swse house rules - chapter 3b jedi

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Jedi Jedi combine physical tr aining with mastery of the Force. Jedi concentrate on battle prowess, defense, and lightsaber training. Additionally, they are ambassadors for the Jedi order , protecting the Republic from all dangers. Few are strong enough in the Force and have the devotion to walk the Jedi's path. Those few who do are r ewarded with awesome power . They walk in a larger world than those who neither feel nor heed the Force. Jedi tarting !enefits Jedi start with a number of hit points e"ual to #$ % their &onstitution !onus. Jedi receive a number of hit points at each level beyond the first e"ual to % their &onstitution !onus. Jedi receive a %( bonus to their Fortitude )efense, a %( bonus to their Refle* )efense, and a %( bonus to their +ill )efense. Jedi start with the following feats Force ensitivity, +eapon -roficiency lightsabers/, +eapon -roficiency simple weapons/. Jedi receive a number of trained skills e"ual to $%0nt 1odifier/. Jedi treat the following skills as class skills Academics, Acrobatics, Athletics, 2ndurance, Focus, 0nitiative, 1echanics, -erception, -ilot, cience, Tactics, 3se the Force. Jedi start play with a lightsaber and (,444 credits. Jedi Talents Jedi &onsular T alent Tr ee Adept Negotiator: As a tandard action, you can weaken the resolve of one enemy with your words. The target must have an 0nt elligence score of 5 or higher , and it must be able to see, hear, and understand you. 1ake a -ersuasion check6 if the check result e"uals or e*ceeds the target's +ill )efense, it moves one step down the condition track. The target gains a %7 b onus to its +ill )efense if it is higher level than you. 0f the target reaches the end of the track, it does not fall unconscious6 instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind8 affecting ability . Aggressive Negotiator: +henever you damage an opponent with a lightsaber attack, you can take (4 on any -ersuasion check made before the end of your ne*t turn, even if you would not normally be able to. Prerequisite: Adept 9egotiator. Collective Visions:  +hen you use farseeing, or a Force power or talent that has farseeing as a prere"uisite, other Force8users with farseeing in their Force power suite can use the aid another action on your 3se the Force check as a Reaction if they are within : s"uares of you. Prerequisite: farseeing. Consular’s Vitality: ;nce per round as a wift action, you grant one ally within your line of sight and within (# s"uares of you a number of bonus hit points e"ual to 7 % your &harisma modifier. )amage is subtracted from bonus hit points first, and any bonus hit point remaining at the end of the encounter are lost. !onus hit points do not stack.

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Page 1: SWSE House Rules - Chapter 3b Jedi

8/10/2019 SWSE House Rules - Chapter 3b Jedi

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JediJedi combine physical training with mastery of the Force. Jedi concentrate on battleprowess, defense, and lightsaber training. Additionally, they are ambassadors for the

Jedi order, protecting the Republic from all dangers. Few are strong enough in the Force

and have the devotion to walk the Jedi's path. Those few who do are rewarded with

awesome power. They walk in a larger world than those who neither feel nor heed the

Force.

Jedi tarting !enefitsJedi start with a number of hit points e"ual to #$ % their &onstitution !onus.

Jedi receive a number of hit points at each level beyond the first e"ual to % their

&onstitution !onus.Jedi receive a %( bonus to their Fortitude )efense, a %( bonus to their Refle* )efense,

and a %( bonus to their +ill )efense.

Jedi start with the following feats Force ensitivity, +eapon -roficiency lightsabers/,

+eapon -roficiency simple weapons/.Jedi receive a number of trained skills e"ual to $%0nt 1odifier/.

Jedi treat the following skills as class skills Academics, Acrobatics, Athletics, 2ndurance,Focus, 0nitiative, 1echanics, -erception, -ilot, cience, Tactics, 3se the Force.

Jedi start play with a lightsaber and (,444 credits.

Jedi Talents

Jedi &onsular Talent Tree

Adept Negotiator: As a tandard action, you can weaken the resolve of one enemy with

your words. The target must have an 0ntelligence score of 5 or higher, and it must beable to see, hear, and understand you. 1ake a -ersuasion check6 if the check resulte"uals or e*ceeds the target's +ill )efense, it moves one step down the condition track.

The target gains a %7 bonus to its +ill )efense if it is higher level than you. 0f the target

reaches the end of the track, it does not fall unconscious6 instead, it cannot attack you or

your allies for the remainder of the encounter unless you or one of your allies attacks itor one of its allies first. This is a mind8affecting ability.

