Difference between revisions of "Class: Jedi"

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* ''Sword:'' The jedi chooses maneuvers from the [[Class:_Einhander|einhander]] maneuver list. He can have a number of maneuvers readied equal to 1 + one-quarter his jedi class level, rounded down.
 
* ''Sword:'' The jedi chooses maneuvers from the [[Class:_Einhander|einhander]] maneuver list. He can have a number of maneuvers readied equal to 1 + one-quarter his jedi class level, rounded down.
 
* ''Speed:'' The jedi chooses maneuvers from the [[Class:_Unfettered|unfettered]] maneuver list.  
 
* ''Speed:'' The jedi chooses maneuvers from the [[Class:_Unfettered|unfettered]] maneuver list.  
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'''Mental Induction (Ps):''' The jedi's signature skill is the ability to transform his mental power into a physical weapon. The shape, size, and even color of the weapon produced by the jedi is often indicative of the jedi's mind and mental state; however, regardless of whether the size or color of the weapon change over time, the type of weapon produced is always the same, as the shape is brought forth by the roots of the jedi's psyche.
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The options for type of weapon are as follows:
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* Animaspear
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* Ectowhip
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* Holohammer
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* Lightsaber
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* Souldisc
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* Vitalaxe
  
 
=Design Notes=
 
=Design Notes=

Revision as of 19:40, 14 March 2015

The Jedi
  Psionics Maneuvers
Level BAB Fort Ref Will Special PPs Disciplines Devotions Known Max Level
1 +1 +0 +2 +2 Mental Induction, Chosen Form 1 1 1 0 1st
2 +2 +0 +3 +3 Induction Enhancement 2 1 2 1 1st
3 +3 +1 +3 +3   3 1 2 2 1st
4 +4 +1 +4 +4 Induction Enhancement 4 1 3 3 2nd
5 +5 +1 +4 +4   5 1 3 4 2nd
6 +6/+1 +2 +5 +5 Induction Enhancement 6 1 4 4 2nd
7 +7/+2 +2 +5 +5   7 2 4 5 2nd
8 +8/+3 +2 +6 +6 Induction Enhancement 8 2 5 6 2nd
9 +9/+4 +3 +6 +6 Chosen Path 9 2 5 7 3rd
10 +10/+5 +3 +7 +7 Jedi Talent 10 2 6 7 3rd
11 +11/+6/+1 +3 +7 +7   11 2 6 8 3rd
12 +12/+7/+2 +4 +8 +8 Jedi Talent 12 2 7 9 3rd
13 +13/+8/+3 +4 +8 +8   13 2 7 10 3rd
14 +14/+9/+4 +4 +9 +9 Jedi Talent 14 2 8 10 4th
15 +15/+10/+5 +5 +9 +9   15 3 8 11 4th
16 +16/+11/+6/+1 +5 +10 +10 Jedi Talent 16 3 9 12 4th
17 +17/+12/+7/+2 +5 +10 +10   17 3 9 13 4th
18 +18/+13/+8/+3 +6 +11 +11 Jedi Talent 18 3 10 13 4th
19 +19/+14/+9/+4 +6 +11 +11   19 3 10 14 5th
20 +20/+15/+10/+5 +6 +12 +12 Jedi Talent 20 3 11 15 5th

 

Jedi

Ben, iconic jedi
"The mind is our weapon and our shield."

In societies that have a strong psychic bent, it is only natural that they would give rise to warriors who seek to enhance their talents with the blade with those of the mind, and those who are students of the mind to seek out a way to defend themselves. It is from this tradition of combining the two worlds of the physical and the mental that the jedi arises.

The jedi combines his parent disciplines into a singular whole, capable of producing what is commonly called a "psyblade:" a physical weapon formed of pure psionic power. While not all jedi use weapons that resemble swords, this is a common enough moniker for the ability regardless of its particular form. Through a combination of their mental and combat prowess, the jedi wields this weapon to deadly effect.

Game Rule Information

Jedi have the following game statistics.

Force Alignment: Psionics.

Force Resistances: SR 5 + level, TR 5 + level.

Abilities: The jedi's important stats are quite variable. Some focus purely on mental abilities, while others rely on physical attributes. In general, Dexterity and Intelligence will be important, but this is not always the case.

Hit Die: d8.

Class Skills: The Jedi’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Martial Lore (Int), Psicraft (Int), Spot (Per), Tumble (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the jedi.

Weapons and Armor Proficiency: Harriers are proficient with all simple weapons and light armor, but not shields. A jedi is always proficient with the weapon resulting from their mental induction ability, regardless of type.

Chosen Form: At first level, the jedi makes a number of decisions about his approach to his craft.

First, the jedi must decide what psionic discipline will be his focus. That decision determines what ability score his psionic abilities are keyed from.

Second, the jedi decides which combat style he will pursue: the way of the sword, or the way of speed.

  • Sword: The jedi chooses maneuvers from the einhander maneuver list. He can have a number of maneuvers readied equal to 1 + one-quarter his jedi class level, rounded down.
  • Speed: The jedi chooses maneuvers from the unfettered maneuver list.

Mental Induction (Ps): The jedi's signature skill is the ability to transform his mental power into a physical weapon. The shape, size, and even color of the weapon produced by the jedi is often indicative of the jedi's mind and mental state; however, regardless of whether the size or color of the weapon change over time, the type of weapon produced is always the same, as the shape is brought forth by the roots of the jedi's psyche.

The options for type of weapon are as follows:

  • Animaspear
  • Ectowhip
  • Holohammer
  • Lightsaber
  • Souldisc
  • Vitalaxe

Design Notes

Important stuff going here.

Base jedi have two options for form: einhander or unfettered. This is chosen form.

At ninth, jedi can choose to go two routes: counsel or guardian. Counsel gets access to sciences, another discipline, and maybe a tiny PP boost. Guardians get access to defender maneuvers, and can treat their manifested weapon as a shield (holy crap!). BOOM.

This means that, post 9, all jedi are hybrid combatants. That's probably okay. But this resolves the issue of them sucking in comparison to an adventurer einhander/psionicist.

For now, this class is basically just a placeholder that enforces the fact that all the core martial classes need to have their maneuvers be level-based and acccessible to the force/combat hybrids.

That may also extend to archers, but given that the two force/combat hybrids that are range (gunslinger and discordant) use their own... weird system for stuff, that may be okay. Though we need to also make sure that gunslingers are actually keeping up with damage output these days... as strange as it may sound, gunslingers may now be underpowered.

...somewhere, something done got broke, I think.

Oh wait, I forgot about TF pistols and gunslingers dual-wielding them. NEVERMIND. Back-of-napkin maths says... well, 2d10+8, eight attacks, assume all hit: 152 mean? But that is every round. OH WAIT THAT'S HILARIOUSLY WRONG. Eight attacks means twenty-four attacks, durr. Maths ensues... 456 mean. That's what I'm talkin' 'bout.