Jedi - Pathfinder Class
Jedi - Pathfinder Class
Jedi - Pathfinder Class
The Jedi are a small group of psionic-like warrior monks that focus on the balance and protection of the universe.
They prefer diplomacy over battle, but can fight when the situation calls for it. Certain Jedi have been known to be
a general in an army, a leader of a small boarding party, or a diplomat to settle a treaty between two kings. They
channel a power that they call The Force in order to enhance their own bodies, modify the world around them,
or manipulate elements.
Prerequisites: A Jedi must be taught by another force wielder, a Holocron (artifact), or some other way
that is not self-taught. After first level, a Jedi may progress without aid.
Must have the Force Sensitive trait
Alignment:
Any
Hit Die:
d8
Starting wealth: 3d6 x 10gp (105 gp)
Class skills: Acrobatics (dex) Climb (str) Craft (lightsaber) (Int) Diplomacy (cha) Knowledge (Force,
History, Nobility) (int) Linguistics (int) Perception (wis) Profession (wis) Ride (Dex) Sense Motive (wis)
Spellcraft (Int) Stealth (dex) Swim (str)
Skill Ranks/level: 4 + Int modifier
Level BAB
Fort Ref
Sav Save
e
Will Special
Save
Force pool
Points
1st
+1
+1
+2
+2
1d6+Wis
mod
2nd
+2
+1
+3
+3
Lightsaber Form
+1d6+Wis
3rd
+3
+1
+3
+3
Bonus Feat
+1d6+Wis
4th
+4
+2
+4
+4
5th
+5
+2
+4
+4
Evasion, Flurry
+1d8+Wis
6th
+6/+1
+2
+5
+5
Lightsaber Form,
Bonus Feat
+1d8+Wis
7th
+7/+2
+3
+5
+5
Canny Defense
+1d8+Wis
8th
+8/+3
+3
+6
+6
Parry
+1d8+Wis
9th
+9/+4
+3
+6
+6
Bonus Feat
+1d8+Wis
10th
+10/+5
+4
+7
+7
Lightsaber Form,
Flurry
+1d10+ Wis
+Int
11th
+11/+6/+1
+4
+7
+7
12th
+12/+7/+2
+4
+8
+8
Bonus Feat,
+1d10+Wis
Movement Speed +Int
+20 feet
13th
+13/+8/+3
+5
+8
+8
--
+1d10+Wis
+Int
14th
+14/+9/+4
+5
+9
+9
Lightsaber Form
+1d10+Wis
+Int
15th
+15/+10/+5
+5
+9
+9
Bonus Feat,
Flurry
+2d6+Wis
+Int
16th
+16/+11/+6/+1
+6
+10
+10
Defensive Roll
+2d6+Wis
+Int
17th
+17/+12/+7/+2
+6
+10
+10
--
+2d6+Wis
+Int
18th
+18/+13/+8/+3
+7
+11
+11
Lightsaber Form,
Bonus Feat
+2d6+Wis
+Int
19th
+19/+14/+9/+4
+7
+11
+11
Force Critical
+2d6+Wis
+Int
20th
+20/+15/+10/+5
+8
+12
+12
Jedi Master,
+1d20+Wis
Movement Speed +Int
+30 feet, Flurry
Class Features
Weapon and Armor Proficiency: A Jedi is proficient with simple weapons, Lightsabers, and light armor.
Force pool:
The force pool allows you to use your force powers. If you reach 0 force points in your pool, you
cannot use any force powers and you are Exhausted.
Your force pool replenishes after 8 hours of rest or meditation. These hours do not have to be
consecutive.
Force Combat:
A Jedi can use force abilities while wielding a lightsaber.
If a Jedi is using a non-lightsaber weapon, one hand must be free to use force powers
Instant cast powers do not provoke attacks of opportunity.
Force Path:
The side of the Force you pick. Light, Neutral, Dark. If you pick light or dark, the cost of the
opposite alignment costs 3 times the force points to use and neutral costs normal. If you pick
Neutral, both light and dark cost 2 times the force points to use. If your life choices do not
reflect your current Side of force, your GM may choose to shift your Side of force for you.
(Should be in line with your standard Alignment. Ex. A neutral evil character might choose the
neutral side of the force, but will not pick the light side of the force. Likewise, a Lawful Good
character will most likely pick the Light side of the force, but will never pick the dark side of the
force.)
(Authors note: This is really only relevant to the good vs. evil of the standard alignment
chart. I personally see no reason why a light side character couldnt be lawful or chaotic
good and a dark side character couldnt be lawful or chaotic evil.)
