Class: Jedi

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The Jedi
  Psionics Maneuvers
Level Special Qi Max Grade Disciplines Powers Known Max Maneuver Grade Schools Maneuvers Known
1 Combat Style, Mindblade 2 Devotion 1 2 Basic 1 2
2 Induction 3 Devotion 1 3 Basic 1 3
3   4 Devotion 1 4 Basic 1 4
4 Induction 4 Devotion 1 5 Basic 1 5
5   5 Devotion 2 6 Lesser 1 6
6 Induction 6 Devotion 2 6 Lesser 1 6
7   6 Devotion 2 7 Lesser 1 7
8 Induction 7 Devotion 2 8 Lesser 1 8
9   8 Devotion 2 9 Lesser 2 9
10 Jedi Talent 8 Devotion 2 10 Lesser 2 10
11   9 Science 3 11 Lesser 2 11
12 Jedi Talent 10 Science 3 11 Expert 2 11
13   10 Science 3 12 Expert 2 12
14 Jedi Talent 11 Science 3 13 Expert 2 13
15   12 Science 3 14 Expert 2 14
16 Jedi Talent 12 Science 3 15 Expert 2 15
17   13 Science 4 16 Expert 2 16
18 Jedi Talent 14 Science 4 16 Expert 2 16
19   14 Science 4 17 Greater 2 17
20 Jedi Talent 15 Science 4 18 Greater 2 18

 

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 Agility (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Martial Lore (Int), Notice (Per), Psicraft (Int), Spot (Per), Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

Jedi: Combat Styles
Class Availability
Archer Maybe.png
Berserker Nah.png
Defender Nah.png
Einhander Check.png
Falconer Nah.png
Karateka Maybe.png
Lancer Maybe.png
Unfettered Check.png
Warlord Check.png

All of the following are class features of the jedi.

Weapons and Armor Proficiency: Jedi 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 psionic focus. That decision determines what ability score his psionic abilities are keyed from. See the psionicist class for more details; you gain all the benefits of your psionic focus, including bonus class skills. In addition, when wielding your weapon from your mental induction ability (see below), you use the ability score associated with the discipline you chose as your psionic focus, rather than your Strength or Dexterity, for attack and damage rolls with the weapon.

Second, the jedi decides which combat style he will pursue. Consult the table on the right to find the styles available to a jedi.

  • Archer: A jedi can only select this style if he chooses a souldisc for his mental induction (see below). A jedi's max aim tokens equals one-half his jedi level + 3 (rounded down), and gains bonus aim tokens based on his Wisdom.
  • Einhander: Any jedi can select this style. A jedi can have a number of maneuvers readied equal to the amount on the class table, above. You can spend PP to recover an expended maneuver as a swift action; doing so requires an amount of PP equal to the maneuver's level.
  • Karateka: A jedi can only select this style if he chooses an egofist for his mental induction (see below). A jedi has a number of bonus opportunity attacks each round equal to one-half his jedi level, rounded down.
  • Lancer: A jedi can only select this style if he chooses an animaspear for his mental induction (see below). A jedi can have a number of maneuvers readied equal to the amount on the class table, above. You can spend PP to recover an expended maneuver as a swift action; doing so requires an amount of PP equal to the maneuver's level.
  • Unfettered: Any jedi can select this style. We don't know anything about unfettered yet, so ignore this for now.
  • Warlord: Any jedi can select this style. A jedi can have a number of maneuvers readied equal to the amount on the class table, above. You select a warlord presence and gain all the benefits for it. You can spend PP to recover an expended maneuver as a swift action; doing so requires an amount of PP equal to the maneuver's level.
Jedi Weapons
Name Dmg (S) Dmg (M) Critical Type Qualities
Animaspear 1d6 1d8 x3 P Reach
Egofist 1d4 1d6 x2 B Grip
Ectowhip 1d3 1d4 x2 S Disarm, Reach, Trip
Genipick 1d4 1d6 x4 P ---
Holohammer 1d8 1d10 x3 B ---
Lightsaber 1d6 1d8 19-20/x2 S ---
Souldisc 1d4 1d6 x2 S Thrown (20 ft.)
Vitalaxe 1d8 1d10 x3 S ---

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, and the characteristics thereof, are listed on the Jedi Weapons table.

