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Midi-chlorian Warrior

Hit die
d10
Alignment
Any
Skill points
4 + Int
Class Features
All of the following are class features of the Midi-chlorian Warrior.
Class Skills:
The Midi-chlorian Warriors class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy(Cha), Escape Artist (Dex), Gather Information (Cha), Handle
Animal (Cha), Intimidate (Cha), Knowledge(Psionics) (Int), Jump (Str), Perception (Wis), Perform (Cha),
Profession (Wis), Open Lock (Dex), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) 4.
Weapon and Armor Proficiency: A Midi-chlorian Warrior is proficient with all simple weapons as well as
the short sword, longsword, great sword, double bladed sword, bastard sword, glaive and the whip. He
is proficient with all armor (heavy, medium, and light) but not with shields.

Advancement
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

BAB

Fort
+0
+0
+1
+0
+2
+1
+3
+1
+3
+1
+4
+2
+5
+2
+6/+1
+2
+6/+1
+3
+7/+2
+3
+8/+3
+3
+9/+4
+4
+9/+4
+4
+10/+5
+4
+11/+6/+1 +5
+12/+7/+2 +5
+12/+7/+2 +5
+13/+8/+3 +6
+14/+9/+4 +6
+15/+10/+5 +6

Ref
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9

Will
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9

Special
Force Power 1
Augment 1
Combat Form, Form 1
Mind Trick
Augment 2, Force Power 2
Force Grace, Form 2
Force Sight
Augment 3
Force Power 3, Form 3
Force Trait
Augment 4
Form 4
Force Power 4
Augment 5
Form 5
Augment 6, Force Mastery
Form 6
Augment 7

Mind Trick: The Force can have a powerful effect on the weak-minded. This ability works like the
Suggestion spell except as noted below.
You can only affect a living creature whose HD does not exceed yours. A creature that successfully saved
once against this ability cannot be affected by it again for 24 hours. Using this ability in combat provides
the target with a +4 bonus on his Will saving throw. Using this ability consumes a Force Power charge.
Force Grace: At 6th level, a Midi-chlorian Warrior gains a bonus equal to his Wisdom bonus (if any) on all
saving throws.
Force Sight: At 7th level, A Midi-chlorian Warrior gains the ability to see things seconds before it
happens, he gains a + 4 bonus on his initiative checks.
Force Trait: When reaching 10th level, a Midi-chlorian Warrior can choose one of three traits;
- Light Side Trait: You have a natural talent for communicating with people and aiding them; you gain a
+2 permanent bonus to your charisma ability score. In addition, you gain a +2 bonus on your diplomacy,
gather information and sense motive checks. You can only choose this trait if you chose no Dark Side
Force Power.

-Neutral Side Trait: Your fate is still undecided; you gain a +2 permanent bonus to your wisdom ability
score. In addition, you gain a +2 bonus on your jump, swim and climb checks.
-Dark Side Trait: Your body is scarred and decomposing but is held together by the Dark side of the
Force; you gain a +2 permanent bonus to your strength and constitution ability scores but also a
permanent 2 penalty to your charisma ability score. In addition, you gain a +2 bonus on your
intimidate checks. You can only choose this trait if you chose no Light Side Force Power.
Augment 1: Midi-chlorian Warriors use the Force around them to augment their own natural
athleticism, allowing for speed, coordination and acrobatic maneuvers beyond natural limits. As such, a
Midi-chlorian warrior may choose to augment an ability starting at 2nd level. He gains additional benefits
from the Force at level 5th, 8th, 11th, 14th, 17th and 20th.
Choose one;
-

Offense Specialist: You gain a +1 bonus on all attack rolls with a chosen weapon.

Mobility Expert: You gain +5 feet to your base land speed.

Master of Defense: Force Shield; you gain a +1 Force bonus to your AC. As an immediate action,
you may expand a Force Power charge to grant a single creature the benefits of your Force
Shield ability against a single attack. This ability has a range of close ( 25ft.+5ft./2 levels ).
IE: If an opponent would score an attack roll of 15 against a creature with AC 15, you could use
this ability to change the creatures AC to 16 so that it wouldnt get hit.

