Homemade Class Based on Force Users from Star Wars (suggestion for alterations)


Homebrew and House Rules


I’ve been working on this class for a long time, and I think it’s most of the way there. So, I think it’s time for the internet to crucify it, so I make my alterations then include it in my game. Here is everything I have on it.

Saber
D8
Bab medium
Saves Fort-bad, Ref-good, Will-good
Skills: +4 skills. Acrobatics, climb, craft, diplomacy, handle animal, Intimidate, Knowledge (history, local, nobility, nature), Perception, Sense motive, Stealth, Swim, Survival.
Gold 4d6.

1st Forms, force skill, novice, Forms/force points
2nd Forms/force points
3rd Bonus feat
4th Forms/force points
5th Apprentice
6th Forms/force points, Bonus feat
7th Force resistance
8th Forms/force points
9th Bonus feat
10th Forms/force points
11th Adept
12th Forms/force points, Bonus feat
13th Force resistance
14th Forms/force points
15th Bonus feat
16th Forms/force points
17th Expert
18th Forms/force points, Bonus feat
19th Force resistance
20th Forms/force points, Master

Weapon and Armor Proficiency: Saber's are proficient with all weapon's from the fighter's Light and Heavy blades weapon groups. And all light armor.

Blade forms: There are six main forms of saber combat, all give you different effects. You can only use one at a time, and only if you have put points into it. You can only go up in level of blade skill if you are the minimum level required.

Form 1: This is for all the ranged opponents that you may face, with this no projectile will hit you.
1st: Novice: Once per turn, you may stop a ranged attack against you, if you roll higher than your attacker.
5th: Apprentice: you can stop ranged attacks if they pass though the adjacent squares
11th: Adept: you can destroy magical projectiles as well. If you win in a attack roll vs a caster level roll.
17th: Expert: you can destroy two attacks per turn, the second block is at a minus five
20th: Master: you can deflect projectiles into other creatures, if your block roll would bypass there AC

Form 2: You can out do any opponent that comes into melee with you
Novice: you gain the duelist parry ability
Apprentice: If your parry succeeds then you may attempt to feint once
Adept: If you succeed in a parry, you may try to disarm once
Expert: If you succeed in a parry you may attempt to steal once
Master: You can try to feint, disarm, or steal twice per turn.

Form 3: In this form you will be the cliff to a sea of blows. You will never be washed away. You cannot attack in this form. This form replaces total defense.
Novice: gain a +4 shield bonus to AC
Apprentice: you may share your shield bonus with allies in adjacent squares
Adept: +4 dodge bonus to AC
Expert: gain evasion
Master: +6 shield, +6 dodge, improved evasion

Form 4: Your blade is not your only weapon, your body is too.
Novice: Once per turn, after you full attack you can do an unarmed strike.
Apprentice: gain improved unarmed strike feat
Adept: Increase damage die by one
Expert: increase the number of attacks by one
Master: If you dodge an attack of opportunity with acrobatics you may attack back with an unarmed strike.

Form 5: The one who strikes first isn't always the one who wins.
Novice: Once per turn if you are hit with an attack you may attack back.
Apprentice: If an adjacent opponent gets to make an attack of opportunity, you get one on them.
Adept: you can attack twice
Expert: you can attack anyone in range
Master: You can attack up to your maximum attacks of opportunity.

Form 6: This form is referred to as the moderation form. Neither the swiftest or the strongest. It has no strengths or weaknesses.
Novice: When you attack you can use a Novice level force ability as well
Apprentice: When you attack you can use a Apprentice level force ability as well
Adept: When you attack you can use a Adept level force ability as well
Expert: When you attack you can use a Expert level force ability as well
Master: When you attack you can use a Master level force ability as well

Note: While in this form abilities cost twice as much to use. -1 per mastery level above required. Minimum 1.

