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Jubal's Starlancer, Arrol Din lives again


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spacer.pngName: Arrol Din

Species: DurosAs a Duros, you have the following special traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in the Piloting and Lore skills.

Navigators. You have proficiency in surveyor’s implements.

Superior Memory. You can double your proficiency bonus for it when you make an Intelligence (Lore) check to recall information you have learned, or to recall the details of your experiences.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

Background: PirateYou are an experienced pirate. Banditry and raiding are common in the Outer Rim, and little negative stigma is given to pirates. Those that prey on the Empire are sometimes even held in high regard as bold warriors. However, you still have contacts within the criminal underworld and you’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of finer society.

Skill Proficiencies: Choose two from Athletics, Deception, Intimidation, and Piloting

Tool Proficiencies: One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit

Equipment: One set of traveler's clothes, a gaming set you are proficient with, poorly wrought maps of Outer Rim worlds in your territory, a small piece of jewelry worth 100 cr from some exotic planet, and a pouch containing 50 cr

Feature: Galactic Scourge
You’ve been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you’ve been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same.

Background Feat: Silver-Tongued
You develop your conversational skill to better deceive others. You gain the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.

* When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Class: Sentinel 5As a Sentinel, you gain the following class features.
Hit Points = 8 +2 x5 +5 x4 = 38
Hit Dice: 1d8 per Sentinel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

Proficiencies
* Armor: Light armor
* Weapons: Simple lightweapons, simple vibroweapons, martial lightweapons with the finesse property, martial vibroweapons with the finesse property
* Tools: One specialist's kit of your choice: Slicer's kit
* Saving Throws: Dexterity, Charisma
* Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology
Forcecasting

Sentinel: 1st level
In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.
Force Powers Known

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

Affect Mind
Force Disarm
Force Push/Pull
Guidance
Mind Trick
Wall Run
1: Beast Trick
1: Cloud Mind
1: Force Mask
1: Heal
1: Project
1: Slow Descent
2: Coerse Mind
2: Force Camouflage
2: Phasewalk

Force Points = 5 x3 +3 = 18

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.
Max Power Level

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

Forcecasting Ability

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier = 3 +3 = 14

Force attack modifier = your proficiency bonus + your forcecasting ability modifier = 3 +4 = +6
Led by the Force

Sentinel: 1st level
You can add half your proficiency bonus to any ability check you make that doesn’t already include your proficiency bonus.
Force-Empowered Self

Sentinel: 2nd level
Your training allows you to harness the mystical energy of the Force throughout your body. You learn three effects: Deflection, Double Strike, and Slow Time. Each effect costs 1 force point and uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You can only use each effect once per round.
Deflection

When you are the target of an attack, you can roll a Kinetic Combat die and add it to your AC (no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the attack hits.
Double Strike

When you hit a creature with a weapon attack, you can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.
Slow Time

When you move on your turn, you can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
Sentinel Ideals

Sentinel: 2nd level

You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Ideals Known column of the sentinel table.

You can manifest your ideals a combined total of twice, and you can manifest them more times at higher levels as shown in the Ideal Manifests column of the sentinel table.

1. Ideal of the Fighter

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

Prerequisite: The ability to cast force powers
You are skilled at the basics of the known forms of lightsaber combat. You gain the following benefits:

You learn three lightsaber forms, detailed later in this chapter.
Ataru Form: As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.
Soresu Form: The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.

Makashi Form: Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
Once on each of your turns, you can draw or stow a lightweapon without using your object interaction.

Formfighting Mastery

You’ve mastered the basics of the known forms of lightsaber combat, wielding your weapon with unparalleled grace. You gain the following benefits:
You learn three lightsaber forms, detailed later in this chapter. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms.

4.

5.

6.

7.

Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, you can engage in one of your lightsaber forms without using your bonus action. If that form lets you make an attack, that attack is also made without your proficiency bonus.
Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, and the attack hits, you can choose another creature within 5 feet of it. If the original attack roll would hit the second creature, it takes damage of the weapon’s type equal to twice your proficiency bonus

2. Ideal of the Tranquil

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one).
Sentinel Path of the Corsair

There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.
Bonus Proficiencies

Path of the Corsair: 3rd level
You gain proficiency with demolitions kits and three blasters of your choice: Heavy Carbine, Heavy pistol, Wristrifle
Corsair Munitions

Path of the Corsair: 3rd level
You can throw grenades and set mines with your bonus action, instead of your action. Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range. Lastly, when determining the save DC of a charge, grenade, mine, missile, or rocket you control, you can use your universal force save DC, if it would be higher than the item’s DC.
Ability Score Improvement

Sentinel: 4th, 8th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack

Sentinel: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Alignment: Chaotic Neutral

 

Age: 18

Height: 6 ft 1 in

Weight: 160 lbs.