Augment 2: Choose one;


-

Offense Specialist: You gain a +2 bonus on all damage rolls with a chosen weapon. You gain an
additional Force Power charge.

Mobility Expert: You gain a +4 bonus on Jump and Tumble checks. You gain an additional Force
Power charge.

Master of Defense: You gain the Combat Expertise feat even if you do not meet the
requirements. You gain an additional Force Power charge.

Augment 3: Choose one;


-

Offense Specialist: You gain the Power Attack feat even if you do not meet the requirements.
When flanking a target, you deal an extra 1d6 points of damage.

Mobility Expert: Evasion; a Midi-chlorian Warrior can avoid even magical and unusual attacks
with great agility. If he makes a successful Reflex saving throw against an attack that normally
deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he
instead takes no damage. Evasion can be used only if the Midi-chlorian Warrior is wearing light
armor or no armor. A helpless Midi-chlorian Warrior (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.

Master of Defense: Force Shield2; you gain a +2 Force bonus to your AC. This bonus stacks with
the Force Shield ability.

Augment 4: Choose one;


-

Offense Specialist: Surge of Strength; the Force enhances your strikes for a short time. As a free
action once per day you may gain a +8 Force bonus to your strength for 3 rounds.

Mobility Expert: You gain +10 feet to your base land speed.

Master of Defense: Force Cloak; you gain Damage reduction 3/-

Augment 5: Choose one;


-

Offense Specialist: You gain a +2 bonus on all attack and damage rolls with a chosen weapon.

Mobility Expert: Surge of Speed; The Force greatly enhance your speed and reaction for a short
time. As a free action once per day you may act if as under the effects of a Haste spell for a
number of rounds equal to 3 + your wisdom modifier.

Master of Defense: Uncanny Dodge; The force guides a Midi-chlorian Warrior, he can react to
danger before his senses would normally allow him to do so. He retains her Dexterity bonus to
AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still
loses his Dexterity bonus to AC if immobilized.
If a Midi-chlorian Warrior already has uncanny dodge from a different class (a Midi-chlorian
Warrior with at least two levels of barbarian, for example), he automatically gains improved
uncanny dodge (see below) instead.

Augment 6: Choose one;


-

Offense Specialist: The Force guides your hands, you now add your wisdom modifier to all attack
and damage rolls with a chosen weapon.

Mobility Expert: Improved Evasion; This ability works like evasion, except that while the
Midi-chlorian Warrior still takes no damage on a successful Reflex saving throw against attacks
such as a dragon's breath weapon or a fireball, henceforth he henceforth takes only half damage
on a failed save. A helpless Midi-chlorian Warrior (such as one who is unconscious or paralyzed)
does not gain the benefit of improved evasion.

Master of Defense: Force Shield3; you gain a +2 Force bonus to your AC. This bonus stacks with
other Force Shield abilities.

Augment 7: Choose one;


-

Offense Specialist: You gain an extra attack with a chosen weapon at your maximum attack
bonus. You can only use this extra attack as a part of a full round action. This extra attack stacks
with other effects or spells such as Haste.

Mobility Expert: Surge of Mobility; You may activate this ability as a free action that lasts for a
number of rounds equal to 3 + your wisdom modifier; when using the attack action with a melee
weapon, you can move both before and after the attack, provided that your total distance
moved is not greater than your speed. Moving in this way does not provoke an attack of
opportunity from the defender you attack, though it might provoke attacks of opportunity from
other creatures, if appropriate. You also gain the effects of an Expeditious retreat spell for the
duration of this ability. You may use this ability once per day.

Master of Defense: The Force helps you heal faster; you gain Fast Healing 6.

Force Power: Force powers are the manifestations of a Midi-chlorian warrior or other Force-adept's
connection with the Force, an energy field that binds everything in existence. The powers were usually
taught by Force-using organizations, but there were examples of individual, self-improving methods of
learning to use the Force. A Midi-chlorian warrior gains a Force Power at level 1 and every 4 levels
thereafter ( 5th, 9th, 13th and 17th ). Each time he gains a Force Power, a Midi-chlorian warrior may
choose between a Light, Neutral or Dark side Power unless noted otherwise. You start with 3 + your
wisdom modifier Power Charge per day. Each time you gain a new Force Power ( at 5th, 9th, 13th and 17th
level ); you gain an additional Power Charge per day. Unless noted otherwise, each time you use a Force
Power consumes a Force Power Charge.
Force Power saves have a DC of 10 + midi-chlorian warriors HD + his Wisdom modifier unless noted
otherwise.

