jedi guardian

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    The Jedi GuardianThe 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.

    A Jedi Guardian was the name given to one of the three distinct branches of Jedi whose skills and talents lay in

    battle. Concentrating on martial training and combat, Guardians engaged in combat more than either of the other

    two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders, whose role in the galaxy

    was to defend the weak and uphold the laws, the Guardians were often seen as representatives of the Order and

    the classic Jedi weapon: the lightsaber.

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    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: d10

    Starting wealth: 3d6 x 10gp (105 gp)

    Class skills: Acrobatics (dex) Climb (str) Craft (lightsaber) (Int) Intimidate (Cha) Knowledge (Force,

    History) (int) Linguistics (int) Perception (wis) Profession (wis) Ride (Dex) Sense Motive (wis) Stealth

    (dex) Swim (str)

    Skill Ranks/level: 4 + Int modifier

    Level BAB Fort

    Sav

    e

    Ref

    Save

    Will

    Save

    Special Force pool

    Points

    Force powers known

    0 1 2 3 4

    1st +1 +0 +2 +2 Force pool, Force

    combat, Force Path,

    Force Powers

    1d4+Wis

    mod

    2

    2nd +2 +0 +3 +3 Lightsaber Form,

    Bonus Feat, Flurry

    +1d4+Wis 2

    3rd +3 +1 +3 +3 Movement Speed +10

    feet

    +1d4+Wis 3 1

    4th +4 +1 +4 +4 Bonus Feat +1d4+Wis 3 1

    5th +5 +1 +4 +4 Lightsaber Form +1d4+Wis 3 2

    6th +6/+1 +2 +5 +5 Bonus Feat +1d6+Wis 3 2

    7th +7/+2 +2 +5 +5 Flurry, Evasion +1d6+Wis 3 2 1

    8th +8/+3 +2 +6 +6 Lightsaber Form,

    Bonus Feat, Movement

    Speed +10 feet

    +1d6+Wis 4 2 1

    9th +9/+4 +3 +6 +6 Parry +1d6+Wis 4 3 1

    10th +10/+5 +3 +7 +7 Bonus Feat, Canny

    Defense

    +1d6+Wis 4 3 1

    11th +11/+6/+1 +3 +7 +7 Lightsaber Form, +1d6+Wis 4 3 2 1

    12th +12/+7/+2 +4 +8 +8 Bonus Feat, Flurry +1d8+Wis+

    Int

    4 4 2 1

    13th +13/+8/+3 +4 +8 +8 Movement Speed +10

    feet

    +1d8+Wis+

    Int

    5 4 2 2

    14th +14/+9/+4 +4 +9 +9 Lightsaber Form, +1d8+Wis+ 5 4 2 2

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    Bonus Feat Int

    15th +15/+10/+5 +5 +9 +9 Improved Evasion +1d8+Wis+Int

    5 4 3 2 1

    16th +16/+11/+6/+1 +5 +10 +10 Bonus Feat +1d8+Wis+

    Int

    5 4 3 2 1

    17th +17/+12/+7/+2 +5 +10 +10 Lightsaber Form, Flurry +1d10+Wis

    +Int

    6 4 3 3 1

    18th +18/+13/+8/+3 +6 +11 +11 Bonus Feat, Movement

    Speed +10 feet

    +1d10+Wis

    +Int

    6 5 4 3 2

    19th +19/+14/+9/+4 +6 +11 +11 +1d10+Wis

    +Int

    6 5 4 3 2

    20th +20/+15/+10/+5 +6 +12 +12 Lightsaber Form,

    Bonus Feat, Weapon

    Master

    +1d12+Wis

    +Int

    6 5 4 3 2

    Class Features

    Weapon and Armor Proficiency: A Jedi Guardian is proficient with simple weapons, Lightsabers, and light

    and medium 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.)

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    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 tableThis Table

    A Jedi cannot use force powers in heavy armor

    You gain a number of bonus powers according to theAbility Score Spell Modifier thingytable

    (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 3 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 VII (Master): Juyo

    (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 2nd level Every 2 levels after, you may pick a feat from the following list:

    Blind-Fight, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Power Attack,

    Spring Attack, Step up, Two-Weapon Defense, Two-Weapon Fighting, Quick Draw, Weapon

    Finesse, Weapon Focus

    At level 8 you may add the following feats to the list:

    Agile Maneuvers, Cleave, Greater Two-Weapon Fighting, Improved Blind-Fight, Lightsaber

    Finesse, Mobility, Side Step and strike, Sundering Strike, Weapon Specialization

    http://www.d20pfsrd.com/magic#TOC-Concentrationhttp://www.d20pfsrd.com/magic#TOC-Concentrationhttp://www.d20pfsrd.com/magic#TOC-Concentrationhttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcastershttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcastershttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcastershttp://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcastershttp://www.d20pfsrd.com/magic#TOC-Concentration
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    At level 16, you may add the following feats to the list:

    Great Cleave, Greater Blind-Fight, Greater Weapon Specialization, Landing Roll

    Flurry: (tl;dr 1 attack = 4 force points)

    At 2nd 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 17.

    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, 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.

    Movement speed:

    Starting at 3th level and every 5 levels after, your base speed increases by 10 feet for +40 at 18th

    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 7th 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.

    Parry:

    At 9th 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 a4 penalty

    on her attack roll. The Jedi also takes a4 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.

    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.

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    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.

    Weapon Master

    At 20th level, a Jedi may use two lightsaber forms together 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 Jeditries 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.

    Favored Class Bonus:

    Aasimar Gain +1/3 will save against going to the dark side

    Elves level 1 power

    Goblin Be a BAMF like Yoda (no in game bonuses except flavor)

    Half-ElvesPick either the Elves or the Humans bonus

    Halfling Can use any level 1 or lower force power for free 1/3 times/day

    Human Gain 1 additional Force Point

    Traits:

    Force Sensitive Force Trait Gain a force pool with 2 force points and can learn one level 0

    power

    Deceptive Diplomat Force Trait Gain Bluff as a class skill

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    Lightsaber FormsForm I: Shii-Cho Form I (padawan): Shii-Cho

    Prerequisites: Jedi Level 2

    +1 on damage rolls (Not multiplied by criticals)

    +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 (Not multiplied by criticals)

    +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 (Not multiplied by criticals)

    +4 to AC when being flanked

    +2 to AC against attacks of Opportunity

    -4 to saving throw against all magic, force, and psionic (force)

    Form II: Makashi Form II (padawan): Makashi

    Prerequisites: Jedi Level 6

    Gain Weapon Finesse as a bonus feat with lightsaber only

    +1 to hit and damage when not being flanked (Not multiplied by criticals)

    -2 AC against Ranged Weapons

    -2 AC

    +1 to saving throw against all magic, force and psionic (force)