Form 7: Known as the Ferocity form, it is the most dangerous and most difficult to master.
Novice: Gain a -2 AC and a +4 to attack
Apprentice: Gain a -4 AC and a +8 to attack
Adept: While in this form gain access to Great cleave (Even if you don't meet the requirements)
Expert: When you full attack you gain an extra attack
Master: You can use attacks of opportunity as normal attacks every round, at a 2-1 ratio. Gain a -8 AC. Gain access to Combat reflexes while using this form. At the lowest Bab bonus.

Force skills: Force skills are used to effect the world around you. Each level of force abilities takes a certain amount of points to use. The amount of points a character has is equal to double the characters wisdom modifier + the characters level. These points return after an extended rest. Novice level skills takes 1 point to uses, Apprentice level takes 2, Adept 3, etc. Each buff ability lasts for one minute per mastery level unless said otherwise. These abilities are extraordinary abilities.

Push: Bull rush target or targets
Novice: Bull rush single small creature, use wisdom instead of strength (Range 25 ft)
Apprentice: Bull rush single medium creature, or two small creatures (Range 35 ft)
Adept: Bull rush single large, two medium creatures, or four small creatures (Range 45 ft)
Expert: Bull rush single Huge, two large creatures, four medium creatures, eight small creatures (Range 55 ft)
Master: Bull rush single Gargantuan, two huge creatures, four large creatures, eight medium, sixteen small creatures (Range 65 ft)

Pull: Drag target or targets
Novice: Drag single small creature, use wisdom instead of strength (Range 25 ft)
Apprentice: Drag single medium creature, or two small creatures (Range 35 ft)
Adept: Drag single large, two medium creatures, or four small creatures (Range 45 ft)
Expert: Drag single Huge, two large creatures, four medium creatures, eight small creatures (Range 55 ft)
Master: Drag single Gargantuan, two huge creatures, four large creatures, eight medium, sixteen small creatures (Range 65 ft)

Repulse: Throw everything away from you, every unintended objects and creatures away from you
Novice: Through every thing adjacent away.
Apprentice: Everything in ten feet
Adept: Everything in Fifteen feet
Expert: Everything in 20 feet
Master: Everything in 25 feet

Note: this counts as a bull rush against all creatures in the area

Telekinesis: Grab an object and move it, or throw it. Requires one free hand.
Novice: Grab up to a ten pound object at a range of 30'. If you throw it it does either 1d6+1 damage, or if it is a weapon it can do the weapon damage. When throwing roll a ranged attack. If you just want to move it, it moves at 15' per round.
Apprentice: Grab up to a 40 pound object, or 2 ten pound objects, at a range of 50'. If you throw the forty pound object then it does 3d6+3 damage, if the ten pound ones then as Novice. If you just want to move it, it moves at 25' per round.
Adept: Grab up to a 80 pound object, or 2 40 pound objects, or 6 ten pound objects, at a range of 70'. If you throw the 80 pound object then it does 5d6+5. If the forty or the ten then as above. If you just want to move it, it moves at 35' per round.
Expert: Grab up to a 160 pound object, or 2 80 pound objects, or 6 40 pound objects, or 12 ten pound objects, at a range of 90'. If you throw a 160 pound object then it does 7d6+7 damage, if the others then as above. If you just want to move it, it moves at 45' per round.
Master: Grab up to a 320 pound object , or 2 160 pound objects, or 6 80 pound objects, or 12 40 pound objects, or 18 ten pound objects, at a range of 110'. If you throw a 320 pound object then it does 10d6+10 damage. If the others then as above.
If you just want to move it, it moves at 55' per round.

Note: If the creature or creatures are willing you can throw them as well. Also you can pickup a 160 pound, 3 80 pound, 6 40 pound and 9 ten pound all at the same time, but they each do a different amount of damage. When throwing multiple objects at multiple creatures roll once.