Aggressive Negotiator: +henever you damage an opponent with a lightsaber attack,

you can take (4 on any -ersuasion check made before the end of your ne*t turn, even ifyou would not normally be able to. Prerequisite: Adept 9egotiator.

Collective Visions: +hen you use farseeing, or a Force power or talent that has

farseeing as a prere"uisite, other Force8users with farseeing in their Force power suitecan use the aid another action on your 3se the Force check as a Reaction if they are

within : s"uares of you. Prerequisite: farseeing.

Consular’s Vitality: ;nce per round as a wift action, you grant one ally within yourline of sight and within (# s"uares of you a number of bonus hit points e"ual to 7 % your

&harisma modifier. )amage is subtracted from bonus hit points first, and any bonus hit

point remaining at the end of the encounter are lost. !onus hit points do not stack.

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Consular’s Wisdom: ;nce per encounter as a wift action, you can choose one ally

within your line of sight that can hear and understand you. 3ntil the end of theencounter, that ally adds your +isdom bonus to its +ill )efense against mind8affecting

effects. Prerequisite: Adept 9egotiator.

Entreat Aid: ;nce per turn as a wift action, you can spend a Force point to allow onead<acent ally to use the Aid Another action as a Reaction to assist you with a skill check.

=ou must make the skill check before the end of your turn, or the benefit of the Aid

Another action is lost. An ally that has already used the Aid Another action to assist you

since the end of your last turn may not be talented with this talent.

Force Persuasion: =ou can use your 3se the Force check modifier instead of your

-ersuasion check modifier when making -ersuasion checks. =ou are considered trained

in the -ersuasion skill for purposes of using this talent. 0f you are entitled to a-ersuasion check re8roll, you may re8roll your 3se the Force check instead sub<ect to the

same circumstances and limitations/. Prerequisite: Adept 9egotiator.

Master Negotiator: 0f you successfully use the Adept 9egotiator talent, your targetmoves one additional step down the condition track two steps total/. This is a mind8

affecting ability. Prerequisite: Adept 9egotiator.

Recall: +henever you spend a Force point to return a Force power to your suite, youregain up to two spent Force powers, instead of one.

Rene Vision: ;nce per encounter, you can regain all e*pended uses of the farseeing

power as a wift action.

!"illed Advisor: =ou can spend a Full action advising an ally, thereby granting him a %$

insight bonus on his ne*t skill check. 0f you spend a Force -oint, the insight bonusincreases to %. The target must be able and willing/ to hear and understand youradvice. =ou cannot advise yourself. This is a mind8affecting ability.

Visionary Attac": +hen you or an ally within (# s"uares of you misses a melee or

ranged attack, you can use the farseeing power as a Reaction. 0nstead of the normaleffect of the farseeing power, make a 3se the Force check versus the +ill )efense of the

target of the missed attack. 0f successful, the attacker can re8roll the missed attack roll.

An attack can only be affected by this ability once. Prerequisite: farseeing, +atchcircle

0nitiate.

Visionary #e$ense: +hen you or an ally within (# s"uares of you is the target of an

attack, you can use the farseeing power as a Reaction you must declare your intent touse this ability after the attack has been declared, but before it has been resolved/.0nstead of the normal effect of the farseeing power, make a 3se the Force check versus

the +ill )efense of the attacker. 0f successful, you grant the target of the attack a %$

bonus to his Refle* )efense against the attack. An attack can only be affected by this

ability once. Prerequisite: farseeing, +atchcircle 0nitiate.

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Watc%circle &nitiate: ;nce per round, you can use the farseeing power as a Reaction.

0nstead of the normal effect of the farseeing power, make a 3se the Force check versus

the +ill )efense of one ally within your line of sight. 0f successful, you can remove oneForce -oint from your Force -oint total and add one Force -oint to your ally>s Force -oint

total. =ou cannot use this ability to grant an ally a temporary Force -oint. Prerequisite:

farseeing.

Jedi ?uardian Talent TreeJedi that follow the path of the guardian are more combat8oriented that other Jedi,

honing their skills to become deadly combatants.

Acro'atic Recovery: 0f an effect causes you to fall prone, you can make a )& #4Acrobatics check to remain on your feet.

(attle Meditation: The Jedi techni"ue known as !attle 1editation allows you and your

allies to work together seamlessly and with a level of precision that can only come fromthe Force. As a Full action, you give yourself and all allies within : s"uares a %( insight

bonus to attack rolls that lasts for as long as you maintain the meditation. 2ach roundon your turn, you must spend a wift action to maintain the !attle 1editation. The

bonus does not e*tend to those who are outside the area of effect, even if they latercome within : s"uares. Allies who benefit from the bonus must remain within : s"uares

of you to retain the bonus, and they lose it if you are knocked unconscious or killed. This

is a mind8affecting ability.