 

 

Description

This bald humanoid has smooth blue skin, a lipless mouth, and a long thin noseless face. His large violet goggle-like eyes have slit pupils and are inscrutable to most species. He stands a little over six feet tall with a lean body. Over fiber armor, he wears a wristrifle on his right forearm and a multi-pocketed vest.

On mission, he shoulders a backpack.

 

Personality

Trait: I take what I need, but I don't kill without reason.

Ideal: Adventure. I'm far from home, and everything is strange and wonderful!

Bond: My crew comes first, and all other loyalties simply pale in comparison.

Flaw: I won't let myself be captured. If a raid goes sour, I'm the first to run for cover.

 

Backstory

Arrol Din grew up in a remote compound in the Vakaga prefecture of the Central African Republic. His father is the local warlord, so his childhood was relatively pampered, spoiled, and privately tutored; although, it too was under constant threat of violence from beyond. Until puberty when his skin became noticeably blue, he thought he was just deformed without a nose and normal eyes like his father, servants, and guards. Yes, his father had several visitors executed for making inappropriate remarks about his facial features. With all of the Darkness around him, Arrol's primary tutor subtly taught him a moral compass which leveraged an internal rebellion against his powerful father and absent mother.

Finally, his mother visited and revealed her true form as a blue-skinned Duros. He learned that his parents had been together for decades, when her mother, the dread pirate Maxon Din, was laying low between tours. She gave birth to him on Earth and left shortly for another tour leaving Arrol to be raised by his father. Arrol's life truly transformed as his feelings of maternal abandonment shifted into something else, something alien. To recover their relationship in her way, his mother brought new tutors from the stars to train his burgeoning psionic talents, fencing skills, and blaster practice. He focused on learning about everything to avoid introspection and accepting his own inhumanity.

When Arrol turned eighteen, they came for him. And his parents had prepared him. He knew more than his mother about the galaxy, space lanes, and technology. She and her father could still best him in combat. His mother had more psionic tricks than him, and his father was just stronger and tougher.

Since he has nothing to prove to his peers, he lets them shine when they can. His facial features provide a natural inscrutable poker-face, so he becomes a mirror to whatever his peers think he believes. Knowing the power of information and silence, he keeps his true beliefs and opinions to himself, unless it is in his interest to answer truthfully. While his peers might sometimes wonder what he truly thinks, they absolutely know they can count on him.

 

Equipment

Worn - 24.5 lb

  • Traveler's clothes - 4 lb, 20 Cr
    • Credit chip (175 Cr) - 100 Cr
    • Power cells (3) - 3 lb, 30 Cr
    • Datapad - 0.5 lb, 100 Cr
    • Lightfoil, Finesse, Hidden, Luminous Purple, 1d8 Energy - 1.5 lb, 475 Cr
  • Commlink, handsfree - 1 lb, 300 Cr
  • Fiber Armor, 11 +Dex - 10 lb, 450 Cr
  • Wristrifle, Power cell (range 60/240), Fixed, Reload 12, 1d8 Energy - 4.5 lb, 250 Cr

Backpack - 24 lb, 50 Cr

  • Demolitions kit - 4 lb, 400 Cr
  • Security kit - 3 lb, 650 Cr
  • Slicer's kit - 6 lb, 800 Cr
  • Surveyor's implements - 6 lb, 500 Cr

 

Combat

Speed: 30 ft

HP: 38

AC: 16 (Fiber Armor)

Wristrifle, +8 to Attack, 1d8+5 Energy, Range 60/240 ft

Lightfoil, +8 to Attack, 1d8+5 Energy

Grenade, Reaction, +8 to Attack, DC 14, Range 45 ft

  • When a creature rolls a 1 on the saving throw against a grenade, mine, or missile you control, they treat the effect’s damage as if it had rolled the maximum.

 

Special Offense
  • Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Silver-Tongued - When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
  • Force-Empowered Double Strike (1 Force Point) - When you hit a creature with a weapon attack, you can roll a 1d6 Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.
  • Makashi Form, Bonus & Reaction - Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.