Force Power 1: Choose one;


-

Light Side Power; Force blinding is a telekinetic light side Force power. Upon use of this
technique, a blinding flash of energy emanated from a user's hand, manifesting as a flash of light
that overloaded a target's vision, causing temporary blindness. A powerful tool of the light side,
a Midi-chlorian warrior can obfuscate an opponent's sight, making it difficult for the adversary
to spot and attack the Midi-chlorian warrior or anyone else.
As a standard action you release a blinding flash of energy that blinds a single target within 30
feet range. The blindness lasts for 1d4+1 rounds. You may blind an additional target at 4th level
and every 2 levels thereafter ( up to a maximum of 10 targets at level 20 ). A fortitude throw is
allowed to negate the effect. Starting at level 10th you learn to defend against such attacks, you
are now immune to any blinding effects or spells. Undead creatures affected by a Force blinding
take 1d4 positive energy damage per Midi-chlorian warrior level ( Maximum of 10d4s at level
10th ) and are allowed a Fortitude saving throw for half.

Neutral Power; Force Jump is a technique used by most Force wielder. As a move action you
may use the Force around you to safely jump up or down a distance equal to 5 feet X your
Midi-chlorian warrior level. Jumping this way still require a Jump check equal to half the
distance youre trying to clear, failure to do so means you take appropriate falling damage.
Starting at level 4th and every 4 levels thereafter you gain a + 4 Force Bonus to your Jump checks
but only when using this ability. Additionally, you can use this ability to cover at least 10 feet of
horizontal distance when you jump, and if you end your jump in a square from which you
threaten a target and attack him, you deal an extra 2d6 points of damage.

Dark Side Power; Force scream is an involuntary Force exertion manifested by those whose
alignment is with the dark side of the Force. It is a scream, of strong frustration, rage, or grief,
emitted through the Force.
When an attack or spell hit you for at least 10 points of damage you may let out a Force scream
as an immediate action that affects every living creature capable of hearing it. Everyone in a
radius of 10 feet + 5 feet per Midi-chlorian warrior level must make a Will saving throw or be
shaken with fear for 1d4+1 rounds. A creature that successfully saves against a Force Scream is
immune to it for the next 24 hours. Creatures adjacent to the user are also crushed with Force
damage equivalent to the Midi-chlorian warrior level. Starting at level 10th, a creature that fails
its Will saving throw becomes panicked with fear for 1 round.

Force Power 2: Choose one; if you last chose a Dark Power, you may only choose a Dark or Neutral
Power. If you last chose a Light Power, you may only choose a Light or Neutral Power.
-

Light Side Power; Inspire is a Force power that allows a Force-user to fill his allies with hope and
courage to face even the most terrible odds. As a standard action the user and all allies within a

50 ft. centered on the caster gain a +1 morale bonus to attack rolls and on saving throws. You
and all allies also gain temporary hit points equivalent to 5 + your Midi-chlorian warrior level.
Starting at level 10th, the bonus to attack rolls and saving throws increases to +2. At level 20th,
these bonuses further increase to +3. The effects last for 3 rounds + 1 round/midi-chlorian
warrior level.
-

Neutral Power; Beast Control is the Force ability to control an animal. Once calmed, it could be
used by the Force user in various ways, including a mount or beast guard. At level 5th, you may
use this Force ability to calm animals, charm or enrage an animal as per the spells. At level 8th,
you may use this ability to hold an animal as per the spell. At level 11th, you may use this ability
to dominate an animal as per the spell. At level 14th, you may spend two Force Power charges to
dominate an animal as a standard action and enrage it as a free action.