Close Maneuvering: ;nce per round, as a wift action, you can designate a target.

3ntil the start of your ne*t turn, your movement does not provoke opportunity attacks

from that target so long as your movement ends ad<acent to that target.

Cover Escape: +hen you successfully use the !lock or )eflect talent to negate an attackmade against an ad<acent ally, that ally may immediately move up to one8half its speed

as a Reaction.

#e$ensive Acuity: +hen you take the Total )efense action, you deal %( die of damage

with lightsaber attacks and gain a %# circumstance bonus to 3se the Force checks made

to negate an attack with the !lock or )eflect talents. These benefits last until the end of

your ne*t turn.

#e$ensive Melee Mastery: +hen you are in melee with one or more opponents, you

gain a %$ bonus to your Refle* )efense against Ranged Attacks.

Elusive )arget: This talent is renamed )efensive 1elee 1astery

E*posing !tri"e: +hen you successfully deal damage to an opponent with a lightsaber,

you may spend a Force -oint to cause that opponent to grant &ombat Advantage untilthe end of your ne*t turn.

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Force &ntuition: =ou can use your 3se the Force check modifier instead of your

0nitiative modifier when making 0nitiative checks. =ou are considered trained in the

0nitiative skill for purposes of using this talent. 0f you are entitled to an 0nitiative checkre8roll, you may re8roll your 3se the Force check instead sub<ect to the same

circumstances and limitations/.

+uardian !tri"e: +hen you successfully deal damage to an opponent with a lightsaber,that target takes a 8# penalty on attack rolls against everyone but you until the

beginning of your ne*t turn.

&mmova'le: ;nce per round, as a wift action, you can root yourself in place until thestart of your ne*t turn. Any attack rolls or skill checks made during an attempt to move

you involuntarily such as with a -ush attempt or with the move ob<ect Force power/

suffer a 8$ penalty.

Resilience: =ou can spend a Force -oint as a wift action to move two step up the

condition track.

Jedi entinel Talent TreeThe <edi that follow the path of the sentinel are the true enemies of the dark side,hunting down evil and stopping the spread of darkness wherever they go.

Clear Mind: +hen making a 3se the Force check to avoid being detected by other Force

3sers, you gain a %7 bonus to the roll.

#ar" Retaliation: ;nce per encounter, when you are the target of a Force power with

the @dark side descriptor, you may spend a Force point as a Reaction to immediately

activate a Force power with a normal activation time of one tandard action or less.

Prerequisite: entinel strike.

#ar" !ide !ense: +hen making a 3se the Force check to sense the presence and

relative location of characters with a )ark ide score of ( or higher, you may roll twice,keeping the better result.

#ar" !ide !courge: +hen you make a successful melee attack on a creature with a

dark side score of ( or higher, you deal e*tra damage e"ual to your &harisma bonusminimum %(/. Prerequisite: )ark ide ense.

Force ,a-e: =ou can spend a Force -oint as a tandard action to create a BhaCeB that

hides you and your allies from the perceptions of others. =ou can hide a number ofcreatures in line of sight e"ual to your character level. 1ake a 3se the Force check and

compare the result to the +ill defense of any opponent that moves into line of sight of

any creatures hidden by your Force DaCe. 0f your check result e"uals or e*ceeds the

opponent's +ill )efense, all hidden creatures are treated as if they had total concealmentagainst the opponent. The Force DaCe lasts up to one minute, but is dismissed instantly

if anyone hidden by the Force DaCe makes an attack. This is a mind affecting ability.

Prerequisite: &lear 1ind.

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+radual Resistance: 0f you take damage from the use of a Force power, you gain a %#

bonus to all )efenses against that force power for the remainder of the encounter.

Persistent ,a-e: +henever anyone concealed by your use of the Force DaCe talent

makes an attack, the Force DaCe is broken only for the person who made the attack.

Those who do not attack remain concealed while the Force haCe lasts. Prerequisite: 

&lear 1ind, Force DaCe.

Prime )arget: +hen you make a successful attack with a lightsaber against a target

that has not been attacked since the end of your last turn, you deal %( additional die of

damage.

Reap Retri'ution: 0f you take damage from the use of a Force power, you gain a %#

bonus to damage on all successful attacks against the creature that used the Force power

against you.

Resist t%e #ar" !ide: =ou gain a %7 Force bonus to all )efenses against force powers

with the @dark side descriptor and Force -owers originating from any )ark Force user

that is, any Force8user whose )ark ide score e"uals or e*ceeds his +isdom score/.Prerequisite: )ark ide ense.