Grab: You grab a creature making them helpless against the world. Requires one free hand.
Novice: You may attempt to grapple an opponent, of up to large size. Using your BaB+wis modifier. At a range of 30'.
Apprentice: After grappling an opponent, you may attempt to pin the opponent. At a range of 45'.
Adept: After grappling an opponent, you may attempt to deal damage. At a range of 60'.
Expert: When pinning an opponent, they are helpless. Used at a range of 75'.
Master: You may grapple two people.

Saber throw: Although not balanced for it, the Saber can mastered the art of sword throwing.
Novice: You may throw your sword at a range of 30' as a ranged attack. The sword does damage equal to its base damage + the Sabers Str modifier. (Any special abilities that the weapon possesses such as energy or holy, go off on this attack.) Your sword returns to you at the beginning of your next turn.
Apprentice: Your sword can hit two targets as long as they are within 20' of each other and both in your range. Throw at range of 40'.
Adept: Your sword can take a 90 degree turn in flight without hitting an object once
Expert: Your sword can bounce off three people if within 30' of each other. Throw at range of 50'.
Master: Your sword returns to you right after the throw. You can use this as part of an attack.

Note: Until master level this ability cannot be used as part of an attack.

Shatter point: You find the weaknesses in an object, dig into them and destroy it. Requires one free hand.
Novice: You can only target crystalline objects, and you do 1d6+wisdom modifier damage, bypassing hardness.
Apprentice: You can target wooden structures, and you do 1d8+wisdom modifier damage, bypassing hardness.
Adept: You can target metal structures, and you do 1d10+wisdom modifier damage, bypassing hardness.
Expert: You can target stone structures, and you do 2d6+wisdom modifier damage, bypassing hardness.
Master: You can target any structure, and you do 2d8+wisdom modifier damage, bypassing hardness.

Note: You must be close enough to touch the object to use this ability. Objects that are immune to damage cannot be targeted.

Cloak: You can mask your presence by keeping or self isolated from the force.
Novice: You turn invisible for a short amount of time, this works as the vanish spell.
Apprentice: You can turn invisible for a longer amount of time, this works as invisibility spell.
Adept: You cannot be detected by tremor sense.
Expert: You cannot be detected by blind sight, or blind sense
Master: You cannot be detected by see invisibility, true seeing, or invisibility purge.

Note: If you attack someone you become visible.

Force lighting: You raise your hand, and rub the universe against its self. Creating unnatural lightning. Requires one free hand.
Novice: You can release lightning at a single target within 30'. It does 1d6 damage. Reflex for half. DC is 10+your mastery+wisdom modifier.
Apprentice: Your lightning now hits for 3d6
Adept: You can hit up to three people, at a range of 40'. It now does 5d6.
Expert: You can hit up to five people, at a range of 50'. It now does 7d6
Master: The lightning bypasses lighting resistance and immunity. It now does 9d6.

Choke: With your will you reach out and grasp the through, until they stop breathing. Requires one free hand.
Novice: Grasp an opponents neck, and start to squeeze. You must it for three rounds. On the first round of combat. The target must make a fort save or not be able to act. In the second round they must save or go to zero hit points. On the third they must roll or fall unconscious. Range 10'. Fort save is equal to 10+wisdom modifier+mastery level.
Apprentice: on the third round you can choose to have them fall unconscious or die. Range 15'.
Adept: You can choke two people but they have a +2 on there save. Range 20'.
Expert: You can choke three people, and was can make people fall unconscious in two rounds.
Master: You can choke four people. Range 40'.