Force powers:
All Force powers (Regardless of magical or psionic origins) are treated as force powers and
cannot be Modified with metamagic and metapsionic feats. Metaforce Feats can be used for a
multiplication of base cost. Example: A Maximized Force power would cost 4 times the force
points than the base cost of the power being maximized. Maximized burning hands, originally 2
force points, would cost 8 points.
Standard concentration checks. The DC is determined by this table This Table
A Jedi cannot use force powers in heavy armor
You gain a number of bonus powers according to the Ability Score Spell Modifier thingy table
(based on wisdom)
When you learn new powers, you may choose a power from a lower level instead of highest
level you can use
Force abilities have no verbal, somatic, or material components, nor have an XP cost (even if the
equivalent power has an XP cost). The user activates them mentally.
Force powers are subject to Power Resistance (Which is equal to spell resistance)
List of powers is further down.
Lightsaber Form:
These bonuses are only active when using a lightsaber.
You lose these bonuses if you lose your dex bonus
Any known styles may be switched between as a move action
Starting at level two, and every 4 levels after, you may pick a lightsaber form, if you meet the
prerequisites:
Form I (padawan): Shii-Cho, Form III (padawan): Soresu, Form VI (padawan): Niman
At level 6, you may add the following to the list of available forms:
Form II (padawan): Makashi, Form IV (padawan): Ataru, Form I (Knight): Shii-Cho, Form III
(Knight): Soresu, Form VI (Knight): Niman,
At Level 10, you may add the following to the list of available forms:
Form V (padawan): Shien / Djem So, Form VII (padawan): Juyo, Form II (Knight): Makashi,
Form IV (knight): Ataru, Form I (Master): Shii-Cho, Form III (Master): Soresu, Form VI
(Master): Niman
At Level 14, you may add the following to the list of available forms:
Form V (Knight): Shien / Djem So, Form VII (Knight): Juyo, Form II (Master): Makashi, Form IV
(Master): Ataru,
At Level 18, you may add the following to the list of available forms:
Form V (Master): Shien / Djem So, Form V (Master): Shien / Djem So
(Authors note: any of these should work for any type of lightsaber you pick, double bladed and
duel wielding included. Just add the standard buffs, penalties and extra attacks normally
brought on by those styles)
Bonus feat:
Starting at 3rd level Every 3 levels after, you may pick a feat from the following list:
Blind-Fight, Dodge, Enlarge Power, Improved Initiative, Improved Two-Weapon Fighting,
Merciful Power, Power Attack, Reach Power, Spring Attack, Step up, Two-Weapon Defense,
Two-Weapon Fighting, Quick Draw, Weapon Finesse, Weapon Focus
At level 9 you may add the following feats to the list:
Agile Maneuvers, Cleave, Concussive Power, Greater Two-Weapon Fighting, Improved BlindFight, Intensified Power, Lightsaber Finesse, Mobility, Side Step and strike, Sundering Strike,
Weapon Specialization
At level 15, you may add the following feats to the list:
Great Cleave, Greater Blind-Fight, Greater Weapon Specialization, Landing Roll, Maximize
Power, Quicken Power
Movement speed:
Starting at 4th level and every 8 levels after, your base speed increases by 10 feet for +30 at 20th
level
Evasion:
Cost: 4 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used
in surprise round, even if you are not in it.
At 5th level or higher, a Jedi can avoid damage from many area-effect attacks. If a Jedi
makes a successful Reflex saving throw against an attack that normally deals half damage on
a successful save, he instead takes no damage. Evasion can be used only if a Jedi is wearing
light armor or no armor. A helpless Jedi does not gain the benefit of evasion.
Flurry: (tl;dr 1 attack = 4 force points)
At 5th level, and every 5 levels after, when attacking as a full round action, a Jedi may spend
force points to increase the number of attacks. Use your highest attack bonuses for these
attacks. At 5th level, four points may be spent for one additional attack (at highest attack bonus).
At 10th level, up to eight force points may be spent two gain two attacks (at two highest attack
bonuses), Etc. Up to 4 extra attacks at level 20.
These attacks happen after normal attacks.
If, for some reason, you cannot use a full round action to attack (or magical restrictions to your
number of attacks), you cannot use flurry (this can be used at level 5, even though you only have
one attack).
If the remaining attacks somehow fail (like due the result of a swift action), the attacks are lost
but the points are still spent.