 

Special Defense
  • Force-Empowered Deflection (1 Force Point) - When you are the target of an attack, you can roll a 1d6 Kinetic Combat die and add it to your AC (no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the attack hits.
  • Soresu Form, Bonus - The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.
  • Saber Reflect, Reaction - In response to being attacked, you raise your weapon to attempt to deflect. When you use this power, the damage you take from the attack is reduced by 2d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

 

Special Movement
  • Force-Empowered Slow Time (1 Force Point) - When you move on your turn, you can roll a 1d6 Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
  • Ataru Form, Bonus - As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.
  • Wall Run, Bonus - Until the end of the turn, you have a climbing speed equal to your walking speed and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks that involve movement. For the same duration, you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there.
  • Slow Descent, Reaction (1 Force Point) - Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.
  • Phasewalk, Bonus (2 Force Points) - You teleport up to 30 feet to an unoccupied space that you can see.

 

 

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 20 14 16 16 16
11 17 +2 race +1 feat 14 15 +1 race 16 15 +1 feat
+0 +8 +2 +3 +3 +6

Athletics +3

 

 

 

 

Acrobatics +6

Sleight of Hand +6

Stealth +6

 

 

 

Investigation +4

Lore +6/+9*

Nature +4

Piloting +6

Technology +6

Animal Handling +4

Insight +4

Medicine +4

Perception +6

Survival +4

Deception** +9

Intimidation +4

Performance +4

Persuasion +6

 

Bold-face = Proficient | * = Superior Memory (Expertise) | ** = Silver-Tongued (Expertise)

Proficiencies Features

Languages: Basic, Durese, Binary

Tools:

  • Demolitions kit
  • Sabacc deck
  • Security kit
  • Slicer's kit
  • Surveyor’s implements

Armor: Light armor

Weapons:

  • Simple lightweapons
  • Simple vibroweapons
  • Martial lightweapons with the finesse property
  • Martial vibroweapons with the finesse property
  • Heavy Carbine
  • Heavy Pistol
  • Wristrifle

 

DarkvisionYou have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Galactic TravelerYou have proficiency in the Piloting and Lore skills.

NavigatorsYou have proficiency in surveyor’s implements.

Superior MemoryYou can double your proficiency bonus for it when you make an Intelligence (Lore) check to recall information you have learned, or to recall the details of your experiences.

Tech ResistanceGrowing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Galactic ScourgeYou’ve been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you’ve been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same.

Silver-TonguedYou develop your conversational skill to better deceive others. You gain the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.

* When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Force-Empowered Self 1d6Sentinel: 2nd level
Your training allows you to harness the mystical energy of the Force throughout your body. You learn three effects: Deflection, Double Strike, and Slow Time. Each effect costs 1 force point and uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You can only use each effect once per round.

* Deflection
When you are the target of an attack, you can roll a Kinetic Combat die and add it to your AC (no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the attack hits.

* Double Strike
When you hit a creature with a weapon attack, you can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.

* Slow Time
When you move on your turn, you can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

Ideal of the FighterYou adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

Prerequisite: The ability to cast force powers
You are skilled at the basics of the known forms of lightsaber combat. You gain the following benefits:

You learn three lightsaber forms, detailed later in this chapter.

Ataru Form: As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.

Soresu Form: The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.

Makashi Form: Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
Once on each of your turns, you can draw or stow a lightweapon without using your object interaction.

Formfighting Mastery

You’ve mastered the basics of the known forms of lightsaber combat, wielding your weapon with unparalleled grace. You gain the following benefits:
You learn three lightsaber forms, detailed later in this chapter. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms.

4.

5.

6.

7.

Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, you can engage in one of your lightsaber forms without using your bonus action. If that form lets you make an attack, that attack is also made without your proficiency bonus.

Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, and the attack hits, you can choose another creature within 5 feet of it. If the original attack roll would hit the second creature, it takes damage of the weapon’s type equal to twice your proficiency bonus

Ideal of the TranquilWhen you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one).

Corsair MunitionsPath of the Corsair: 3rd level
You can throw grenades and set mines with your bonus action, instead of your action. Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range. Lastly, when determining the save DC of a charge, grenade, mine, missile, or rocket you control, you can use your universal force save DC, if it would be higher than the item’s DC.

Explosives Fighting SyleIncrease your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

You can throw grenades and set mines with your bonus action, instead of your action. If you could already throw grenades and set mines as a bonus action, you can instead do so as a reaction on your turn.

When a creature rolls a 1 on the saving throw against a grenade, mine, or missile you control, they treat the effect’s damage as if it had rolled the maximum.