    Form II (Knight): Makashi Prerequisite: Form II (padawan), level 10

    Gain weapon Finesse as a bonus feat with lightsaber only

    +3 to hit and damage when not being flanked (Not multiplied by criticals)

    -2 AC against Ranged Weapons

    -3 AC

    +2 to saving throw against all magic, force and psionic (force)

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    Form II (Master): Makashi

    Prerequisite: Form II (Knight), level 14

    Gain weapon Finesse as a bonus feat with lightsaber only

    Gain Lightsaber Finesse as a bonus feat

    +6 to hit and damage when not being flanked (Not multiplied by criticals)

    -2 AC against Ranged Weapons -4 AC

    +4 to saving throw against all magic, force and psionic (force)

    Form III: Soresu Form III (padawan): Soresu

    Prerequisites: Jedi Level 2

    +4 AC

    -6 to hit

    Only one attack/round

    Cant use flurry

    Form III (Knight): Soresu

    Prerequisite: Form III (padawan), level 6

    Gain Deflect Arrows Feat, as the Duelist feat

    Gain Combat Expertise

    +6 AC

    -8 to hit

    Only one attack/round

    Cant use flurry

    Form III (Master): Soresu Prerequisite: Form III (Knight), level 10

    Gain Deflect Arrows Feat, as the Duelist feat

    Gain Combat Expertise

    +10 AC

    -8 to hit

    Only two attacks/round

    Cant use flurry

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    Form IV: Ataru Form IV (padawan): Ataru

    Prerequisites: Jedi Level 6

    +1 Dodge AC

    -3 AC if Flanked -2 AC against ranged weapons

    As a full round action, attack twice with a 5 foot step in between, up to your total number of

    attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

    may attack once, take a five foot step, then attack twice)

    you may take an additional 5 foot step per round

    As a swift action, you can spend 2 force point to raise dodge AC bonus by +2 for number of

    rounds = to half your Jedi level. This stacks with the other dodge AC provided by this Form

    Critical threat range increased by 1. This is added after other bonuses

    Form IV (knight): Ataru

    Prerequisite: Form IV (padawan), level 10 +2 Dodge AC

    -3 AC if Flanked

    -3 AC against ranged weapons

    As a full round action, attack twice with a 5 foot step in between, up to your total number of

    attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

    may attack once, take a five foot step, then attack twice)

    you may take an additional 5 foot step per round

    As a swift action, you can spend 4 force point to raise dodge AC bonus by +4 for number of

    rounds = to half your Jedi level. This stacks with the other dodge AC provided by this Form

    Critical threat range increased by 1. This is added after other bonuses

    Form IV (Master): Ataru

    Prerequisite: Form IV (Knight), level 14

    +4 Dodge AC

    -4 AC if flanked

    -4 AC against ranged weapons

    As a full round action, attack twice with a 5 foot step in between, up to your total number of

    attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you

    may attack once, take a five foot step, then attack twice)

    you may take two additional 5 foot step actions per round

    As a swift action, you can spend 4 force point to raise dodge AC bonus by +4 for number of

    rounds = to half your Jedi level. This stacks with the other dodge AC provided by this Form

    Critical threat range increased by 2. This is added after other bonuses

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    Form V: Shien / Djem So Form V (padawan): Shien / Djem So

    Prerequisites: Jedi Level 10

    -2 to fort saves

    -4 AC +2 deflection AC against ranged weapons

    Weapon Finesse with Lightsaber

    +1 to hit if flanked (stacks if flanked multiple times)

    +4 to damage rolls (Not multiplied by criticals)

    Form V (Knight): Shien / Djem So

    Prerequisite: Form V (padawan), level 14

    -2 to fort saves

    -4 AC

    +4deflection to AC against ranged weapons

    Weapon Finesse with Lightsaber

    +2 to hit if flanked (stacks if flanked multiple times) +4 to damage rolls (Not multiplied by criticals)

    Form V (Master): Shien / Djem So

    Prerequisite: Form V (Knight), level 18

    -2 to fort saves

    -4 AC

    +6 deflection to AC against ranged weapons

    Weapon Finesse with Lightsaber

    +4 to hit if flanked (stacks if flanked multiple times)

    +6 to damage rolls (Not multiplied by criticals)

    +1 attack/round

    Form VI: Niman Form VI (padawan): Niman

    Prerequisites: Jedi Level 2

    No Bonuses or Penalties

    Form VI (Knight): Niman

    Prerequisite: Form VI (padawan), level 6

    +2 Deflection AC

    +4 Force Points

    Form VI (Master): Niman Prerequisite: Form VI (Knight), level 10

    +4 Deflection AC

    +12 Force Points

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    Form VII: Juyo Form VII (padawan): Juyo

    Prerequisites: Jedi Level 10

    -6 AC

    -4 to will saving throws +2 to reflex

    +1 attack/round at lowest attack bonus (stacks with flurry)

    +2 damage/hit (Not multiplied by criticals)

    Crit Range +1 (added after abilities like keen and improved critical)

    +1 to confirm criticals

    If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

    Dark side (Will save is made after battle is over)

    Form VII (Knight): Juyo

    Prerequisite: Form VII (Padawan), level 14

    -6 AC

    -4 to will saving throws

    +4 to reflex

    +1 attacks/round at last attack bonuses (stacks with flurry)

    +4 damage/hit (Not multiplied by criticals)

    +4 to hit/hit

    Crit Range +2 (added after abilities like keen and improved critical)

    +2 to confirm criticals

    If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

    Dark side (Will save is made after battle is over)

    Form VII (Master): Juyo

    Prerequisite: Form VII (Knight), level 18

    -6 AC

    -4 to will saving throws

    +6 to reflex

    +2 attacks/round at last two attack bonuses (stacks with flurry)

    +6 damage/hit (Not multiplied by criticals)

    +6 to hit/hit

    Crit Range +2 (added after abilities like keen and improved critical)

    +4 to confirm criticals

    If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to

    Dark side (Will save is made after battle is over)

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    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 witheach 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 3 S or P Lightsabers damage and Critinformation is determined by the gem

    used inside of it

    Bastard

    sword

    150 5 S or P Lightsabers damage and Crit

    information is determined by the gem

    used inside of it

    Double

    Bladed

    300 8 S or P Lightsabers damage and Crit

    information is determined by the gem

    used inside of it

    A Lightsaber may be built out of Adamantine, Bronze, Cold iron, Elysian Bronze, Fire-

    forged 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

    http://www.d20pfsrd.com/skills/crafthttp://www.d20pfsrd.com/skills/crafthttp://www.d20pfsrd.com/skills/crafthttp://www.d20pfsrd.com/skills/craft
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    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 one-

    step lower quality gem. In addition, any attack rolls of natural 1 switch the faulty saberoff for 1d3 rounds.

    Gems and what they do: Medium damage. For small or large lightsaber, go inthisorder.