Example: A level 15 Jedi has a BAB of +15/+10/+5. Lets say the Jedi has no modifiers to
increase these bonuses. The Jedi chooses to spend 8 force points to give them two extra
attacks. The attacks would go in the order of +15/+10/+5/+15/+10.
Canny Defense:
When wearing light or no armor and not using a shield, a Jedi adds 1 point of Intelligence bonus
(if any) per Jedi class level to her Dexterity bonus to modify Armor Class while wielding a
lightsaber. If a Jedi is caught flat-footed or otherwise denied her Dexterity bonus, she also loses
this bonus.
Parry:
At 8nd level, a Jedi learns to parry the attacks of other creatures, causing them to miss.
Whenever the Jedi takes a full attack action with their Lightsaber, she can elect not to take one
of her attacks. At any time before her next turn, she can attempt to parry an attack against her
or an adjacent ally as an immediate action. To parry the attack, the Jedi makes an attack roll,
using the same bonuses as the attack she chose to forego during her previous action. If her
attack roll is greater than the roll of the attacking creature, the attack automatically misses. For
each size category that the attacking creature is larger than the Jedi, the Jedi takes a 4 penalty
on her attack roll. The Jedi also takes a 4 penalty when attempting to parry an attack made
against an adjacent ally. The Jedi must declare the use of this ability after the attack is
announced, but before the roll is made.
Improved Evasion:
Cost: 8 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used
in surprise round, even if you are not in it.
This works like evasion, except that while the Jedi still takes no damage on a successful
Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
A helpless Jedi does not gain the benefit of improved evasion.
Defensive Roll:
At 16th level A Jedi gains Defensive Roll. With this ability, the Jedi can roll with a potentially
lethal blow to take less damage from it than she otherwise would. Once per day, when she
would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow,
not a spell or special ability), the Jedi can attempt to roll with the damage. To use this ability, the
Jedi must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes
only half damage from the blow; if it fails, she takes full damage. She must be aware of the
attack and able to react to it in order to execute her defensive rollif she is denied her
Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a
character to make a Reflex save for half damage, the Jedis evasion ability does not apply to the
defensive roll.
Force Critical
At 19th level, whenever a Jedi successfully confirms a critical hit, he can use a force power that
has a casting time of one standard action or less as a swift action. The power must include the
target of the attack as one of its targets or in its area of effect. Using the power does not
provoke an attack of opportunity. The caster must still meet all requirements to use the force
power.
Jedi Master
At 20th level, a Jedi may use two lightsaber forms and gain the benefits and the drawbacks of
each.
(Kinda stupid, I know, but I couldnt think of anything else)
Ex-Jedi
Ex-Jedi, or fallen Jedi, retains all force powers and abilities, the cost of each force power changes
to reflect your current alignment. An ex-Jedi does not have to fall from the light side of the
force, just as a neutral aligned Jedi is not necessarily a fallen Jedi. A fallen Jedi is no longer
affiliated with the Jedi Council and is marked for punishment (if neutral) or execution (if dark). If
you go against the councils orders, and you are still light, you could be exiled. If an exiled Jedi
tries to return to the monastery, it is possible that she will be attacked on sight, ignored, or
welcomed, depending on the situation or the circumstances of your exile.
Lightsaber Forms
Form I (padawan): Shii-Cho
Prerequisites: Jedi Level 2
+1 on damage rolls
+1 to AC when being flanked
+1 to AC against attacks of Opportunity
-2 to AC against lightsaber
-2 to saving throw against all magic, force, and psionic (force)
Form I (Knight): Shii-Cho
Prerequisite: Form I (padawan), level 6
+2 on damage rolls
+2 to AC when being flanked
+1 to AC against attacks of Opportunity
-2 to AC against lightsaber
-3 to saving throw against all magic, force, and psionic (force)
Form I (Master): Shii-Cho
Prerequisite: Form I (Knight), level 10
+3 on damage rolls
+4 to AC when being flanked
+2 to AC against attacks of Opportunity
-4 to saving throw against all magic, force, and psionic (force)
-8 to hit
Only one attack/round
Cant use flurry
-8 to hit
Only two attacks/round
Cant use flurry
The Lightsaber
Lightsabers come in three different kinds, practically all colors, the blade is indestructible,
and each hilt is unique. Lightsabers are treated as light weapons
Lightsaber (longsword)
Has a hilt about the same length as your hand. The entire length is roughly the size
of a standard longsword.
Lightsaber (bastard)
Has a longer hilt than the longsword and can easily be wielded in one or two hands.