Extra AttackSentinel: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

 

Forecasting | Force Points 18 = 15 (5 x3) +3 Temp | DC (Wis) 14 | Attack Mod +6

At-Will

  • Affect Mind, 30 ft, 1 minute, ConcentrationChoose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target.

    On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.
  • Force Disarm, 30 ftYou select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
  • Force Push/Pull, 60 ftYou gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.

    You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage.

    This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power’s damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power’s damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power’s damage increases to 4d4 kinetic damage.
  • Guidance, Touch, 1 minute, ConcentrationYou touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The power then ends.

    This power’s die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
  • Mind Trick, 30 ft, 1 minute, ConcentrationChoose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.

    On a successful save, the creature realizes that you tried to use the Force to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on droids or constructs.
  • Saber Reflect, ReactionIn response to being attacked, you raise your weapon to attempt to deflect. When you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.

    The power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Wall Run, Bonus, 1 turnUntil the end of the turn, you have a climbing speed equal to your walking speed and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks that involve movement. For the same duration, you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there.

1st-Level

  • Cloud Mind, 90 ft, 1 minuteRoll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.

    Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action wake the sleeper, they will be awoken.

    Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

    This power has no effect on droids or constructs.

    Force Potency. When you cast this power using a force slot of 2nd level or higher, you can roll an additional 2d8 for each slot level above 1st.
  • Force Mask, 1 hourUntil the power ends or you use an action to dismiss it, you can disguise yourself through use of the Force in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body and weight, but you cannot change the basic structure of your body. This effect can include your clothes, weapons, and other belongings on your person.

    This effect is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature that uses its action to examine you can identify this effect with a successful Intelligence (Investigation) check against your force save DC.
  • HealA creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

    Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Project, 120 ftYou lift three piles of debris or small objects from the ground and hurl them. Each pile hits a creature of your choice that you can see within range. The pile deals 1d4+1 force damage to its target. The piles all strike simultaneously and you can direct them to hit one creature or several.

    Force Potency. When you cast this power using a force slot of 2nd level or higher, you lift and throw an additional pile of debris for each slot level above 1st.
  • Slow Descent, Reaction, 60 ft, 1 minuteChoose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

2nd-Level

  • Coerce Mind, 30 ft, 8 hours, ConcentrationYou suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

    If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.
  • Force Camouflage, Self, 1 hour, ConcentrationYou become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attack, cast a power, or otherwise take a hostile action.
  • Phasewalk, BonusYou teleport up to 30 feet to an unoccupied space that you can see.

 

 
Edited by JubalBreakbottle (see edit history)
Name
Stats 1
SyntaxError: Expecting ) in a function call "repeat"
repeat(drop(4d6,lowest),6
First set
15,17,14,16,15,11
repeat(drop(4d6,lowest),6) 3,4,5,6,2,5,6,6,2,4,5,5,1,5,5,6,3,4,5,6,2,2,4,5
Second set
17,10,13,10,12,13
repeat(drop(4d6,lowest),6) 3,5,6,6,1,2,2,6,2,3,5,5,1,1,4,5,1,2,4,6,2,3,5,5
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@Rumblejumble How do interpret Weapon Expert? "You gain proficiency with all blasters. If you are already proficient with all blasters, instead once per turn when you would roll weapon damage using a blaster, you can choose to have advantage."

 

- Does that mean you sacrifice doing damage on your first hit to have advantage on another attack, once per turn? Or it means, you get advantage on one damage-dealing blaster attack per turn?

 

And, do you get a second bonus feat, in addition to the one a background provides?

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9 hours ago, JubalBreakbottle said:

@Rumblejumble How do interpret Weapon Expert? "You gain proficiency with all blasters. If you are already proficient with all blasters, instead once per turn when you would roll weapon damage using a blaster, you can choose to have advantage."

 

- Does that mean you sacrifice doing damage on your first hit to have advantage on another attack, once per turn? Or it means, you get advantage on one damage-dealing blaster attack per turn?

 

And, do you get a second bonus feat, in addition to the one a background provides?

Basically it means you get advantage with the weapon damage die roll, rolling twice and taking the better result.

Nope, you only get the background feat. In my experience with this game a lot of players/DMs still think of the starting feat as an optional rule and I just wanted to make sure they knew it was okay to take.

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@Rumblejumble Whew. Finally ready for review. Cheers

 

Edit, how long is the academy? Do you want us to write a backstory to graduate the academy?

 

I see that you wrote extra setting information in the other application threads. It might be good to consolidate those answers in one thread or add to your lore thread.

Edited by JubalBreakbottle (see edit history)
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