    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 Time (Concentration checks) Force points spent

    Low Quality 5 minutes (1, DC 7 in quiet) 4

    Semi-Precious 20 minutes (2, DC 10 in quite) 14

    Medium Quality 1 Hour (3, DC 12 in quiet) 29

    High Quality 4 Hours (4, DC 15 in quiet) 47

    Jewel 6 Hours (5, DC 18 in quiet) 71

    Grand Jewel 12 Hours (6, DC 20 in quiet) 106

    (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)

    http://www.d20pfsrd.com/equipment---final/weapons#table-tiny-and-large-weapon-damagehttp://www.d20pfsrd.com/equipment---final/weapons#table-tiny-and-large-weapon-damagehttp://www.d20pfsrd.com/equipment---final/weapons#table-tiny-and-large-weapon-damagehttp://www.d20pfsrd.com/equipment---final/weapons#table-tiny-and-large-weapon-damage
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    A jewel can be given enhancement bonus and special abilities

    The following armor materials have the following effects against a lightsaber.

    Adamantine

    Shorts out the lightsaber. Deals 1d3+str. The lightsaber turns off and cannot be

    turned on again for 1d4+1 rounds Can get a special gem (or maybe just a grand jewel) to ignore the shorting out, in

    which the lightsaber would deal damage normally against the subject. The wearer

    still receives any DR due to armor. (Lightsaber does not bypass any DR from armor

    made of adamantine nor does it ignore any hardness)

    Dragonhide

    A person wearing dragon hide adds only of his armor bonus to his AC against a

    lightsaber with a high quality or better gem or none at Grand jewel quality

    Mithral

    A person wearing Mithral adds only of his armor bonus to his AC against a

    lightsaber with a high quality or better gem or none at Grand jewel quality

    Steel/leather

    A person in normal steel/leather armor adds only their armor bonus to his AC

    against a lightsaber with a medium quality or better gem or none at Jewel quality.

    Natural armor (this one was tricky to figure out, so any opinions are welcome)

    Creatures with Natural Armor add only their armor bonus to their AC against a

    lightsaber with a High Quality or better gem.

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    Jedi Powers0-Level Jedi PowersPower Name Alignment Cost Description

    Breeze Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one creature or object

    Duration 1 hour (D)

    Saving Throw Will negates (harmless); Spell Resistance yes

    Casting Time 1 standard action

    You create a light wind that blows against the target, from a direction of your

    choice. The breeze grants the subject a +2 bonus on saves against very hot

    conditions, severe heat, breath weapons, and saves against cloud vapors and gases

    (such as cloudkill, stinking cloud, and inhaled poisons). This power does not

    function without air or underwater.

    Daze Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one humanoid creature of 4 HD or less

    Duration 1 round

    Saving Throw Willnegates; Spell Resistance yes

    This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that

    it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is

    not stunned, so attackers get no special advantage against it. After a creature has

    been dazed by this power, it is immune to the effects of this power for 1 minute.

    Detect Force Neutral 1 Casting Time 1 standard action

    Range 60 ft.

    Area cone-shaped emanationDuration concentration, up to 1 min./level (D)

    Saving Throw none; Spell Resistance no

    You detect Force auras. A Force aura is given off by any active or permanent power,

    or during the use of any Force feat. Characters who have levels in a Force class, the

    Force Sensitive trait, and creatures with the Force subtype possess psionic auras.

    The amount of information revealed by the manifestation of this power depends

    on how long you study a particular area or subject.

    1st Round: Presence or absence of Force auras.

    2nd Round: Number of different Force auras and the strength of the most potent

    aura.

    3rd Round: The strength and location of each aura. If the items or creatures

    bearing the auras are in line of sight, you can make Knowledge (Force) checks to

    determine the Alignment of each aura. (Make one check per aura; DC 15 + power

    level) If the aura emanates from a Force item, you can attempt to identify its

    properties (see Spellcraft).

    Ghost Sound Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Duration 1 round/level (D)

    Saving Throw Will disbelief; Spell Resistance no

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    Ghost soundallows you to create a volume of sound that rises, recedes,

    approaches, or remains at a fixed place. You choose what type of sound ghost

    soundcreates when casting it and cannot thereafter change the sound's basic

    character.

    The volume of sound created depends on your level. You can produce as much

    noise as four normal humans per caster level (maximum 40 humans). Thus, talking,

    singing, shouting, walking, marching, or running sounds can be created. The noise

    a ghost soundpower produces can be virtually any type of sound within the volume

    limit. A horde of rats running and squeaking is about the same volume as eight

    humans running and shouting. A roaring lion is equal to the noise from 16 humans,

    while a roaring dragon is equal to the noise from 32 humans. Anyone who hears

    a ghost soundreceives a Will save to disbelieve.

    Ghost soundcan enhance the effectiveness of a silent image power.

    Hinder Dark 1 Casting Time 1 standard action

    Range: 30 ft.

    Target: 1 living creature

    Duration: 1 minute or until discharged; see text

    Saving Throw: none; Spell Resistance: yes

    If you make a successful ranged touch attack against the target, it takes a -1 penalty

    on the next attack roll, saving throw, or skill check. You must choose which type of

    roll the penalty applies to at the time you use this power. If the target does not

    make that type of roll before the power ends, it has no effect.

    Induce Pain Dark 2 Casting Time: 1 standard action

    Range: 30 ft.

    Target: 1 living creature

    Duration: instantaneous

    Saving Throw: none; Spell Resistance: yes

    You attempt to cause a creature to feel pain. If you make a successful ranged touch

    attack at the target, it takes 1d3 points of damage.

    Know

    Direction

    Neutral 1 Casting Time 1 standard action

    Range personal

    Target you

    Duration instantaneous

    When you cast this power, you instantly know the direction of north from your

    current position. The power is effective in any environment in which "north" exists,

    but it may not work in extraplanar settings. Your knowledge of north is correct at

    the moment of casting, but you can get lost again within moments if you don't find

    some external reference point to help you keep track of direction.

    Mage Hand Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one non-magical, unattended object weighing up to 5 lbs.

    Duration concentration

    Saving Throw none; Spell Resistance no

    You point your finger at an object and can lift it and move it at will from a distance.

    As a move action, you can propel the object as far as 15 feet in any direction,

    though the power ends if the distance between you and the object ever exceeds

    the power's range.

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    Missive Neutral 1 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Target One creature Effect Mental message delivered to subject

    Duration Instantaneous

    Saving Throw None; Spell Resistance Yes

    You send a telepathic message of up to ten words to any living creature within

    range. Missive is strictly a one-way exchange from you to the subject. If you do not

    share a common language, the subject hears meaningless mental syllables.

    Natural

    Healing

    Light 2 Casting Time 1 standard action

    Range Personal

    Target You

    Duration Instantaneous

    You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.

    Open/Close Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target object weighing up to 30 lbs. or portal that can be opened or closed

    Duration instantaneous

    Saving Throw Will negates (object); Spell Resistance yes (object)You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle,

    barrel, or other container. If anything resists this activity (such as a bar on a door or

    a lock on a chest), the power fails. In addition, the power can only open and close

    things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for

    enormous creatures may be beyond this power's ability to affect.