Dark Side Power; Force Fury is a Dark side of the Force ability. The Force user tap into his or her
innermost fears, pain and hate, and convert them into an intense rage. He channels the anger to
increase his or her own speed, strength, and ferocity. However, the body could not handle such
rage for long periods of time, so the user became greatly weakened for some time after the rage
subsided.
At level 5th you may enter a Force Fury once per day for a number of rounds equal to 3 + your
wisdom modifier. A midi-chlorian warrior may prematurely end his Fury. At the end of the Fury,
the midi-chlorian warrior loses the Fury modifiers and restrictions and becomes fatigued (2
penalty to Strength, 2 penalty to Dexterity, can't charge or run) for the duration of the current
encounter. Force Fury temporarily grants you a +2 bonus to strength, a +2 bonus to dexterity
and a +5 feet increase to your base land speed. You take 2 points of nonlethal damage per
round. At level 10th, the bonus to strength and dexterity increase to +4 and the bonus to your
base land speed increase to +10 feet. At level 15th, the bonus to strength and dexterity increase
to +6. At level 20th, the bonus to strength and dexterity increase +8, you are no longer fatigued
when the Fury ends. You gain an additional Force Fury use at level 10, 15 and 20.

Force Power 3: Choose one; if you last chose a Dark Power, you may only choose a Dark or Neutral
Power. If you last chose a Light Power, you may only choose a Light or Neutral Power.
-

Light Side Power; Force Healing is a power that use the Force to accelerate the natural healing
process rapidly.
This power has 3 uses;
Cure Wounds: As a standard action you may touch a creature and cure a number of hit points
equivalent to 4d8 + your midi-chlorian level + your wisdom modifier.
Neutralize Poison: As per the spell Neutralize Poison.

Remove Disease: As per the spell Remove Disease.


-

Neutral Power; Force Push is an ability that can be used by both side of the Force. It can be used
to varying degrees, from simply moving targets to causing serious injury.
There are 3 ways to use Force Push;
Telekinesis: As per the Telekinesis spell.
Forcewave: As per the Forcewave spell.
Shockwave: As per the Shockwave spell.

Dark Side Power; Force Drain is a technique that use the dark side of the Force to tap into the
strengths of an organic target.
As a standard action you may drain a touched creature of its life force dealing 1d6 points of
negative energy damage per midi-chlorian level. A fortitude saving throw is allowed to halve the
damage. A creature that fails its saving throw is also dazed for 1 round. You gain the damage
dealt this way as temporary hit points which last for 1 round/midi-chlorian level. Should you kill
a living creature with this ability you gain a +2 bonus to your strength that last until you rest. The
creature must be of challenge rating 1 or more.

Force Power 4: Choose one; if you last chose a Dark Power, you may only choose a Dark or Neutral
Power. If you last chose a Light Power, you may only choose a Light or Neutral Power.
-

Light Side Power; Tutaminis is a Force ability related to energy absorption. It is a rare technique
capable of dissipating concentrated energy such as a Fireball or Lightning Bolt spell. As a
standard action you gain the effects of an Energy Absorption spell for 10 minutes per
midi-chlorian warrior level. You also gain a spell resistance equivalent to 10 + your midi-chlorian
warrior level against energy based spells ( Fire, Cold, Acid and Electricity ).

Neutral Power; Protection Bubble is an ability that allows the user to create a defensive sphere
around their body. It can protect the user from a wide range of attacks and even inflict certain
amounts of damage upon contact with the enemy. Due to the extreme concentration needed to

sustain the bubble however, the user needs to be momentarily immobile in order to enact the
bubble, and sometimes, completely stationary in order to sustain it.
Activating this technique requires a full round action and limits your base land speed to 10 feet
for its duration. While active, this ability provides you with a + 4 bonus to deflection AC and a
damage reduction of 5/-. Furthermore, any creature striking you with its body or a handheld
weapon takes force damage equivalent to your midi-chlorian warrior level. Creatures wielding
weapons with exceptional reach are not subject to this damage if they attack you. The bubble
last for 1 round/midi-chlorian warrior level and you may cancel it as a free action at the end of
your turn.
-

