jedi guardian
TRANSCRIPT
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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)
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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