!entinel !tri"e: +henever you successfully deal damage to a flat8footed opponent or an

opponent that grants you &ombat Advantage with a lightsaber or a Force power, you canmake a 3se the Force check versus )& (4. +ith success, you deal %(d: additional

damage. For every 7 points by which your check result e*ceeds )& (4, you deal another

%(d: points of damage. =ou may not use this talent with powers that have the @dark

side descriptor.

!entinel’s +am'it: ;nce per encounter, as a wift action, you can designate an

ad<acent enemy with a )ark ide score of ( or higher as the target of this talent. Thatenemy grants combat advantage to you until the end of your ne*t turn.

Eightsaber &ombat Talent TreeThe lightsaber is the chosen weapon of the Jedi. !lah.

(loc": +hile you are wielding an ignited lightsaber and not flat8footed, you may negatea melee attack made against you by an attacker that you are aware of as a Reaction by

making a successful 3se the Force check. The )& is e"ual to the result of the attack roll

that you wish to negate, and you suffer a cumulative 8$ penalty on your 3se the Force

check for each time that you have used the !lock or )eflect talents since the beginningof your last turn.

Additionally, once per round, you can use the !lock talent to negate a melee attack made

against an ad<acent ally.

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#e$lect: +hile you are wielding an ignited lightsaber and not flat8footed, you may

negate a ranged attack made against you by an attacker that you are aware of as a

Reaction by making a successful 3se the Force check. The )& is e"ual to the result ofthe attack roll that you wish to negate, and you suffer a cumulative 8$ penalty on your

3se the Force check for each time that you have used the !lock or )eflect talents since

the beginning of your last turn.

=ou can use this talent to deflect some of the barrage of shots fired from a rangedweapon set on autofire. 0f you succeed on the 3se the Force check, you take one8half

damage if the autofire attack hits, and no damage if it does not hit. This talent has no

effect on other area attack such as grenades, missiles, and flamethrowers/.

Additionally, once per round, you can use the )eflect talent to negate a ranged attackmade against an ad<acent ally.

This talent cannot be used to negate attacks made by &olossal or larger8siCe vehicles,

unless the attack is made with a point8defense weapon.

.ig%tsa'er #e$ense: +hile you are wielding an ignited lightsaber, you can spend a

wift action to protect yourself from your enemies' attacks. 1ake a 3se the Force check

vs )& (4. +ith success, you gain a %( deflection bonus to your refle* )efense until the

beginning of your ne*t turn. For every 7 points by which your 3se the Force check resulte*ceeds )& (4, you gain an additional %( deflection bonus to your Refle* )efense until

the beginning of your ne*t turn. This bonus does not apply if you are flat8footed, or to

attacks that you are unaware of.

.ig%tsa'er Mastery: =ou gain a %# bonus on attacks with lightsabers.

.ig%tsa'er !peciali-ation: +hen you make a successful melee attack with a lightsaber,

you deal one additional die of damage. Prerequisite: +eapon Focus lightsabers/ feat.

.ig%tsa'er )%ro: =ou can hurl a lightsaber as a tandard action, treating it as a

thrown weapon. =ou are considered proficient with the thrown lightsaber, and you applythe normal range penalties to the attack roll. The thrown lightsaber deals normaldamage on a successful hit.

0f your target is no more than : s"uares away, you can pull your lightsaber back to your

hand as a wift action by making a )& #4 3se the Force check.

Precise Redirect: +henever you successfully redirect a blaster bolt and hit your target,

the redirected attack deal %( die of damage. Prerequisite: )eflect, Redirect hot

Redirect !%ot:  ;nce per round, when you successfully deflect a blaster shot, you mayredirect the shot at another target to which you have line of sight. As a Reaction, make

a ranged attack roll with your lightsaber and apply the normal range penalties to the

attack roll not counting the distance that the blaster bolt traveled to get to you/. 0f theattack hits, it deals normal blaster damage to the target.;nly single blaster bolts can be redirected in this manner. barrages from autofire

weapons and other types of pro<ectiles cannot be redirected. Prerequisite: )eflect, :th

level.

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Riposte: ;nce per encounter, when you successfully negate an opponent>s melee attack

with the !lock talent, you may immediately make a single melee attack with a lightsaber

against that opponent as a Reaction. =ou may not use this talent when you negate anarea melee attack such as those made with the whirlwind attack feat/. 0f you have the

&ombat Refle*es feat, you may use this talent a number of times per encounter e"ual to

your )e*terity modifier minimum (/. Prerequisite: !lock, Eevel :%