Manifesting the weapon is a move action, but the jedi must be holding a hilt or similar item to project the weapon from; touching the surface of the weapon is enough to cause pain, if not outright damage, and thus the jedi still requires a handle to hold onto the weapon.

The default size of a weapon is always a one-handed weapon, though as the jedi progresses he can modify its size, or even manifest multiple for purposes of two-weapon fighting.

  • Animaspear: The jedi's weapon manifests as a spear of glowing energy. This weapon always has the reach ability, unless it becomes a light weapon.
  • Egofist: The jedi's weapon manifests as a cestus of brilliant energy. The jedi gains a +4 bonus on checks made to avoid being disarmed.
  • Ectowhip: The jedi's weapon manifests as a whip, a tendril of light. This weapon has a reach of 15 feet, and can be used to trip and disarm opponents.
  • Genipick: The jedi's weapon manifests as a pick of brilliant light.
  • Holohammer: The jedi's weapon manifests as a hammer or mace of energy.
  • Lightsaber: The jedi's weapon manifests as a blade of glowing light.
  • Souldisc: The jedi's weapon manifests as a disc of energy. This weapon can be thrown, with a range increment of 20 feet.
  • Vitalaxe: The jedi's weapon manifests as an axe of brilliant energy.

Regardless of type, the manifested weapon is always treated as being Psionic-aligned, and thus has an enhancement bonus equal to your attunement bonus (at first level, this is +0, but the weapon is still considered Psionic); the manifested weapon does not count against your allotment of attuned items.

When you manifest the weapon, you can "spend" its enhancement bonus on materia effects; you can reduce the weapon's effective enhancement bonus to imbue it with effects as though it had materia slotted into it, with each point of enhancement bonus granting 1 attunement cost worth of virtual materia. Each time you manifest the weapon, you can alter its virtual materia.

Induction Enhancement (Ps): As the jedi's knowledge of psionics and martial lore improves, he also learns how to improve his weapon. At 2nd, 4th, 6th, and 8th levels, choose one of the following abilities.

  • Dual Psyblades: When you manifest your weapon, you can manifest two copies of it. If you also have the shape psyblade ability, you can manifest the weapons as up to one size different from each other.
  • Ghost Touch: Your manifested weapon always has the ghost touch weapon property, which does not count against its enhancement bonus. (A ghost touch weapon can hit incorporeal creatures with no miss chance and deals damage normally.)
  • Shape Psyblade: You can alter your manifested weapon, making it smaller or larger. When you manifest your weapon, you can choose to manifest it as a light, one-handed, or two-handed weapon; this changes its damage accordingly.
  • Throw Psyblade: You can throw your manifested weapon, even if it is not designed for such. A light weapon has a range increment of 20 feet, while a one-handed weapon has a range increment of 10 feet. The weapon dissipates after a single such attack.
  • Virtual Materia: When you manifest your weapon, you can manifest it as though it had 1 attunement cost worth of virtual materia without a commensurate reduction in its enhancement bonus. You can take this ability multiple times; each time you do, increase the amount of virtual materia by 1 attunement cost.

Maneuver List

The following is the jedi maneuver list.

Regardless of the jedi's chosen combat style, the jedi adds these maneuvers to his maneuver list.

In addition to being martial maneuvers, and subject to the rules that apply to those abilities, these abilities are also considered Psionic-aligned. As such, they allow for PR, and cannot be used in a null psionics field or other area in which psionics cannot function.

Because these maneuvers are Psionic in nature, some maneuvers can be improved through spending PP on them. Your metapsionic cap for these maneuvers is equal to your initiator level, and is unaffected by your choice of psionic focus.