Lightsaber (double)
Must be wielded in both hands. If attempting to wield in your main hand, you take a
-4 to hit and damage. If attempting to wield in off hand, you take a -8 to hit and
damage and have a 20% chance of hitting yourself when attacking.
Any character not proficient with the Lightsaber has a 25% of hitting themselves with
each attack in addition to the normal penalties.
A Lightsaber hilt may be built using the standard rules for craft (Here) DC 15
This just makes the hilt. You still have to buy the gem and imbue it.
Lightsaber
Cost
Weight
Type
Special
Longsword
90
S or P
Bastard
sword
150
S or P
Double
Bladed
300
S or P
A Lightsaber may be built out of Adamantine, Bronze, Cold iron, Elysian Bronze, Fireforged steel, Frost-forged steel, Gold, Living Steel or Mithral, with the normal price
adjustment.
These materials do not affect the blade or the damage done in any way. The
materials just affect the hardness of the hilt
A Lightsabers base damage is determined by the quality of gem in it. (no, double sided
need only one gem)
To change a gem in a Lightsaber, a DC 16 craft check (with proper tools, this is reduced
to DC 12) is needed. If failed, the Lightsaber is flawed and deals the damage of a onestep lower quality gem. In addition, any attack rolls of natural 1 switch the faulty saber
off for 1d3 rounds.
Gems and what they do: Medium damage. For small or large lightsaber, go in this order.
Low quality (10gp) 1d4+str, 20/x2
Semi-precious (50gp) 1d6+str, 20/x2
Medium quality (100gp) 1d8+str, 20/x3 - ignores the first 5 points of hardness
High quality (500gp) 1d10+str, 19-20/x3 - bypass DR 2 , ignore the first 5 points of
hardness, treated as magic weapon for purposes of overcoming DR
Jewel (1000gp) 2d6+str, 18-20/x3 - bypass DR 2, Ignores 10 points of hardness, treated
as magic, cold iron and silver for purposes of overcoming DR
Grand jewel (5000gp) 4d4+str, 18-20/x4 - bypass DR 5, Ignores 10 points of hardness,
treated as magic, cold iron, silver and good or evil (depending on what your side of the
force was during the imbuing) for purposes of overcoming DR
For a gem to be used, you must imbue a number of your force points into the gem. This
takes longer and more force points the stronger the gem.
If a check is failed, of the required force points are spent, rounded up, and may be
attempted again after 12 hours and an 8 hours rest. The gem is not destroyed, until the
3rd fail, in which the gem explodes, causing you 5d4 piercing damage.
Gem
Low Quality
Semi-Precious
Medium Quality
High Quality
Jewel
Grand Jewel
(DM Optional - A Lightsabers color is determined by the color of the gem used in it,
otherwise, let the player choose)
(DM/Author Notes-The number of force points were calculated roughly for levels 1, 3, 6,
9, 12, and 16, in that order, meaning that should be roughly when they can use that gem
in their Lightsaber. 1 Low quality gem should be given at character creation and ready to
use. Level 1 was calculated for the purposes of the player wanting to dual wield, have a
second Lightsaber, or something along those lines at first level. Of course, A Jedi of any
level could use any tier gem, as long as they get the gem/Lightsaber from a much
stronger Jedi who has already imbued)
Jedi Powers
0-Level Jedi Powers
Power Name
Alignment
Cost Description
Breeze
Neutral
Daze
Neutral
Detect Force
Neutral
Ghost Sound
Neutral
Dark
Induce Pain
Dark
Know
Direction
Neutral
Mage Hand
Neutral
Missive
Neutral
Natural
Healing
Light
Open/Close
Neutral
Precognition,
Defensive
Neutral
Precognition,
Offensive
Neutral
Prescience,
Offensive
Neutral
Light
Sense Poison
Duration: instantaneous
Saving Throw: None; Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is
poisonous. You can determine the exact type of poison with a DC 20 Wisdom
check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy)
check if the Wisdom check fails, or may try the Craft (alchemy) check prior to
the Wisdom check. The power can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Sicken Body
Spark
Telempathic
Projection
Dark
Neutral
Light
Alignment
Neutral
Cost Description
1
Light
Burning
Hands
Neutral
Catfall
Neutral
Cause Fear
Dark
Charm
Person
Light
The power does not enable you to control the charmed person as if it were an
automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries
are not allowed.) An affected creature never obeys suicidal or obviously harmful
orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed person breaks
the power. You must speak the person's language to communicate your
commands, or else be good at pantomiming.