Energy absorb: You put a field around your self, that when hit by energy it is absorbed and later released.
Novice: You can absorb up to a maximum of 10 energy. But only at 5 per round. Once the field is full you can release the energy in two ways. 1. You can channel it into your sword making it do 1d6 points of energy damage per 5 points energy released. 2. You can release a blast of energy at a range of 30'. Dealing 1d6 damage per 5 energy spent. Otherwise this works like dragons revoiror.
Apprentice: The max amount absorbed is 50. At 10 energy per round. You can now release the energy in a 20' cone. It deals 1d4 damage per 5 energy spent.
Adept: The max amount is 100. At 20 energy per round. You can release a Fireball spell of any energy type. It deals 1d6 damage per 10 energy spent.
Expert: The max absorbed is 170. At 30 energy per round. You can release a line attack, that deals 1d6 damage per 10 energy spent.
Master: The max absorbed is 200. At 40 energy per turn. You can release all the energy in your body, in a 30' radius burst around you it deals 1d8 damage per 10 energy in your body.

Note: The energy that you absorbed will only last one minute before dissipating.

Force storm: You warp to world, folding and stretching it, creating a storm of spacial flux. Requires two free hands.
Novice: No effect
Apprentice: No effect
Adept: No effect
Expert: No effect
Master: Every round for 1 minute you can call down 6 bolts of lightning, these bolts do 9d6 damage, and bypass lightning resistance and immunity. You cannot hit the same square twice in one round. You cannot attack normally while using this ability.

Force sight: You see not only with your eyes, but though the universe.
Novice: You gain blind sense out to 20'
Apprentice: Increase to 30'
Adept: You gain blind sight out to 10', and blind sense to 30'
Expert: You gain blind sight out to 20' and blind sense to 40'
Master: increase blind sight to 30', and blind sense to 50'

Force drain: You drain the energy of other creature, and feed off it. Requires one free hand.
Novice: You must concentrate when using this ability. On the first round nothing happens. On the second, your target becomes fatigued. One the third, your target becomes exhausted. On the fourth, your target goes unconscious. Range 5'. One creature. Creature normally immune to such effects are still effected.
Apprentice: Your range increases to 15'.
Adept: You can target up to 3 creature. Range 30'.
Expert: Creatures become fatigued on the first round. Range 40'.
Master: You can kill with this ability, creatures take damage after they fall unconscious equal to there con modifier +3. You can regain, hit points equal to 5 times the damage done. You can heal ability damage or drain with this ability, and you can recover from exhaustion and become fatigued, and you can recover from fatigue for five points drain, or you can increase the amount of years it takes for you to become venerable, at 1 point of damage per year of life, you can gain temporary hit points at a 1-to-1 ratio. You can target five creatures. Range 50'.

Note: Creatures can escape this effect by getting out of range or disrupting the creature concentration. This takes a will save equal to the damage divided by two. You can't target creatures without a Constitution.

Force heal: Using your energy you can heal yourself and others. Requires one free hand.
Novice: You can heal one ajesent target equal to there Con mod minimum 1.
Apprentice: Your target can reroll a fortitude save vs a deases
Adept: Your target can reroll a fortitude save vs a poison
Expert: You heal targets for there Hit dice
Master: Works as Breath of life but heals Hit dice + double con mod

Force Augmentation: The force can boost your own abilities.
Novice: For 1 min gain a +1 to one physical ability score.
Apprentice: Gain a +2 to one, or a +1 to two physical abilities scores
Adept: Gain a +3 to one, a +2 to two, or a +1 to three physical abilities scores
Expert: Gain a +4 to one, a +3 to two, or a +2 to three physical abilities scores
Master: Gain a +5 to one, a +4 to two, or a +3 to three physical abilities scores

Note: These are temporarily bonuses. This ability can only be used once per day per mastery level. You can only have one activated at a time.

Influence mind: You can control the minds of others.
Novice: Gain a +10 on bluff checks vs target
Apprentice: Functions as Suggestion
Adept: You can target two creatures with the first two levels
Expert: Functions as Dominante person
Master: If a creature fails the will save vs the Dominate person by 10 or more, the original personality is destroyed, and the creature is now permanently on the casters side.