    Precognition,

    Defensive

    Neutral 2 Casting Time 1 standard action;

    Range Personal

    Target You

    Duration 1 min./level (D)

    Your awareness extends a fraction of a second into the future, allowing you to

    better evade an opponents blows. You gain a +1 insight bonus to AC and on

    all saving throws. If caught in a situation where your Dexterity bonus isnt applied

    to your Armor Class, this bonus to AC and saving throws does not apply.

    Precognition,

    Offensive

    Neutral 2 Casting Time 1 standard action

    Range Personal

    Target You

    Duration 1 min./level (D)

    Your awareness extends a fraction of a second into the future, allowing you to

    better land blows against your opponent. You gain a +1 insight bonus on

    your attack rolls.

    Prescience,

    Offensive

    Neutral 2 Casting Time 1 standard action

    Range Personal

    Target YouDuration 1 min./level (D)

    Your awareness extends a fraction of a second into the future, allowing you to

    better aim blows against your opponent. You gain a +2 insight bonus on your

    damage rolls.

    Sense Poison Light 1 Casting Time: 1 standard action

    Range: close (25 ft. + 5 ft./2 levels)

    Target or Area: One creature, one object, or a 5-ft. cube

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    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 Dark 2 Casting Time: 1 standard action

    Range: 30 ft.

    Target: 1 living creature

    Duration: 1 round

    Saving Throw: Will negates; Spell Resistance: yes

    You cause the target to be sickened until the start of your next turn unless the

    creature makes a successful Will save.

    Spark Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Targets one Fine objectDuration instantaneous

    Saving Throw Fortitude negates (object); Spell Resistance yes (object)

    You can make an unattended Fine flammable object catch on fire. This works as if

    you were using flint and steel except that you can use sparkin any sort of weather

    and it takes much less time to actually ignite an object.

    Telempathic

    Projection

    Light 1 Casting Time 1 standard action

    Range Medium (100 ft. + 10 ft./ level)

    Target One creature

    Duration 1 min./level

    Saving Throw Will negates; Spell Resistance Yes

    You alter the subjects mood, adjusting its attitude toward you by one step in a

    positive direction. For instance, an unfriendly creature can be made indifferent, or

    a hostile creature unfriendly. You can grant a +4 bonus on your own (or

    others) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving

    the affected creature.

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    1st-Level Jedi PowersPower Name Alignment Cost Description

    Alter Winds Neutral 1 Casting Time 1 minute

    Range touch

    Area immobile 10-ft.-radius emanationDuration 1 hour/level

    Saving Throw Will negates; Spell Resistance yes

    You subtly enhance or diminish the effects of natural winds within the power's

    area, which is an immobile emanation around a point touched by you as the

    power is cast. Within the area, natural (but not magical) wind effects are either

    increased or decreased by one step in intensity. The maximum wind force you

    can affect with this power is based on your caster level, as shown on the table

    below. Alter winds has no effect on magical wind effects.

    Caster Level Wind Force

    1st-3rd Light

    4th-9th Moderate

    10th-15th Strong

    16th or higher Severe

    Broker Light 2 Casting Time One swift action

    Range Personal

    Target You

    Duration One Diplomacy check within 1 round/level

    You gain temporary, intuitive insight into dealing equitably with others. Your

    next Diplomacy check gains a +2 insight bonus.

    Burning

    Hands

    Neutral 2 Casting Time 1 standard action

    Range 15 ft.

    Area cone-shaped burst

    Duration instantaneous

    Saving Throw Reflex half; Spell Resistance yesAny creature in the area of the flames takes 1d4 points of fire damage per caster

    level (maximum 5d4).

    Flammable materials burn if the flames touch them. A character can extinguish

    burning items as a full-round action.

    Catfall Neutral 2 Casting Time 1 immediate action

    Range Personal

    Target You

    Duration Until landing or 1 round/ level

    You recover instantly from a fall and can absorb some damage from falling. You

    land on your feet no matter how far you fall, and you take damage as if the fall

    were 50 feet shorter than it actually is. This power affects you and anything you

    carry or hold (up to your maximum load). You can manifest this power with aninstant thought, quickly enough to gain the benefit of the power while you fall.

    You can manifest this power even when it isnt your turn.

    Cause Fear Dark 3 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one living creature with 5 or fewer HD

    Duration 1d4 rounds or 1 round; see text

    Saving Throw Will partial; Spell Resistance yes

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    The affected creature becomes frightened. If the subject succeeds on a Will save,

    it is shaken for 1 round. Creatures with 6 or more HD are immune to this

    effect. Cause fearcounters and dispels remove fear.

    Charm

    Person

    Light 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one humanoid creatureDuration 1 hour/level

    Saving Throw Will negates; Spell Resistance yes

    This charm makes a humanoid creature regard you as its trusted friend and ally

    (treat the target's attitude as friendly). If the creature is currently being

    threatened or attacked by you or your allies, however, it receives a +5 bonus on

    its saving throw.

    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 1 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Target One willing creature

    Duration 1 hour/level

    Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)

    You protect the subjects thoughts from analysis. While the duration lasts, the

    subject gains a +10 circumstance bonus on Bluff checks against those attempting

    to discern its true intentions with Sense Motive. It also gains a +4 bonus on

    its saving throw against any power or spell used to read its mind (such as read

    thoughts or mind probe).

    Control

    Flames

    Neutral 2 Casting Time 1 standard action

    Range Medium (100 ft. + 10 ft./level) Area One non-magical fire source; see text

    Duration Concentration, up to 1 min./level

    Saving Throw See text; Spell Resistance No

    You pyrokinetically control the intensity or movements of one fire source. A non-

    magical fire source can be controlled if it is equal to or smaller than the

    maximum size of fire you can control according to your Caster level, as noted on

    the accompanying table. You can freely switch control between fire sources, or

    change the nature of your control, while you maintain concentration, but only

    one specified change (keeping a fire burning, animating it, or altering its size) can

    be made to one fire source in a round. When your control over a fire sourcelapses, that fire immediately returns to its original state (or goes out if it has no

    fuel or has been moved away from its original location). With this power, you

    can artificially keep a fire burning that would normally expire for lack of fuel;

    even dousing a controlled flame with water does not put it out (though

    completely submerging the flame would). Normally, a creature at risk of catching

    on fire can avoid this fate by making a DC 15 Reflex saving throw, with success

    indicating that the fire has gone out. If the fire is one that has been kept burning

    by the use of control flames, then the DC of the Reflex save needed to put out

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    the flames increases to 25.

    This power also enables you to make a fire move as if it were a living creature.