Conceal
Thoughts
Neutral
Control
Flames
Neutral
Fire Size
Example
Maximum
Damage
per Round
Space
1st-2nd
Fine
Tindertwig
1 foot square
3rd-4th
Diminutive
Torch
1d3
1 foot square
5th-6th
Tiny
Small
campfire
1d6
1 foot square
7th-8th
Small
Large
campfire
2d6
1 foot square
9th-10th
Medium
Forge
3d6
1 foot square
11th-12th
Large
Bonfire
4d6
2-by-2-foot
square
13th-14th
Huge
Burning shack
5d6
3-by-3-foot
square
15th-16th
Gargantuan
Burning
tavern
6d6
4-by-4-foot
square
17th or
higher
Colossal
Burning inn
7d6
5-by-5-foot
square
An animated fire can enter any square, even if a creature already occupies it. If
an animated fire enters a square occupied by a creature, that creature can make
a Reflex save to get out of the way (DC 11 + the number of dice of damage the
fire does + your key ability modifier). A successful Reflex save moves the
creature to the nearest unoccupied square. The flames deal the indicated
damage to any creature that is either on fire or surrounded by the flames (in the
fires space); see the accompanying table). At the start of your turn, the
animated fire deals damage to any creature in its space, and the creature
catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire
takes 1d6 points of damage each round. Additional rounds in the same space as
the animated fire occupies mean additional chances of ignition. The damage
from multiple normal fires stacks, but the victim gets a saving throw each round
to negate each fire. It is possible to switch control from the animated fire
(causing it to disappear) to intensify flames that are already burning (thus
denying the foe Reflex saves after the first).
Cure light
wounds
Light
Deceleration
Dark
Demoralize
Neutral
Distract
Neutral
Doom
Dark
Empty Mind
Light
Energy Ray
Neutral
Expeditious
Excavation
Neutral
If you are buried, you may open a 5-foot cube around yourself, but the power
cannot be used for tunneling.
Besides its mundane applications, you can open a 5-foot-deep pit at a creature's
feet. A Medium or smaller creature falls prone in the pit unless it succeeds on
a Reflex save. With a successful save, it can choose to land harmlessly on its feet
in the pit or hop to an adjacent square; this movement does not provoke attacks
of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check.
Larger creatures may ignore pits smaller than their size.
The earth excavated by this power is ordinarily distributed harmlessly across the
power's range, but you may choose to throw up a burst of grit and debris when
you dig a pit. This cloud of debris provides concealment to any creatures in the
square affected and all adjacent squares for 1 round. Expeditious excavation has
no effect on solid rock or earth creatures.
Expeditious
Retreat
Neutral
Far Hand
Neutral
Light
Fortify
Neutral
Hammer
Neutral
Force Screen
This power charges your touch with the force of a sledgehammer. Your
melee touch attack deals 1d8 points of damage. This damage is not increased or
decreased by your Strength modifier.
Inertial
Armor
Light
Inflict Light
Wounds
Dark
Neutral
Dark
Neutral
Know
Direction
and Location
Litany of
Weakness
Jump
Mind Thrust
Dark
Murderous
Command
Dark
Obscuring
Mist
Dark
Returning
Weapon
Neutral
Sanctuary
Light
opponent can't follow through with the attack, that part of its action is lost, and
it can't directly attack the warded creature for the duration of the power. Those
not attempting to attack the subject remain unaffected. This power does not
prevent the warded creature from being attacked or affected by area of effect
spells. The subject cannot attack without breaking the power but may use nonattack powers or otherwise act.
Shocking
Grasp
Dark
Silent Image
Neutral
True Strike
Light
Unbreakable
Heart
Light
Alignment
Cost
Animal
Affinity
Neutral
Bears
Endurance
Neutral
Blur
Neutral
Light
Body
Adjustment
Description
Dark
Bulls
Strength
Neutral
Burning
Gaze
Dark
Neutral
Cats Grace
The transmuted creature becomes more graceful, agile, and coordinated. The
power grants a +4 enhancement bonus to Dexterity, adding the usual benefits
to AC, Reflex saves, and other uses of the Dexterity modifier.
