Jedi - Pathfinder Class

December 20, 2016 | Author: Thorjn | Category: N/A
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Short Description

This is all the information you need in order to successfully make a Jedi in the Pathfinder RPG system...

Description

The Jedi The Jedi are a small group of psionic-like warrior monks that focus on the balance and protection of the universe. They prefer diplomacy over battle, but can fight when the situation calls for it. Certain Jedi have been known to be a general in an army, a leader of a small boarding party, or a diplomat to settle a treaty between two kings. They channel a power that they call “The Force” in order to enhance their own bodies, modify the world around them, or manipulate elements.

Prerequisites: A Jedi must be taught by another force wielder, a Holocron (artifact), or some other way that is not self-taught. After first level, a Jedi may progress without aid. Must have the Force Sensitive trait Alignment: Any Hit Die: d8 Starting wealth: 3d6 x 10gp (105 gp) Class skills: Acrobatics (dex) Climb (str) Craft (lightsaber) (Int) Diplomacy (cha) Knowledge (Force, History, Nobility) (int) Linguistics (int) Perception (wis) Profession (wis) Ride (Dex) Sense Motive (wis) Spellcraft (Int) Stealth (dex) Swim (str) Skill Ranks/level: 4 + Int modifier

Level BAB

Fort Ref Sav Save e

Will Special Save

Force pool Points

Force powers known 0

1

2

3

4

5

6

7

1st

+1

+1

+2

+2

Force pool, Force combat, Force Path, Force Powers

1d6+Wis mod

3

1













2nd

+2

+1

+3

+3

Lightsaber Form

+1d6+Wis

4

2













3rd

+3

+1

+3

+3

Bonus Feat

+1d6+Wis

4

3













4th

+4

+2

+4

+4

Movement Speed +1d6+Wis +10 feet

4

3

1











5th

+5

+2

+4

+4

Evasion, Flurry

+1d8+Wis

4

4

2











6th

+6/+1

+2

+5

+5

Lightsaber Form, Bonus Feat

+1d8+Wis

5

4

3

1









7th

+7/+2

+3

+5

+5

Canny Defense

+1d8+Wis

5

4

3

2









8th

+8/+3

+3

+6

+6

Parry

+1d8+Wis

5

4

4

3









9th

+9/+4

+3

+6

+6

Bonus Feat

+1d8+Wis

6

5

4

4

1







10th

+10/+5

+4

+7

+7

Lightsaber Form, Flurry

+1d10+ Wis +Int

7

5

4

4

2







11th

+11/+6/+1

+4

+7

+7

Improved Evasion +1d10+Wis +Int

7

5

4

4

3

1





12th

+12/+7/+2

+4

+8

+8

Bonus Feat, +1d10+Wis Movement Speed +Int +20 feet

7

5

5

5

3

1





13th

+13/+8/+3

+5

+8

+8

--

7

6

5

5

4

2





+1d10+Wis +Int

14th

+14/+9/+4

+5

+9

+9

Lightsaber Form

+1d10+Wis +Int

7

6

6

5

4

2

1



15th

+15/+10/+5

+5

+9

+9

Bonus Feat, Flurry

+2d6+Wis +Int

8

6

6

5

4

3

2



16th

+16/+11/+6/+1

+6

+10

+10

Defensive Roll

+2d6+Wis +Int

8

6

6

6

5

4

3



17th

+17/+12/+7/+2

+6

+10

+10

--

+2d6+Wis +Int

8

6

6

6

5

5

4



18th

+18/+13/+8/+3

+7

+11

+11

Lightsaber Form, Bonus Feat

+2d6+Wis +Int

8

7

6

6

6

6

5

1

19th

+19/+14/+9/+4

+7

+11

+11

Force Critical

+2d6+Wis +Int

8

7

7

6

6

6

6

2

20th

+20/+15/+10/+5

+8

+12

+12

Jedi Master, +1d20+Wis Movement Speed +Int +30 feet, Flurry

8

7

7

7

6

6

6

3

Class Features Weapon and Armor Proficiency: A Jedi is proficient with simple weapons, Lightsabers, and light armor.  Force pool:  The force pool allows you to use your force powers. If you reach 0 force points in your pool, you cannot use any force powers and you are Exhausted.  Your force pool replenishes after 8 hours of rest or meditation. These hours do not have to be consecutive.  Force Combat:  A Jedi can use force abilities while wielding a lightsaber.  If a Jedi is using a non-lightsaber weapon, one hand must be free to use force powers  Instant cast powers do not provoke attacks of opportunity.  