    You can animate only a naturally burning fire; if you attempt to animate one that

    has been increased or decreased in size by your augmentation of this power, the

    fire immediately returns to its original size. An animated fire moves at a speed of

    30 feet. A fire that moves away from its fuel or its original location dies as soon

    as your control over it lapses.

    Jedi Level Fire Size Example Maximum

    Damage

    per Round

    Space

    1st-2nd Fine Tindertwig 1 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

    squareAn 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).

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    Cure light

    wounds

    Light 3 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration instantaneous

    When laying your hand upon a living creature, you channel the force to knit

    wounds. Cures 1d8 points of damage +1 point per caster level (maximum +5).

    This cannot harm undead, as it is not holy magic or positive energy.

    Deceleration Dark 2 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./level)

    Target One Medium or smaller creature

    Duration 1 min./level

    Saving Throw Reflex negates; Spell Resistance Yes

    You warp space around an individual, hindering the subjects ability to move. The

    subjects speed (in any movement mode it possesses) is halved. A subsequent

    manifestation ofdeceleration on the subject does not further decrease its speed.

    Demoralize Neutral 1 Casting Time 1 standard action

    Range 30 ft.

    Area 30-ft.-radius spread centered on youDuration 1 min./level

    Saving Throw Will negates; Spell Resistance Yes

    You fill your enemies with self-doubt. Any enemy in the area that fails its save

    becomes shaken for the duration of the power. Allies and creatures without

    an Intelligence score are unaffected.

    Distract Neutral 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one creature

    Duration concentration, up to 1 min./level (D)

    Saving Throw Will negates; Spell Resistance Yes

    You cause your subjects mind to wander, distracting her. Subjects under the

    effect ofdistractmake all Perception and Sense Motive checks at a4 penalty.

    Doom Dark 3 Casting Time 1 standard action

    Range medium (100 ft. + 10 ft./level)

    Target one living creature

    Duration 1 min./level

    Saving Throw Will negates; Spell Resistance yes

    This power fills a single subject with a feeling of horrible dread that causes it to

    become shaken.

    Empty Mind Light 1 Casting Time 1 immediate action

    Range Personal

    Target You

    Duration 1 roundYou empty your mind of all transitory and distracting thoughts, improving your

    self-control. You gain a +2 bonus on all Will saves until your next action.

    Energy Ray Neutral 1 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Effect Ray

    Duration Instantaneous

    Saving Throw None; Spell Resistance Yes

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    You create a ray of energy of your active energy type (cold, electricity, fire, or

    sonic) that shoots forth from your fingertip and strikes a target within range,

    dealing 1d6 points of damage, if you succeed on a ranged touch attack with the

    ray.

    Cold A ray of this energy type deals +1 point of damage per die.

    Electricity Creating a ray of this energy type provides a +3 bonus on your attack

    roll if the target is wearing metal armor and a +2 bonus on Caster level checks

    for the purpose of overcoming Spell Resistance.

    Fire A ray of this energy type deals +1 point of damage per die.

    Expeditious

    Excavation

    Neutral 2 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Area dirt in a 5-ft. cube

    Duration instantaneous

    Saving Throw see text; Spell Resistance no

    You can excavate and move earth, dust, and sand up to the size of a 5-foot cube.

    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 1 Casting Time 1 standard action

    Range personal

    Target you

    Duration 1 min./level (D)

    This power increases your base land speed by 30 feet. This adjustment is treated

    as an enhancement bonus. There is no effect on other modes of movement,

    such as burrow, climb, fly, or swim. As with any effect that increases your speed,

    this power affects your jumping distance (see the Acrobatics skill).

    Far Hand Neutral 1 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Target A non-magical, unattended object weighing up to 5 lb.

    Duration Concentration, up to 1 min.

    Saving Throw None; Spell Resistance No

    You can mentally lift and move an object at will from a distance. As a moveaction, you can propel the object as far as 15 feet in any direction, though the

    power ends if the distance between you and the object exceeds the powers

    range.

    Force Screen Light 2 Casting Time 1 standard action

    Range Personal

    Target You

    Duration 1 min./level (D)

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    You create an invisible mobile disk of force that hovers in front of you. The force

    screen provides a +4 shield bonus to Armor Class (which applies against

    incorporeal touch attacks, since the force screen is a force effect). Since it hovers

    in front of you, the effect has no armor check penalty associated with it.

    Fortify Neutral 1 Casting Time One standard action

    Range PersonalTarget You

    Duration One minute/level

    You imbue yourself with psionic energy that protects you from harm, granting

    yourself a +2 resistance bonus on saves.

    Hammer Neutral 2 Casting Time 1 standard action

    Range Touch Targets Creature or creatures touched (see text)

    Duration Instantaneous

    Saving Throw None; Spell Resistance Yes

    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 2 Casting Time 1 standard action

    Range Personal

    Target You

    Duration 1 hour/level (D)

    Your mind generates a tangible field of force that provides a +4 armor bonus

    to Armor Class. Unlike mundane armor, inertial armorentails no armor check

    penalty or speed reduction. Because inertial armoris composed of psychokinetic

    force, incorporeal creatures cant bypass it the way they do normal armor.

    Your inertial armorcan be invisible or can appear as a colored glow, at your

    option. The armor bonus provided by inertial armordoes not stack with

    the armor bonus provided by regular armor.

    Inflict LightWounds

    Dark 2 Casting Time 1 standard actionRange touch

    Target creature touched

    Duration instantaneous

    Saving Throw Will half; Spell Resistance yes

    When laying your hand upon a creature, you channel the force to tear open

    wounds. Deals 1d8 points of damage + 1 point per caster level (maximum +5).

    This cannot heal undead, as it is not unholy magic or negative energy.

    Know

    Direction

    and Location

    Neutral 1 Casting Time 1 minute

    Range Personal

    Target You

    Duration Instantaneous

    You generally know where you are. This power is useful to characters that endup at unfamiliar destinations after teleporting, using a gate, or traveling to or

    from other planes of existence. The power reveals general information about

    your location as a feeling or presentiment. The information is usually no more

    detailed than a summary that locates you according to a prominent local or

    regional site. Using this power also tells you what direction you are facing.

    Litany of

    Weakness

    Dark 2 Casting Time 1 swift action

    Range close (25 ft. + 5 ft./2 levels)

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    Target one creature

    Duration 1 round

    Saving Throw no; Spell Resistance yes

    Your litany proclaims your target weak, sapping its strength. The target is

    fatigued for 1 round. While subject to this power, the target cannot be the target

    of another power that has the word "litany" in the title.

    Jump Neutral 1 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration 1 min./level (D)

    Saving Throw Will negates (harmless); Spell Resistance yes

    The subject gets a +10 enhancement bonus on Acrobatics checks made to

    attempt high jumps or long jumps. The enhancement bonus increases to +20 at

    caster level 5th, and to +30 (the maximum) at caster level 9th.