Cloud Mind
Neutral
Control
Sound
Neutral
Converse
Light
Darkness
Dark
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This power causes an object to radiate darkness out to a 20-foot radius. This
darkness causes the illumination level in the area to drop one step, from bright
light to normal light, from normal light to dim light, or from dim light to
darkness. This power has no effect in an area that is already dark. Creatures
with light vulnerability or sensitivity take no penalties in normal light. All
creatures gain concealment (20% miss chance) in dim light. All creatures gain
total concealment (50% miss chance) in darkness. Creatures with darkvision can
see in an area of dim light or darkness without penalty. Nonmagical sources of
light, such as torches and lanterns, do not increase the light level in an area of
darkness. Magical light sources only increase the light level in an area if they are
of a higher power level than darkness.
If darkness is cast on a small object that is then placed inside or under a
lightproof covering, the power's effect is blocked until the covering is removed.
This power does not stack with itself. Darkness can be used to counter or dispel
any light power of equal or lower power level.
Defensive
Shock
Neutral
Detect
Hostile
Intent
Light
Empathic
Condition
Relief
Light
Light
Energy Stun
Light
Neutral
Fog Cloud
Neutral
Fox's
Cunning
Neutral
Gust of
Wind
Light
Medium or smaller creatures are unable to move forward against the force of
the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This power can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and
Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar
unprotected flames. It causes protected flames, such as those in lanterns, to
dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden
blast of wind would be expected to do. It can create a stinging spray of sand or
dust, fan a large fire, overturn delicate awnings or hangings, heel over a small
boat, and blow gases or vapors to the edge of its range.
Inflict Pain
Dark
Levitate
Neutral
Mental
Disruption
Neutral
Dark
Metamorph
osis, Minor
Target You
Duration 1 min/level
You channel your psionic power, snapping bones and twisting flesh,
transforming yourself into a new shape or form. You can take the form
of any creature of the same size as yourself, but this is a purely cosmetic
change, your abilities, powers or stats do not change beyond the options
selected below. This grants you a +10 bonus on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional
+2 circumstance bonus to Disguise checks to convince people that you
are that person. If you choose to take on an intimidating, horrifying, or
otherwise imposing form, you gain a +2 circumstance bonus to
Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A
or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size
penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls,
etc.). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size
penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls,
etc.). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if
Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire,
and Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Missive,
Mass
Neutral
Pilfering
Hand
Neutral
Recall
Agony
Neutral
Dark
Neutral
Scorching
Ray
Neutral
Share Pain
Dark
If you and the subject move farther away from each other than close range, the
power ends.
You can manifest this power on two willing subjects, one of which you
designate to share its damage with the other.
Shatter
Neutral
Burst of
Speed
Call Lightning
Alignmen
t
Cost
Light
Neutral
Light
Description
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the power, and once per round thereafter,
you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that
deals 3d6 points of electricity damage. The bolt of lightning flashes down in a
vertical stroke at whatever target point you choose within the power's range
(measured from your position at the time). Any creature in the target square
or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even
spellcasting, can be performed first. Each round after the first you may use a
standard action (concentrating on the power) to call a bolt. You may call a
total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area - a rain shower, clouds and wind,
hot and cloudy conditions, or even a tornado (including a whirlwind formed
by a djinni or an air elemental of at least Large size) - each bolt deals 3d10
points of electricity damage instead of 3d6.
This power functions indoors or underground but not underwater.
(Lightside due to it coming from nature, not conjuring it like the dark side
power)
Cloak of
Winds
Danger Sense
Daylight
Light
Neutral
Light
an additional 60 feet by one step (darkness becomes dim light, dim light
becomes normal light, and normal light becomes bright light). Creatures that
take penalties in bright light take them while within the 60-foot radius of this
magical light. Despite its name, this power is not the equivalent of daylight
for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a lightproof covering, the power's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is
temporarily negated, so that the otherwise prevailing light conditions exist in
the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such
as darkness.
Displacement
Empathic
Transfer,
Hostile
Fireball
Neutral
Dark
Neutral
digit and, unless it impacts upon a material body or solid barrier prior to
attaining the prescribed range, blossoms into the fireball at that point. An
early impact results in an early detonation. If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you must "hit" the
opening with a ranged touch attack, or else the bead strikes the barrier and
detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can
melt metals with low melting points, such as lead, gold, copper, silver, and
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the fireball may continue beyond the barrier if the area permits;
otherwise it stops at the barrier just as any other spell effect does.