Dark Side Power; Force Choke is used to squeeze a victim's throat with the Force, rendering
them unable to act. Sometimes the person would be lifted off the ground by the Force choke.
The power has a range of close ( 25ft.+5ft./2 midi-chlorian warrior level ). With this power you
gain the ability to grapple a single target creature at a fair distance. Use your base attack bonus
+ your wisdom modifier in place of your strength modifier for the grapple check. You can
maintain the grapple for a maximum of 3 rounds, each with different effects. You are not
considered grappling for the duration but maintaining it is a standard action each round. For
each of these effects to take place, you need to win an opposed grapple check. A creature
grappled this way may use his Will saving throw in place of the usual base attack bonus +
strength modifier + size modifier.
Taking damage while using this ability requires you to make a Concentration check equivalent to
the damage dealt. Failure to do so means the target is set free of the grapple.
First Round: Winning the grapple check means the target is now considered grappled against
your Force effect. The target takes 1d6 points of Force damage + 1 point per midi-chlorian
warrior level ( Maximum + 15 ).
Second Round: Winning the grapple check means the target takes 1d6 points of Force damage
per midi-chlorian warrior level. The creature also begins to suffocate ( if breathing ).
Third Round: Winning the grapple check means the target takes 2d6 points of Force damage per
midi-chlorian warrior level and makes a Fortitude saving throw. If the save fails, the creature
suffocates and dies.

Force Mastery: Choose one; you may only choose the Light side power if no Dark powers were
previously chosen. You may only choose the Dark side power if no Light side powers were previously
chosen.

Light Side Power; Beam of Light, masters of the light side are able to channel the Force to create
a devastating beam of light capable of catastrophic destruction. This technique may only be
used once per day after which the user becomes fatigued.
Using a Beam of Light takes a full round action and has a range of medium ( 100ft.+10ft./class
level ). It can be used in one of two ways;
Single Target: Requires a ranged touch attack. If used against a single target creature, the Beam
of Light deals 1d8 points of positive energy damage per midi-chlorian warrior level.
Furthermore, if the target fails a Fortitude saving, it implodes, collapsing on itself and dying on
the spot.
Area Beam of Light: With a radius of 30ft. the beam strikes everyone caught in it. The explosion
of Force deals 1d6 points of positive energy damage per midi-chlorian warrior level. A reflex
saving throw is allowed to halve the damage.
On a failed Reflex save, a Beam of Light ejects any creature caught in its area, sending it to a
location outside the nearest edge of that area, dealing additional damage and further knocking
creatures prone. Any creature moved in this manner also takes an additional 1d6 points of
damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and
is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of
the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in
addition to any damage taken from the distance moved before then). In any event, this
movement does not provoke attacks of opportunity.

Neutral Power; Alter Environment is a Force power that involves various techniques that allows
the user to manipulate nature, enabling the creation of phenomena such as Force whirlwinds or
fog that could be used to attack or to shield the user from opponents. Alter Environment can
also be used to manipulate temperatures, creating freezing sub-zero temperatures in seconds,
or blistering heat that could burn. This technique has multiple use;
Earthquake: As per the Earthquake spell.
Fog Cloud: As per the Fog Cloud spell.
Wind Wall: As per the Wind Wall spell.
Control Temperature: As per the Control Temperature spell.

Dark Side Power; Force Lightning, masters of the Dark side are able to discharge electricity from
their fingertips resulting in electrocution and even disfigurement if the target was hit with it.
This power has a range of close ( 25ft. +5ft./2 class level ) and takes up a standard action to use.
You can maintain Force Lightning against a creature for up to 3 rounds. A creature hit by Force
Lightning takes 1d8 points of electricity damage per midi-chlorian warrior level and makes a

Fortitude saving throw each round Force Lightning is maintained. Maintaining Force Lightning
takes a move equivalent action each round.
On a failed Fortitude save, the creature is held in place, unable to take any actions or move. It
drops everything held and takes a 2 penalty to AC, and loses his Dexterity bonus to AC (if any).
It may make a new Fortitude each round to try and act normally.
Taking damage while maintaining this ability requires you to make a Concentration check
equivalent to the damage dealt. Failure to do so means the technique is cancelled.