    Mind Thrust Dark 4 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Target One creature

    Duration InstantaneousSaving Throw Will negates; Spell Resistance Yes

    You instantly deliver a massive assault on the thought pathways of any one

    creature, dealing 1d10 points of damage to it.

    Murderous

    Command

    Dark 4 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one living creature

    Duration 1 round

    Saving Throw Will negates; Spell Resistance yes

    You give the target a mental urge to kill its nearest ally, which it obeys to the

    best of its ability. The target attacks its nearest ally on its next turn with a melee

    weapon or natural weapon. If necessary, it moves to or charges to the nearest

    ally in order to make this attack. If it is unable to reach its closest ally on its next

    turn, the target uses its turn to get as close as possible to the ally.

    Obscuring

    Mist

    Dark 2 Casting Time 1 standard action

    Range 20 ft.

    Effect cloud spreads in 20-ft. radius from you, 20 ft. high

    Duration 1 min./level (D)

    Saving Throw none; Spell Resistance no

    A misty vapor arises around you. It is stationary. The vapor obscures all sight,

    including darkvision, beyond 5 feet. A creature 5 feet away has concealment

    (attacks have a 20% miss chance). Creatures farther away have total

    concealment (50% miss chance, and the attacker cannot use sight to locate the

    target).

    A moderate wind (11+ mph), such as from a gust of windspell, disperses the fog

    in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A

    fireball,flame strike, or similar spell burns away the fog in the explosive or fiery

    spell's area. A wall of fire burns away the fog in the area into which it deals

    damage.

    This power does not function underwater.

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    Returning

    Weapon

    Neutral 2 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one weapon that can be thrown

    Duration 1 minute/level

    Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless,

    object)

    For the duration of the power, the target weapon acts as if it had the

    returning weapon special ability.

    Sanctuary Light 2 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration 1 round/level

    Saving Throw Will negates; Spell Resistance no

    Any opponent attempting to directly attack the warded creature, even with a

    targeted spell, must attempt a Will save. If the save succeeds, the opponent can

    attack normally and is unaffected by that casting of the spell. If the save fails, the

    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 non-

    attack powers or otherwise act.

    Shocking

    Grasp

    Dark 2 Casting Time 1 standard action

    Range touch

    Target creature or object touched

    Duration instantaneous

    Saving Throw none; Spell Resistance yes

    Your successful melee touch attack deals 1d6 points of electricity damage per

    caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on

    attack rolls if the opponent is wearing metal armor (or is carrying a metal

    weapon or is made of metal).

    Silent Image Neutral 1 Casting Time 1 standard action

    Range long (400 ft. + 40 ft./level)

    Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.

    cube/level (S)

    Duration concentration

    Saving Throw Will disbelief (if interacted with); Spell Resistance no

    This power creates the visual illusion of an object, creature, or force, as

    visualized by you. The illusion does not create sound, smell, texture, or

    temperature. You can move the image within the limits of the size of the effect.

    True Strike Light 2 Casting Time 1 standard action

    Range personal

    Target you

    Duration see text

    You gain temporary, intuitive insight into the immediate future during your next

    attack. Your next single attack roll (if it is made before the end of the next round)

    gains a +20 insight bonus. Additionally, you are not affected by the miss chance

    that applies to attackers trying to strike a concealed target.

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    Unbreakable

    Heart

    Light 1 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Effect 1 creature

    Duration 1 round/level

    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    The target creature gains a +4 morale bonus on saving throws against mind-

    affecting effects that rely on negative emotions (such as crushing despair, rage,

    orfeareffects) or that would force him to harm an ally (such as confusion). If the

    target is already under such an effect when receiving this power, that effect is

    suppressed for the duration of this power. It does not affect mind-affecting

    effects based on positive emotions (such as good hope or the inspire

    courage bard ability). A creature can still be charmed or otherwise magically

    controlled while under this powers effects, but if such a creature ever receives a

    new saving throw against that effect as a result of being ordered to attempt to

    harm or otherwise oppose a true ally, he can roll that saving throw twice and

    take the better result as his actual roll.

    Calm emotions counters and dispels unbreakable heart.

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    2nd-Level Jedi PowersPower

    NameAlignment Cost Description

    Animal

    Affinity

    Neutral 2 Casting Time 1 standard action

    Range PersonalTarget You

    Duration 1 min./level

    You forge a psychometabolic affinity with an idealized animal form, thereby

    boosting one of your ability scores (choose Strength, Dexterity,

    Constitution, Intelligence, Wisdom, or Charisma). The power grants a

    +4enhancement bonus to the ability score you choose, adding the usual

    benefits provided by a high ability bonus. Because you are emulating the

    idealized form of an animal, you also take on minor aspects of the animal you

    choose. If you choose to increase the ability you use to manifest powers, you do

    not gain the benefit of an increased ability score long enough to gain any bonus

    power points for a high ability score, but the save DCs of your powers increase

    for the duration of this power.

    Bears

    Endurance

    Neutral 2 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration 1 min./level

    Saving Throw Will negates (harmless); Spell Resistance yes

    The affected creature gains greater vitality and stamina. The power grants the

    subject a +4 enhancement bonus to Constitution, which adds the usual benefits

    to hit points, Fortitude saves, Constitution checks, and so forth. Hit points

    gained by a temporary increase in Constitution score are not temporary hit

    points. They go away when the subject's Constitution drops back to normal.

    They are not lost first as temporary hit points are.

    Blur Neutral 2 Casting Time 1 standard actionRange touch

    Target creature touched

    Duration 1 min./level (D)

    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    The subject's outline appears blurred, shifting, and wavering. This distortion

    grants the subject concealment (20% miss chance).

    A see invisibilityspell does not counteract the blur effect, but a true seeing spell

    does.

    Opponents that cannot see the subject ignore the power's effect (though

    fighting an unseen opponent carries penalties of its own).

    Body

    Adjustment

    Light 3 Casting Time 1 round

    Range PersonalTarget You

    Duration Instantaneous

    You take control of your bodys healing process, curing yourself of 1d12 points

    of damage. As usual, when regular damage is healed, an equal amount

    of nonlethal damage is also healed.

    Brow

    Gasher

    Dark 3 Casting Time 1 standard action

    Range touch

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    Area one slashing melee weapon touched

    Duration 1 round/level or until discharged

    Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless,

    object)

    You imbue a slashing melee weapon with the ability to deal a gruesome head

    wound. When the target weapon hits a living creature, in addition to the normal

    effects of that hit, the wielder can discharge this power as a free action to open

    a gash on the targets forehead that deals bleed damage equal to half

    your caster level. At the start of each of the targets turns, when it takes bleed

    damage, it also takes a cumulative1 penalty on all attack rolls. When that

    penalty reaches3, the target also treats all targets as having

    concealment (20% miss chance). When the penalty reaches5, the target is

    blinded. Stopping the bleed damage ends the effects this power imposes on the

    bleeding creature. A target that is immune to bleed damage is also immune to

    all this powers effects

    Bulls

    Strength

    Neutral 2 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration 1 min./level

    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    The subject becomes stronger. The power grants a +4 enhancement bonus to

    Strength, adding the usual benefits to melee attack rolls, melee damage rolls,

    and other uses of the Strength modifier.