Force Burst
Neutral
Force Hook
Charge
Neutral
Force Punch
Neutral
This power charges your hand with telekinetic force. Your successful melee
touch attack deals 1d4 points of force damage per level (maximum 10d4) and
causes the target to be pushed away from you in a straight line up to 5 feet
per two caster levels. For every size category of the target above Medium,
reduce the distance pushed by 5 feet (5 feet for Large, 10 feet for Huge,
15 for Gargantuan, and 20 feet for Colossal) to a minimum of 0 feet. A
successful Fortitude save negates the movement but not the damage.
Haste
Neutral
Heightened
Vision
Neutral
Hustle
Neutral
Dark
Lightning Bolt
Neutral
Mend Body
Light
Pain Strike
Dark
Psionic Blast
Light
Share Pain,
Forced
Dark
Slow
Dark
Stinking Cloud
Dark
Neutral
Telekinetic
Force
Dark
Wind Wall
Light
While the wall must be vertical, you can shape it in any continuous path
along the ground that you like. It is possible to create cylindrical or
square wind walls to enclose specific points.
Alignment
Cost Description
Ball Lightning
Dark
10
Correspond
Neutral
Cure Critical
Wounds
Light
10
Cure Serious
Wounds
Light
Death Urge
Dark
Detonate
Neutral
Empathic
Feedback
Neutral
attacker may have such as damage reduction and regeneration do not lessen
or change this damage. The damage from empathic feedback has no type, so
even if you took fire damage from a creature that has immunity to fire,
empathic feedback will damage your attacker. The damage from empathic
feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to Spell Resistance.
Energy
Adaptation
Light
Fire of Justice
Light
Neutral
Fire Shield
from cold-based attacks. If such an attack allows a Reflex save for half
damage, you take no damage on a successful saving throw.
Freedom of
Movement
Neutral
Forceful Strike
Neutral
Incite Passion
Dark
Inertial Barrier
Light
10
Dark
Neutralize
Poison
Light
Physical
Acceleration
Neutral
Power Leech
Dark
Range Touch
Target Any living psionic creature
Duration Concentration, up to 1 round/level; see text
Saving Throw Will negates; Spell Resistance Yes
Your hand crackles with dark energy. Touching a foe drains it of 1d6 Hit
Points and adding 1 Force point to your reserve (unless that gain would cause
you to exceed your maximum). The drain continues in each round you
maintain concentration while the subject of the drain remains in range. If the
subject is drained to 0 Health, this power ends.
Concentrating to maintain power leech is a full-round action (you can take no
other actions aside from a 5-foot step) instead of a standard action.
River of Wind
Light
Shout
Dark
Neutral
Solid Fog
attacks (except for magic rays and the like). A creature or object that falls into
solid fog is slowed so that each 10 feet of vapor that it passes through
reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while
in solid fog. Solid fog, and effects that work like solid fog, do not stack with
each other in terms of slowed movement and attack penalties.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and
it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid
fog dispersed by wind reforms in 10 minutes.
Telekinetic
Maneuver
Wither
Neutral
Dark
Adapt Body
Neutral
Cloak of
Dreams
Light
10
Neutral
Control Winds
Light
Cure Light
Wounds, Mass
Light
Dark
12
Inflict Light
Wounds, Mass
Dark
Neutral
Litany of
Madness
Dark
Resounding
Blow
Neutral
Pain Strike,
Mass
Dark
Light
Psychic Crush
Dark
Restore
Extremity
Light
15
Telekinesis
Neutral
Neutral
Age Resistance
Alignmen
Cost Description
t
Neutral
not cause you to look younger, nor does it prevent you from dying of old
age, but as long as the spell is in effect, you ignore the penalties
to Strength, Dexterity, and Constitution that accrue once you become
middle-aged and old age. You retain the age-related bonuses to
Intelligence, Wisdom, and Charisma while under the effects of this spell.
Additional penalties that you accrue upon becoming venerable apply in full.
Chain Lightning
Dark
15
Cleanse
Light
Neutral
Contagious Flame
who took damage from the spell in the previous round-these new rays
attack as if you fired them, but their point of origin is the previous creature
damaged. You can choose the new targets as a free action, all of whom
must be within close range (25 ft. + 5 ft./2 levels) of their new starting
point. This contagion of flame continues for a total of three rounds-a
creature can be struck more than once by this spell over the course of
these three rounds, although never by a ray of fire that launches from
itself.
Crisis of Life
Neutral
10
Cure Moderate
Wounds, Mass
Light
Enemy Hammer
Neutral
15
Colossal
3d8
The target creature can make a Fortitude Saving Throw each time you
attempt to use it as a weapon. If it makes its Saving Throw it can act
normally, but if it fails its save it loses all actions for the round and ends its
turn prone in a square adjacent to the target of your attack. However, if
the creature chooses to resist your efforts to move it, taking no other
actions for the round, it gets a +4 circumstance bonus on its Saving Throw.