Combat Form: Throughout the history since Force users started to appear, the art of combining the
Force and weapon handling developed into seven "classic" forms and numerous other styles. It had
been said that only a Force-sensitive individual could completely master a combat form. All seven
traditional forms included the same basic techniques as ancient sword-fighting styles, such as defensive
postures, overhand strikes, parries, and counters. Upon reaching level 3 a Midi-chlorian warrior gains
access to his first combat form, Shii-Cho.
As you advance in level and learn more combat forms, you must choose which combat form to ready.
You ready your Combat Form by exercising for 5 minutes. The combat form you choose remain readied
until you decide to exercise again and change them. You need not sleep or rest for any long period of
time to ready your combat forms; any time you spend 5 minutes in practice, you can change your
readied combat form. You may have a single combat form readied at any given time.

Combat Form 1: Shii-Cho. In combat, Shii-Cho combat is wild and raw, relying on deliberate tactics and
being primarily aimed towards disarming rather than injuring foes. Shii-Cho is specialized towards
engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking
numerous adversaries.

Passive Bonus/Penalties:

-Disarming Slash: A strike directed at the opponent's weapon in an attempt to rip it out of their
grasp or destroy it. You gain a +2 bonus on disarm attempts and a +2 bonus to your damage rolls
on sunder attempts.

Special Attack/Ability:
-Sarlacc Sweep: A wide sweeping attack in which the user struck against multiple enemies. As a
full-round action, while using a melee weapon, the user can choose three squares adjacent to
one another (he must threaten all of them). His attack applies to all creatures in those squares.
Make one attack roll at a -2 penalty and apply that roll as an attack against each defender. If the
midi-chlorian warrior uses a special attack (such as disarm, trip, or sunder), this special attack
affects only the first target; the other creatures are attacked normally. Walls and similar
obstacles can block a Sarlacc sweep. Start with one square that the midi-chlorian warrior
threatens. Each successive square chosen must be adjacent to the previous square and have line
of effect from that square. Two squares separated by a wall, for instance, can't be chosen as
adjacent squares for a sarlacc sweep. The midi-chlorian warrior may skip creatures, attacking
only those he wants to.
Starting at 14th level, a midi-chlorian warrior can make a mighty sarlacc sweep. A mighty sarlacc
sweep is like a sarlacc sweep, except that it is a standard action rather than a full-round action.
Thus, the character can move and make a mighty sarlacc sweep or (if he can make multiple
attacks) make multiple mighty sarlacc sweep in a single round.

Combat Form 2: Makashi. The most dueling-centric of the combat forms. Relying on precision and
efficiency over Shii-Cho's wild, sweeping motions, Makashi allows a midi-chlorian warrior to defend
himself against a single opponent with minimal effort, while placing a heavy focus on avoiding
disarmament.

Passive Bonus/Penalties:

- Duelist: During your turn, you designate an opponent and receive a +2 dodge bonus to Armor
Class against attacks from that opponent. You can select a new opponent on the beginning of
your turn. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus
on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
The first time that opponent attack and miss you for that round provokes an attack of
opportunity from you.
Against any other creatures than the one you selected, you get a 1 penalty to your AC.
- You gain a + 2 bonus on resisting a disarm attempt and a +2 bonus on your attack roll to resist
a sunder attempt.

Special Attack/Ability:
- Contentious Opportunity: A tactic based upon recognizing and exploiting an opening in the
opponent's defense before swiftly moving to strike the exposed enemy. Should the target of
your Duelist skill ever score a critical fail on an attack roll, a strength or dexterity skill check or a
saving throw( rolling 1 on a d20 ), you can expend a Force Power charge as an immediate action
to quickly move up to your base land speed towards him. If you reach your target you then get
an attack of opportunity against it. This attack counts towards your maximum number of attacks
of opportunity in a round.

Combat Form 3: Soresu: The most defensive of the combat forms, Soresu utilize tight moves, subtle
dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less
exposed to ranged attacks.

Passive Bonus/Penalties:
- Circle of Shelter: A technique where the duelist creates a protected area around themselves
and their allies, making it difficult for enemies to penetrate. When using the total defense
action, adjacent allies also gain the +4 bonus to dodge AC.
If you choose to fight defensively you gain an additional +2 dodge bonus to AC, for a total of +4
dodge bonus to AC. The normal penalties to your attack rolls still apply.