    Burning

    Gaze

    Dark 5 Casting Time 1 standard action

    Range personal

    Targets you

    Duration 1 round/level

    Saving Throw Fortitude negates (see text); Spell Resistance yes

    Your eyes burn like hot coals, allowing you to set objects or foes alight with a

    glance.

    As a standard action as long as this power's effects persist, you may direct your

    burning gaze against a single creature or object within 30 feet of your location.

    Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire

    damage. Unattended objects do not get a save. Creatures damaged by the

    power must make a Reflex save or catch fire.

    Each round, burning creatures may attempt a Reflex save to quench the flames;

    failure results in another 1d6 points of fire damage. Flammable items worn by a

    creature must also save or take the same damage as the creature. If a creature

    or object is already on fire, it suffers no additional effects from burning gaze.

    Note that this power does not grant an actual gaze attack- foes and allies are

    not in danger of catching on fire simply by meeting your gaze.

    Cats Grace Neutral 2 Casting Time 1 standard actionRange touch

    Target creature touched

    Duration 1 min./level

    Saving Throw Will negates (harmless); Spell Resistance yes

    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.

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    Cloud Mind Neutral 3 Casting Time 1 standard action

    Range Close (25 ft. +5 ft./2 levels)

    Target One creature

    Duration 1 min./level

    Saving Throw Will negates; Spell Resistance Yes

    You make yourself completely undetectable to the subject by erasing all

    awareness of your presence from its mind. This power has the following effects.

    First, you are invisible and inaudible to the creature. It cannot even detect your

    presence by means of blind sense, blind sight, scent, or tremor sense. It cannot

    pinpoint your location by any means.

    Second, the subject remains unaware of your actions, provided you do not

    make any attacks or cause any obvious or directly threatening changes in the

    subjects environment. If you attack the subject creature, the effect ends.

    If you take an action that creates a sustained and obvious change in the

    subjects environmentfor example, attacking a creature aside from the

    subject or moving a large or attended object the subject can seethe subject

    immediately gains a new saving throw against the power. An ally of the subject

    creature that is able to see or perceive you can use a move action to warn the

    subject and thereby grant it a new saving throw.

    Control

    Sound

    Neutral 2 Casting Time 1 standard action

    Range Medium (100 ft. + 10 ft./ level)

    Target One sound or mixture of related sounds

    Duration Concentration, up to 1 min./level; see text

    Saving Throw None; Spell Resistance No

    You shape and alter existing sounds. You can target one sound, such as a person

    speaking or singing, or a group of related sounds, such as the patter of many

    raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping

    finger can be controlled. You can substitute any sound you have heard for the

    target sound. If you attempt to exactly duplicate the voice of a specific

    individual, or an inherently terrifying sound (such as a dragons roar), you must

    succeed on a Bluff check with a +5 circumstance bonus opposed by theintended listeners Sense Motive check to avoid arousing suspicion.

    You can entirely muffle a noise or magnify a sound to such loudness that it

    drowns out all other conversation in the immediate area. In this way, you can

    provide yourself or any with a +4 circumstance bonus on Stealth and audio-

    based Perception checks.

    Alternatively, you can use up the power in an instant. You do this by modulating

    a sound into a one-time destructive impetus that shatters non-magical/non-

    psionic, unattended objects of crystal, glass, ceramics, or porcelain (vials,

    bottles, flasks, jugs, mirrors, and so forth) in the area.

    Converse Light 2 Casting Time 1 standard action

    Range Personal

    Target YouDuration 1 min./level

    Saving Throw None; Spell Resistance No

    Darkness Dark 2 Casting Time 1 standard action

    Range touch

    Target object touched

    Duration 1 min./level (D)

    Saving Throw none; Spell Resistance no

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    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.

    Ifdarkness 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 4 Casting Time 1 standard action

    Range personal

    Target you

    Duration 1 minute/level or until discharged

    Electrical energy floods your body, shocking the next creature that touches you.

    Any creature striking you with its body or a handheld weapon takes 1d6 points

    of electricity damage per two caster levels (maximum 6d6). If the attacker

    has spell resistance, it applies against this damage. Each time the power

    discharges, the number of damage dice it deals is halved (rounded down); when

    the powers damage dice reach 0, the power ends.

    Detect

    Hostile

    Intent

    Light 2 Casting Time 1 standard action

    Range 30 ft.

    Area 30-ft.-radius emanation centered on you

    Duration 10 min./level (D)

    Saving Throw None; Spell Resistance No

    While the duration of this power lasts, you become aware of the presence of

    any creatures with hostile intent within 30 feet of you, and their direction from

    you (but not their specific location). The power detects active aggression, as

    opposed to vigilance. In addition, while this power is active you cannot be

    surprised or caught flat-footed by creatures that are susceptible to mind-

    affecting powers.

    While under the effect of this power, you can make Sense Motive checks as

    a free action against anyone within 30 feet of you.

    The power can penetrate barriers, but 3 feet of stone, 3 inches of common

    metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

    Empathic

    ConditionRelief

    Light 3 Manifestation Time: One standard action

    Range: touchTarget: Creature touched

    Duration: instantaneous

    Saving Throw: Fort negates (harmless); Spell Resistance: Yes (harmless)

    You cleanse the subject's body of unhealthy influences and relieve 1d2+1

    rounds' worth of debilitating conditions - dazed, confused, nauseated, shaken,

    and/or stunned. The subject gains instant relief if she is dazed,

    confused, nauseated, shaken, and/or stunned. If the duration of the debilitating

    condition is longer than the relief provided by this power, the subject can

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    either, at your choice, remain affected by the debilitating condition, but for a

    reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the

    subject is dazed for 10 rounds, using this power can either grant them 1d2+1

    rounds not being dazed or shorten that period by 1d2+1 rounds. You could

    manifest this power again to relieve the additional rounds of the specified

    debilitating conditions.

    Empathic

    Transfer

    Light 2 Display Auditory and material

    Range Touch

    Target Willing creature touched

    Duration Instantaneous

    You heal another creatures wounds, transferring some of its damage to

    yourself. When you manifest this power, you can heal as much as 2d10 points of

    damage. The target regains a number of hit points equal to the dice result, and

    you lose hit points equal to half of that amount. (This loss can bring you to 0 or

    fewer hit points.) Powers and abilities you may have such as damage

    reduction and regeneration do not lessen or change this damage, since you are

    taking the targets pain into yourself in an empathic manner. The damage

    transferred by this power has no type, so even if you have immunity to the type

    of damage the target originally took, the transfer occurs normally and deals hit

    point damage to you.