Battle meditation: You can support your allies in battle.
Novice: Gives all allies a +1 moral bonus to attack and AC per mastery level. You must spend a standard action every round to keep this effect. Up to one minute at a time, and only while awake. Range 30'.
Apprentice: Gives allies a +10 bonus to speed per mastery level, you must spend a move action every round to maintain this effect.
Adept: Gives allies temporarily hit points equal to there con modifier x there hit dice, you must spend 5 hit points every round to maintain this effect.
Expert: Gives allies a +2 damage bonus to all attacks per mastery level. You cannot attack while maintaining this ability.
Master: You can now give your actions to your allies, your actions are changed. Swift actions can be either Swift or move actions, move actions can either be Swift, move or standard action, and standard actions can either be Swift, move, standard, or full round actions.

Note: you may only have one effect active at one time. Casters cannot use a standard or full round action to cast spells.

Force speed: Augment your speed with the force
Novice: Increase all your speeds by 10', lasts for 1 min
Apprentice: Increase speed by 20'
Adept: Increase speed by 30'
Expert: Increase speed by 40'
Master: Increase speed by 50'

Ethereal form: Use the force to transfer your essence the the ethereal plane.
Novice: You can walk solid objects, all attack will still hit you. Lasts for one round.
Apprentice: Lasts for 1 minute
Adept: Mundane weapons cannot deal damage.
Expert: Magical weapons no longer deal damage.
Master: Spells don't deal damage.

Note: When on the ethereal plane your magic weapons only deal half damage. Forces effect spells work as normal.

Beams of light/darkness: fire beams of pure energy at a target
Novice: deals 2d6 points of fire or holy damage if your a good aligned, or 2d6 points of cold or unholy damage. This damage can heal living creatures, or undead creatures depending on the damage done. Range 30'. Reflexes save.
Apprentice: damage increase to 4d6.
Adept: damage increases to 6d6
Expert: damage increases to 8d6
Master: damage increases to 10d6, functions as Disintegrate.

Force/blade skill points: At 1st, 2nd and every two levels there after, you will, gain four points, you can put these point into what ever you want assuming you have the required mastery level.

Mastery: This is the first mastery level you get. At each mastery level you can get those of your level and lower. The levels are Novice, Apprentice, Adept, Expert, and Master.

Force resistance: At 7th level and every 6 levels there after, you gain a +2 bonus on saves and checks to resist Force abilities. This goes up by an additional +2 at 13th and 19th.


Wow. Just too many special abilities. And they are all considered EX? So basically no stopping any of this from happening. Like even if the Saber was Paralyzed they would still keep doing force skills? Doesn't seem to be a good idea to be honest.

Look at Kinetisist and follow its template. Break skills into basic and advanced. Basic skills are prerequisites for advanced. Basic powers should have a version where it takes zero resources to do something minor, and pool points to do something bigger. Advanced abilities could be a mix of free, cost pool points, or even discount basic abilities or give new options on basic abilities.

Every power needs a duration and probably a save. Force Grapple is worthless if I spend points each round. 1 round/point to grapple, 2 more points to pin, or 4 if I want to make them helpless? If it lasts for 1 round then its too expensive, if its lasts for level rounds its probably too cheap!

Force drain without any way to save vs the effect is way over powered. Mage walks up and does Touch of Fatigue, Saber follows up to make them exhausted and then unconscious in 2 rounds. Or the high level combo of Wave of Exhaustion followed up by Force Drain. Open up the range, but cap out the max effect.

By the time others are throwing around 9th level spells the Saber here is still waiting to get his uber powerful abilities. Honestly, its too powerful but also meaningless getting them at 20. Rebalance everything so you get the end abilities a lot sooner, like within 8 levels of when you first chose the ability. This means the powers automatically get more powerful as you level and you don't go from novice to master in 1 level.

All in all, this feels like a horribly over-complicated mistake. My suggestion would be to start with the kenitisist and come up with an archatype...though I feel that Kinetic Knight already is that archatype.


You should put this in Homebrew, using spoilers.

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