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After a long time, I'm starting a new group, this time where they are all new players that never played any RPG before.
So I choosed to start playing using Beginner Box.
One of players want to be a "Jedi-like" character. I told him this is not so easy to achieve, but I want to try to convert a telekineticist class for beginner box for him.
Can you help me with this conversion? Thanks
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Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies.
Place your best score in Constitution; place your next best score in Dexterity.
1ST Level Class Name Class Features
F Write these numbers in the Class boxes of Section F:
Fortitude Save +2
Reflex Save +2
Will Save +0
Hit Points 8 + CON
Attack Bonus +0
Skill Ranks 4 + INT
D Mark these class skills in Section D of your character sheet: Acrobatic, Heal, Perception and Stealth
E ARMOR AND WEAPONS
In Section E of your character sheet, check off simple weapon and light armor.
F CHOOSE YOUR ELEMENT
Select one of the five following elements and write it down in Section F of your character sheet. Note that this choice cannot be
changed later. Your element grants you additional skills and other abilities; record all these in the appropriate sections of your character sheet.
The elements are aether, air, earth, fire or water.
Kineticists who focus on the element of aether are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
D Class Skill: Mark Disable Device in Section D of your character sheet.
F BASE TELEKINESIS
While concentrating you can lift and move an object from a distance up to 30 feet. You can move the object 15 feet as a move action. If you move it out of range, the effect ends. You cannot use this power to move an item held or worn by another creature. Additionally, you can create a container of entwined strands of aether in order to hold liquids. You can dip the container to pick up or drop a liquid as a move action. You can also use Disable Device to remotely disarm trap, open or close locks and simple mechanical devices.
F TELEKINETIC BLAST
As a standard action, you can throw a nearby unattended object at a single target up to a range of 30 feet. If you hit, you inflict 1d6+1+CON points of damage.
J STARTING WEALTH
Kineticists start with 35 GP to purchase initial armor, weapons and equipment.
You are done with 1st-Level Class Name. Turn to Page 32 of the Hero’s Handbook.