    Alternatively, you can use this power to absorb one poison or one disease

    afflicting the target creature into yourself. When you absorb a poison or

    disease, you do not take any of the damage previously dealt to the target by the

    affliction, but you do assume the burden of making the secondary and/or

    continuing Fortitude saves to combat the affliction.

    Finally, you can use this power to transfer up to 1 point of ability damage per

    Caster level from the target to yourself.

    Energy Stun Light 2 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Area 5-ft.-radius burst

    Duration Instantaneous

    Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes

    You release a powerful stroke of your active energy type (cold, electricity, fire,

    or sonic) that encircles all creatures in the area, dealing 1d6 points of damage to

    each of them. In addition, any creature that fails its save for half damage must

    succeed on a Will save or be stunned for 1 round.

    Cold A stroke of this energy type deals +1 point of damage per die. The saving

    throw to reduce damage from a cold stun is a Fortitude save instead of

    a Reflex save.

    Electricity Casting a stroke of this energy type provides a +2 bonus to the save

    DC and a +2 bonus on Caster level checks for the purpose of overcoming Spell

    resistance.

    Fire A stroke of this energy type deals +1 point of damage per die.Sonic A stroke of this energy type deals1 point of damage per die and ignores

    an objects hardness.

    Fog Cloud Neutral 2 Casting Time 1 standard action

    Range medium (100 ft. + 10 ft. level)

    Effect fog spreads in 20-ft. radius

    Duration 10 min./level

    Saving Throw none; Spell Resistance no

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    A bank of fog billows out from the point you designate. The fog obscures all

    sight, including darkvision, beyond 5 feet. A creature within 5 feet has

    concealment (attacks have a 20% miss chance). Creatures farther away have

    total concealment (50% miss chance, and the attacker can't use sight to locate

    the target).

    A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+

    mph) disperses the fog in 1 round.

    The power does not function underwater.

    Force Push Neutral 3 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration instantaneous

    Saving Throw Fortitude partial; Spell Resistance yes

    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, and20 feet for Colossal) to a minimum of 0 feet. A

    successful Fortitude save negates the movement but not the damage.

    Fox's

    Cunning

    Neutral 4 Casting Time 1 standard action

    Range touch

    Target creature touched

    Duration 1 min./level

    Saving Throw Will negates (harmless); Spell Resistance yes

    The target becomes smarter. The power grants a +4 enhancement bonus to

    Intelligence, adding the usual benefits to Intelligence-based skill checks and

    other uses of the Intelligence modifier. Wizards (and other spellcasters who rely

    on Intelligence) affected by this power do not gain any additional bonus powers

    for the increased Intelligence, but the save DCs for powers they cast while

    under this power's effect do increase. This power doesn't grant extra skill ranks.

    Gust of

    Wind

    Light 3 Casting Time 1 standard action

    Range 60 ft.

    Effect line-shaped gust of severe wind emanating out from you to the extreme

    of the range

    Duration 1 round

    Saving Throw Fortitude negates; Spell Resistance yes

    This power creates a severe blast of air (approximately 50 mph) that originates

    from you, affecting all creatures in its path. All flying creatures in this area take

    a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC

    25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage.

    Small or smaller flying creatures must make a DC 20 Fly skill check to moveagainst the force of the wind.

    A Tiny or smallercreature on the ground is knocked down and rolled 1d4 x 10

    feet, taking 1d4 points of nonlethal damage per 10 feet.

    Smallcreatures are knocked prone by the force of the wind.

    Medium or smallercreatures are unable to move forward against the force of

    the wind unless they succeed at a DC 15 Strength check.

    Large or largercreatures may move normally within a gust of windeffect.

    This power can't move a creature beyond the limit of its range.

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    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 windcan 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 3 Casting Time 1 standard action

    Range Close (25 ft. + 5 ft./2 levels)

    Target One creature

    Duration 1 round/level

    Saving Throw Will partial; see text; Spell Resistance Yes

    You telepathically stab the mind of your foe, causing horrible agony. The subject

    suffers wracking pain that imposes a 4 penalty on attack rolls, skill checks, and

    ability checks. If the target makes its save, it takes only a2 penalty.

    Levitate Neutral 2 Casting Time 1 standard actionRange personal or close (25 ft. + 5 ft./2 levels)

    Target you or one willing creature or one object (total weight up to 100

    lbs./level)

    Duration 1 min./level (D)

    Saving Throw none; Spell Resistance no

    Levitate allows you to move yourself, another creature, or an object up and

    down as you wish. A creature must be willing to be levitated, and an object

    must be unattended or possessed by a willing creature. You can mentally direct

    the recipient to move up or down as much as 20 feet each round; doing so is a

    move action. You cannot move the recipient horizontally, but the recipient

    could clamber along the face of a cliff, for example, or push against a ceiling to

    move laterally (generally at half its base land speed).

    A levitating creature that attacks with a melee or ranged weapon finds itself

    increasingly unstable; the first attack has a -1 penalty on attack rolls, the second

    -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows

    the creature to begin again at -1.

    Mental

    Disruption

    Neutral 2 Casting Time 1 standard action

    Range 10 ft.

    Area 10-ft.-radius spread centered on you

    Duration Instantaneous

    Saving Throw Will negates; Spell Resistance Yes

    You generate a mental wave of confusion that instantly sweeps out from your

    location. All creatures you designate in the affected area (you can choose

    certain creatures to be unaffected) must make a Will save or become dazed for1 round.

    Metamorph

    osis, Minor

    Dark 5 Casting Time 1 standard action

    Range Personal

    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

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    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 3 Casting Time 1 standard action

    Range Long (400 ft. + 40 ft./level)

    Targets All creatures in a 400 ft. + 40 ft./level radius centered on you; see text

    Effect Mental message delivered to subjects

    Duration Instantaneous

    Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)

    You send a telepathic message of up to twenty-five words to all creatures within

    range. You can include or exclude from this broadcast any creature you can see,

    as well as any creature that you know or know of. Mass missive is strictly a one-

    way exchange from you to the subjects. If you do not share a commonlanguage, the subjects hear meaningless mental syllables.

    Pilfering

    Hand

    Neutral 2 Casting Time 1 standard action

    Range close (25 ft. + 5 ft./2 levels)

    Target one object

    Duration see text

    Saving Throw none; Spell Resistance yes (object)

    You create and control an invisible telekinetic force, manipulating it with either

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    startling abruptness or careful deliberateness, allowing you to seize an object

    from an opponent or remotely manipulate an object. You can utilize this force

    to one of two ends.

    Abrupt Maneuver: You instantaneously attempt a disarm or steal combat

    maneuver against a target within range. Use your caster level as your Combat

    Maneuver Bonus, adding your Charisma modifier (bard,

    oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier

    (cleric) in place of your Strength or Dexterity modifier. This combat

    maneuver attempt does not provoke an attack of opportunity from its target,

    but casting this power might. If you are successful, you p