d10 damage, short 3d8 damage). '''Build Lightsaber''': at 5th level Jedi, you can build your own lightsaber. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time make a DC 15 check equal to your Force Attribute modifier plus proficiency bonus. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Destiny Point to attune it to you and thereafter you gain a +1 equipment bonus on attack and damage rolls made with this lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs increases 3,000 cr. '''Bonus Feats''': Acrobatic Strike, Action Surge, Athlete, Bravery, Brutal Critical, Charger, Danger Sense, Defensive Duelist, Determined, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Secret, Force Technique, Force Training, Force Warrior, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Outwit and Outthink, Parry, Power Attack, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Stoic, Strong in the Force, Superior Critical, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency (advanced melee, pistols), Whirlwind Attack.
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