 

1st-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Brain Rush Standard Strike Make a bull rush attack at range.
Ego Strike Standard Strike Attack causes target to suffer -2 penalty to attack rolls, skill checks, and saving throws.
Empty Hand Swift Stance Be treated as in an adjacent square for attacking purposes.
Harmony Shatter Standard Strike Normal attack, target takes 2d6 psychic damage on failed Will save.

 

2nd-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Adamant Will Reaction Counter Gain an insight bonus to AC that transfers to an ally.
Great Tap Standard Strike Make an attack, resolve against target's touch AC.
Inertia Vacuum Reaction Counter Gain protect against an attack, free movement based on damage prevented.
Knowing Strike Standard Strike Attack deals +2d6 damage, can read target's surface thoughts.
Mental Shove Move Rush Slide a target.

 

3rd-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Forge of the Will Swift Boost Your manifested weapon functions as though it has materia slotted.
Mindfeeding Strike Standard Strike Attack allows you to regain PP.
Strength of Will Swift Stance Use a mental ability score in place of a physical one.
Telekinetic Thrust Standard Strike Deal damage with your weapon at a distance.

 

4th-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Mighty Tap Standard Strike Attack is resolved against target's touch AC, can knock back.
Sense-Disrupting Strike Standard Strike Attack deals +4d6 damage, causes false sensory input.
Shared Strike Full Strike Take a full attack action. Your allies can use the highest attack roll as their own for 1 round.
Traumatic Recall Reaction Counter Your attacker takes 4d6 damage on failed Will save, reducing damage you take by same amount.

 

5th-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Reshape Mind Standard Strike Attack causes a down status on a mental ability, also causes amnesia.
Wanderings of the Lost Full Strike Make an attack against all creatures in range, attack deals +3d6 damage, targets must make Will save or be blinded and move randomly for 1 round.

 

6th-Level Jedi Maneuvers
Maneuver Name Action Type Effect
Dreaming Nomad Strike Full Strike Teleport and attack multiple enemies.
Convert Intrusion Reaction Counter Autohypnosis Check - turn an attack or Force ability into protect or shell for you and your allies for 1 round.

 

Design Notes

Jedi has been overhauled to reflect modern class design theory: adepts' casting half should cap out at around equal to what a pure caster of that force could access at around 11th or 12th level.

This way, an einhander/psionicist is still a valid combo, as you get more bang for your buck on each half, but lack the synergy (and specific maneuvers and powers, if any) of the jedi.

=arc=
when you aim, make a manifestation check with a discipline for which you have at least one active power. if you succeed, reduce 
your action expended for aiming by one step. this counts as maintaining manifestation for that power.

when you cast a single-target spell, you can spend aim tokens to improve your attack roll.

=ein=
when you lose a maneuver to cramp, you can make a manifestation check with a discipline for which you have at least one 
active power as a standard action. if you succeed, you can keep using that maneuver as though it weren't cramped until you lose psionic focus.

when you cast an aoe damaging spell, you can cramp a maneuver of equal grade. if you do, you also deal weapon damage to all in effect.

=kar=
When a maneuver triggers flow, you can use a manifest a power instead as a reaction.

when you cast a spell as a reaction that deals damage, it gains flow.

=lnc=
when you gain momentum, you can end powers to keep momentum of the opposite type. Devotions keep 1, sciences keep 3, arts keep 6, opus keep 10.

when you cast a spell with at least medium range, you can spend momentum as though it were pp for augmentation

=unf=
as swift, you can spend 1 pp to recharge a maneuver

when you attack a creature who grants you combat advantage with your lightsabre, you can lock a maneuver to gain another attunement ability 
(grade of maneuver locked must equal or exceed rarity of effect [com:1, unc:2, rar:3, myth:4])

=wld=
when you make a tactics check, you can spend 1 pp to take 10.

when you cast a spell that targets an ally, you can spend a gambit of at least that grade to make it target all allies in range 
instead (dev:1, sci:3, art:5, op:7)


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