Force Sensitive

Hit Die D8

Class Skills: Acrobatics, Sleight of Hand, Stealth, Religion, Investigation, Insight, Perception, Persuasion, and 2 of your choice.

Skill Points: (3 + intelligence modifier) (x4 at first level)

Bonus Weapon Proficiency: Choose one basic weapon. Gain proficiency with that weapon, and start with it for free.

Skill Bonus: Gain a +3 misc bonus on one skill.

Force Points: Your force points are equal to your wisdom modifier * your level * 10

Force Powers: At level 1 and 3, gain force powers. Certain force powers can upgrade with the force mastery feat. Level 11 and beyond, you may only choose neutral force powers, or force powers that correspond with your prestige class.

Neutral Force Powers

Force Hold/ Move

Target: Vehicle, Items, Organics

Costs 4 force points

Duration: Freeze/pull/push lasts will mod rounds or until saved.

Upgrade: Increase the target to 10 targets, and you can target blaster bolts


Force Body

Target: Self

Costs 2 Force Points

Gain 2 AC

Gain +10 on Athletics and Acrobatics

Double Speed

Duration: 1 round per wis mod

Upgrade: Gain an additional attack per turn while active


Force Channel

Target: Self

Costs 2 Force Points

Gain +4 on all saves

Gain +4 on All Class skill Check

Gain 1 AC

Duration: 1 round per wis mod

Upgrade: Gain an additional 5 AC


Force Communication

Target: Party Member or Force User

Communicate emotions, and location of self

Costs 1 Force Points

Duration: 1 round per wis mod

Upgrade: Communicate Using a shared language


Force Suppression

Target: Self

Costs 10 Force Points

Gain +5 on Stealth

Gain Force Communication Immunity

Duration: 1 hour per wis mod, negated when entering combat

Upgrade: Target Party, and additional +5 to Stealth


Good Force Powers

Force Heal

Target: Self, Organics

Heal Wis Mod HP

Costs 10 Force Points

Upgrade: Heal Wis Mod * Level HP


Force Precognition

Target: Self

Costs 10 Force Points

Gain +10 Reflex

Gain +4 AC

Duration: 1 round per wis mod

Upgrade: Target Party


Force Inspire

Target: Allies Within 30 feet

Costs 5 Force Points

Gain +5 to hit

Gain +10 Temporary HP

Gain +2 to all saves

Duration: 1 round per cha mod

Upgrade: Costs 1 Force Point, +10 to hit


Force Persuade

Target: Most Organics

Cost 10 Force Points

Gain +20 on persuade checks against target after succeeding on a will vs will save

Duration: 1 hour per cha mod

Upgrade: Target up to 10 targets


Evil Force Powers

Force Lightning

Target:  Organics

Deals wis mod+level damage

Costs 10 FP

Will save halves

Duration: 1 round

Range: 30 feet

Upgrade: Target an additional wis mod targets


Force Drain

Target: Organics

Costs 15 FP

Drains Wis mod+level HP from enemy

Drains Wis mod FP+level from enemy

Ref save negates

Range 30 Feet

Duration: 1 round

Upgrade: Drains Wis mod*level HP from enemy, Drains Wis mod FP*level from enemy


Force Crush

Target: Organics, Droids

Deals str mod+level damage

Costs 5 FP

Fort save halves

Duration: 1 round

Range: 30 feet

Upgrade: Target an additional str mod targets


Force Scream

Target: All Organics Within 20 Feet

Costs 20 FP

Enemies take a -4 on AC and Saves

Will save Negates

Duration: 1 round Per Cha Mod

Upgrade: Organics Fall Unconscious until revived with a will save


AC bonus: Your connection with the force give you a bonus to your AC

Bonus Attack Per Turn: Gain an additional attack per turn.

Calm Mind: Once per day, as a full action, you may gain a + 10 on any save, attack roll, or class skill.

Uncanny Dodge: Gain a +5 misc mod in your ref save.

Prestige Class: At level 11, choose a prestige class:

Sith: 

Prerequisite: alignment must be neutral or evil

Restricts the learning of new good force powers

Gain + 10 to hit with lightsabers

Iron Will: You remain conscious even while at negative HP. You Die at -20 HP

Jedi:

Prerequisite: alignment must be neutral or good

Restricts the learning of new evil force powers

Gain an additional attack per turn

Use The Force…: You may use calm mind wis mod times per day, and as a standard action.

Lightsaber Proficiency: Gain the ability to use a lightsaber proficiently, gaining the following benefits:

Any attacks not used may be used to deflect melee and ranged attacks.

To succeed in deflecting, you must roll a reflex save vs the attack roll.

Class Power: Gain a passive lightsaber power corresponding with your prestige class:

Sith: Malak’s Form

Your last attack in a round my be replaced with a force power


Sith: Revan’s Form

+10 to Reflex


Sith: Traya’s Disdain

Gain an additional Light side force power


Sith: Vader’s Rage

Gain +15 Damage Reduction


Sith: Palpatine’s Intellect: 

Upgrade any force power


Sith: Ventress’s Infiltration

+5 to stealth, sneak attack = wis mod d6 damage


Jedi: Revan’s Form

+10 to hit with lightsabers


Jedi: Bastila’s Battle Meditation

Party: +3 to hit, +3 to AC


Jedi: Obi Wan’s Infiltration

+5 to stealth, sneak attack = wisdom mod d6 damage


Jedi: Yoda’s Wisdom

Upgrade any force power


Jedi: Meetra’s Resolve

+20 HP. You remain conscious even while at negative HP. You Die at -20 HP


Jedi: Rey’s Talent

Gain an additional force power