Special Attack/Ability:
- Deflecting Slash: A technique where the duelist redirects the momentum generated by
deflecting an enemy projectile into a slashing attack at an adjacent target. Once per round when
you would normally be hit with a ranged weapon, you may deflect it so that you take no damage
from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged
weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled

by giants, and ranged attacks generated by spell effects, such as Melf's acid arrow, can't be
deflected.
Using the momentum generated by deflecting the projectile you may expand a Force Power
charge as an immediate action to strike an adjacent creature with a +2 bonus on your attack roll.

Combat Form 4: Ataru: An aggressive combat form relying on a combination of power, strength, and
speed. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings,
constantly calling upon the Force to aid in their movements and attacks.

Passive Bonus/Penalties:
- Using this combat form incur a -2 penalty to your AC.
- You gain a + 4 bonus on your jump and tumble checks.
- You gain a + 1 bonus on your attack and damage rolls.

Special Attack/Ability:
- Saber Swarm: Numerous short strikes are aimed at the adversary. You may expand a Force
Power charge to gain an extra attack at your maximum attack bonus. If you do, that attack and
all other attacks for that round are made with a -2 penalty. You can only use this ability as a part
of a full round action.

Combat Form 5: Niman: Niman balanced out between the various specializations of the other forms,
covering many of the basic moves, but focusing on overall moderation. To compensate for the relaxed
focus on bladework and lack of significant specialization, Niman training regimens encouraged the
inclusion of Force-based attacks in combat, such as telekinetic pulls and shoves used in sync with
weapon strikes.

Passive Bonus/Penalties:
-You gain a +2 Force bonus to your AC.
-You gain 3 extra Force Power charges that can only be used for the special Attacks/Abilities
described below.

Special Attack/Ability:
- Draw Closer: It consisted of the duelist telekinetically seizing an opponent and pulling the
enemy into the path of his/her blade. As a swift action you may expend a Force Power charge to
pull a target creature that is no more than 10 feet away. A Reflex saving throw negates this

effect. If failed the creature is pulled to a square adjacent to yours and you gain an attack of
opportunity against it.
This ability only works against corporeal creatures smaller than your size, the same size or 1 size
larger.
- Pushing Slash: The duelist would slash an opponent before blasting him aside with a Force
push. If you successfully strike an opponent in melee you can use a swift action and expand a
Force Power charge to push him back 15 feet and knock him prone. A Reflex saving throw
negates this effect. If an obstacle prevents the completion of the opponent's move, the
opponent and the obstacle each take 2d6 points of damage, and the opponent stops in the
space adjacent to the obstacle.
This ability only works against corporeal creatures smaller than your size, the same size or 1 size
larger.

Combat Form 6: Juyo / Vaapad: Vaapad is being in a state of mind rather than just a fighting style,
allowing the wielder to channel his own inner darkness into the fight, and accept the fury of the
opponent.

Passive Bonus/Penalties:
- Vornskr's Ferocity: Involved "ferocious" attacking of an opponent. Whenever you roll a threat
on a melee attack roll, you gain an additional attack at the same attack bonus.
- Tempered Aggression: Used to describe the ferocity of the Vaapad form, but with more
control against succumbing to the dark side even in the heat of battle. Each time you
successfully strike an opponent in melee you gain a + 1 bonus on all your attack rolls against that
opponent.

Special Attack/Ability:
- Assured Strike: Trading sheer power for a near-certainty of landing a hit. On your action,
before making attack rolls for a round, you may choose to subtract a number from your strength
modifier and add twice that number to all attack rolls. The penalty on damage rolls and bonus
on attack rolls apply until your next turn.
- Swift Flank: The user leaped or dashed around an opponent to make a quick strike. The speed
of the maneuver was intended to catch opponents off guard. As a swift action you may expand a
Force Power charge to instantly teleport up to 5ft./ 2 midi-chlorian warrior level. You must end
this movement in a square that leaves you flanking an enemy.

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