The spell ends immediately if the target creature dies or is destroyed.
Energy
Conversion
Light
Euphoric
Tranquility
Light
Diplomacy DC
Hostile
Finger of Death
Unfriendly
Indifferent
Friendly
Helpful
Dark
17
Fire Storm
Neutral
Force blast
Neutral
15
Forceful Hand
Neutral
Light
Harm
Dark
18
Heal
Light
15
Dark
18
Inflict Moderate
Wounds, Mass
Dark
14
Neutral
Mislead
and the figment can then move in different directions. The double moves
at your speed and can talk and gesture as if it were real, but it cannot
attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3
additional rounds. After you cease concentration, the illusory double
continues to carry out the same activity until the duration expires. The
greater invisibility lasts for 1 round per level, regardless of concentration.
Moment of
Prescience
Light
Psychic
Reformation
Dark
All
Neutral
12
Scouring Winds
Light
12
Shout, Greater
Dark
16
Neutral
12
Suspend Life
While you are suspended, you are aware of your surroundings. You feel the
passage of one day for every year that actually passes. Though on a slower
schedule, you grow hungry after a day without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation
as appropriate. Time-based physical effects like aging are similarly slowed
down, although durations of psionic powers and similar effects are treated
normally.
If you take any damage, you come out of your trance 4 rounds later. The
trance can also be ended by a successful use of dispel Psionics. If you
choose to dismiss the power, your trance ends 10 rounds later.
Telekinetic
Sphere
Neutral
True Metabolism
Neutral
16
Light
14
Whirlwind
Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration 1 round/level (D)
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates a powerful cyclone of raging wind that moves through the
air, along the ground, or over water at a speed of 60 feet per round. You
can concentrate on controlling the cyclone's every movement or specify a
simple program. Directing the cyclone's movement or changing its
programmed movement is a standard action for you. The cyclone always
moves during your turn. If the cyclone exceeds the spell's range, it moves in
a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You
can't regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect
must succeed on a Reflex save or take 3d6 points of damage. A Medium or
smaller creature that fails its first save must succeed on a second one or be
picked up bodily by the cyclone and held suspended in its powerful winds,
taking 1d8 points of damage each round on your turn with no save allowed.
You may direct the cyclone to eject any carried creatures whenever you
wish, depositing the hapless souls wherever the cyclone happens to be
when they are released.
th
Alignment
Cost Description
Apopsi
Light
34
Cure Critical
Wounds, Mass
Light
28
Dark
12
Energy Wave
Neutral
38
Fickle Winds
Light
48
Harm, Mass
Dark
45
apart.
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Mass harm uses negative energy to deal 10 points of damage per caster
level (to a maximum of 250 points of damage at 25th level to each
creature). If the creature successfully saves, mass harm deals half this
amount. Mass harm cannot reduce the target's hit points to less than 1.
Heal, Mass
Light
35
Inflict Critical
Wounds, Mass
Dark
38
Resurrection
Dark
1st level, it takes 2 points of Constitution drain instead (if this would
reduce its Con to 0 or less, it can't be resurrected).
You can resurrect someone killed by a death effect or someone who has
been turned into an undead creature and then destroyed. You cannot
resurrect someone who has died of old age. Constructs, elementals,
outsiders, and undead creatures can't be resurrected.
Stormbolts
Dark
42
Sustained
Flight
Neutral
46
Wail of the
Banshee
Dark
52
Winds of
Vengeance
Light
34
Feat Name
Category/Type
Concussive
Power
Metaforce
x3
Empower
Power
Metaforce
x2
Enlarge
Power
Metaforce
x2
Extend
Power
Metaforce
x3
Intensified
Power
Metaforce
x2
Maximize
Power
Metaforce
x4
Merciful
Power
Metaforce
x1
Persistent
Power
Metaforce
x2
fails this second saving throw, it suffers the full effects of the
power, as if it had failed its first saving throw.
Piercing
Power
Metaforce
x2
Quicken
Power
Metaforce
x5
Reach
Power
Metaforce
x2
Selective
Power
Metaforce
x3
Toppling
Power
Metaforce
x3
Widen
Power
Metaforce
x4
Feat Name
Lightsaber
Finesse
Category/T Prerequi
Benefit
ype
sites
Combat
Dex 16,
BAB +6
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