Force Path:  The side of the Force you pick. Light, Neutral, Dark. If you pick light or dark, the cost of the opposite alignment costs 3 times the force points to use and neutral costs normal. If you pick Neutral, both light and dark cost 2 times the force points to use. If your life choices do not reflect your current Side of force, your GM may choose to shift your Side of force for you. (Should be in line with your standard Alignment. Ex. A neutral evil character might choose the neutral side of the force, but will not pick the light side of the force. Likewise, a Lawful Good character will most likely pick the Light side of the force, but will never pick the dark side of the force.)  (Author’s note: This is really only relevant to the good vs. evil of the standard alignment chart. I personally see no reason why a light side character couldn’t be lawful or chaotic good and a dark side character couldn’t be lawful or chaotic evil.)

 Force powers:  All Force powers (Regardless of magical or psionic origins) are treated as force powers and cannot be Modified with metamagic and metapsionic feats. Metaforce Feats can be used for a multiplication of base cost. Example: A Maximized Force power would cost 4 times the force points than the base cost of the power being maximized. Maximized burning hands, originally 2 force points, would cost 8 points.  Standard concentration checks. The DC is determined by this table This Table  A Jedi cannot use force powers in heavy armor  You gain a number of bonus powers according to the Ability Score Spell Modifier thingy table (based on wisdom)  When you learn new powers, you may choose a power from a lower level instead of highest level you can use  Force abilities have no verbal, somatic, or material components, nor have an XP cost (even if the equivalent power has an XP cost). The user activates them mentally.  Force powers are subject to Power Resistance (Which is equal to spell resistance)  List of powers is further down.  Lightsaber Form:  These bonuses are only active when using a lightsaber.  You lose these bonuses if you lose your dex bonus  Any known styles may be switched between as a move action  Starting at level two, and every 4 levels after, you may pick a lightsaber form, if you meet the prerequisites:  Form I (padawan): Shii-Cho, Form III (padawan): Soresu, Form VI (padawan): Niman  At level 6, you may add the following to the list of available forms:  Form II (padawan): Makashi, Form IV (padawan): Ataru, Form I (Knight): Shii-Cho, Form III (Knight): Soresu, Form VI (Knight): Niman,  At Level 10, you may add the following to the list of available forms:  Form V (padawan): Shien / Djem So, Form VII (padawan): Juyo, Form II (Knight): Makashi, Form IV (knight): Ataru, Form I (Master): Shii-Cho, Form III (Master): Soresu, Form VI (Master): Niman  At Level 14, you may add the following to the list of available forms:  Form V (Knight): Shien / Djem So, Form VII (Knight): Juyo, Form II (Master): Makashi, Form IV (Master): Ataru,  At Level 18, you may add the following to the list of available forms:  Form V (Master): Shien / Djem So, Form V (Master): Shien / Djem So  (Author’s note: any of these should work for any type of lightsaber you pick, double bladed and duel wielding included. Just add the standard buffs, penalties and extra attacks normally brought on by those styles)  Bonus feat:  Starting at 3rd level Every 3 levels after, you may pick a feat from the following list:  Blind-Fight, Dodge, Enlarge Power, Improved Initiative, Improved Two-Weapon Fighting, Merciful Power, Power Attack, Reach Power, Spring Attack, Step up, Two-Weapon Defense, Two-Weapon Fighting, Quick Draw, Weapon Finesse, Weapon Focus  At level 9 you may add the following feats to the list:



Agile Maneuvers, Cleave, Concussive Power, Greater Two-Weapon Fighting, Improved BlindFight, Intensified Power, Lightsaber Finesse, Mobility, Side Step and strike, Sundering Strike, Weapon Specialization  At level 15, you may add the following feats to the list:  Great Cleave, Greater Blind-Fight, Greater Weapon Specialization, Landing Roll, Maximize Power, Quicken Power  Movement speed:  Starting at 4th level and every 8 levels after, your base speed increases by 10 feet for +30 at 20th level  Evasion:  Cost: 4 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used in surprise round, even if you are not in it.  At 5th level or higher, a Jedi can avoid damage from many area-effect attacks. If a Jedi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Jedi is wearing light armor or no armor. A helpless Jedi does not gain the benefit of evasion.  Flurry: (tl;dr 1 attack = 4 force points)  At 5th level, and every 5 levels after, when attacking as a full round action, a Jedi may spend force points to increase the number of attacks. Use your highest attack bonuses for these attacks. At 5th level, four points may be spent for one additional attack (at highest attack bonus). At 10th level, up to eight force points may be spent two gain two attacks (at two highest attack bonuses), Etc. Up to 4 extra attacks at level 20.  These attacks happen after normal attacks.  If, for some reason, you cannot use a full round action to attack (or magical restrictions to your number of attacks), you cannot use flurry (this can be used at level 5, even though you only have one attack).  If the remaining attacks somehow fail (like due the result of a swift action), the attacks are lost but the points are still spent.  Example: A level 15 Jedi has a BAB of +15/+10/+5. Let’s say the Jedi has no modifiers to increase these bonuses. The Jedi chooses to spend 8 force points to give them two extra attacks. The attacks would go in the order of +15/+10/+5/+15/+10.  Canny Defense:  When wearing light or no armor and not using a shield, a Jedi adds 1 point of Intelligence bonus (if any) per Jedi class level to her Dexterity bonus to modify Armor Class while wielding a lightsaber. If a Jedi is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.  Parry:  At 8nd level, a Jedi learns to parry the attacks of other creatures, causing them to miss. Whenever the Jedi takes a full attack action with their Lightsaber, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the Jedi makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the Jedi, the Jedi takes a –4 penalty

on her attack roll. The Jedi also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The Jedi must declare the use of this ability after the attack is announced, but before the roll is made.  Improved Evasion:  Cost: 8 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used in surprise round, even if you are not in it.  This works like evasion, except that while the Jedi still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Jedi does not gain the benefit of improved evasion.  Defensive Roll:  At 16th level A Jedi gains Defensive Roll. With this ability, the Jedi can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Jedi can attempt to roll with the damage. To use this ability, the Jedi must attempt a Reflex saving throw (DC = ½ damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Jedi’s evasion ability does not apply to the defensive roll.  Force Critical  At 19th level, whenever a Jedi successfully confirms a critical hit, he can use a force power that has a casting time of one standard action or less as a swift action. The power must include the target of the attack as one of its targets or in its area of effect. Using the power does not provoke an attack of opportunity. The caster must still meet all requirements to use the force power.  Jedi Master  At 20th level, a Jedi may use two lightsaber forms and gain the benefits and the drawbacks of each. (Kinda stupid, I know, but I couldn’t think of anything else)  Ex-Jedi  Ex-Jedi, or fallen Jedi, retains all force powers and abilities, the cost of each force power changes to reflect your current alignment. An ex-Jedi does not have to fall from the light side of the force, just as a neutral aligned Jedi is not necessarily a fallen Jedi. A fallen Jedi is no longer affiliated with the Jedi Council and is marked for punishment (if neutral) or execution (if dark). If you go against the council’s orders, and you are still light, you could be exiled. If an exiled Jedi tries to return to the monastery, it is possible that she will be attacked on sight, ignored, or welcomed, depending on the situation or the circumstances of your exile.

 Favored Class Bonus:  Aasimar – Gain +1/3 will save against going to the dark side  Elves – ¼ level 1 power  Goblin – Be a BAMF like Yoda (no in game bonuses except flavor)  Half-Elves – Pick either the Elves’ or the Human’s bonus  Halfling – Can use any level 1 or lower force power for free 1/3 times/day  Human – Gain 1 additional Force Point  Traits:  Force Sensitive – Force Trait – Gain a force pool with 2 force points and can learn one level 0 power  Deceptive Diplomat – Force Trait – Gain Bluff as a class skill

Lightsaber Forms  Form I (padawan): Shii-Cho  Prerequisites: Jedi Level 2  +1 on damage rolls  +1 to AC when being flanked  +1 to AC against attacks of Opportunity  -2 to AC against lightsaber  -2 to saving throw against all magic, force, and psionic (force)  Form I (Knight): Shii-Cho  Prerequisite: Form I (padawan), level 6  +2 on damage rolls  +2 to AC when being flanked  +1 to AC against attacks of Opportunity  -2 to AC against lightsaber  -3 to saving throw against all magic, force, and psionic (force)  Form I (Master): Shii-Cho  Prerequisite: Form I (Knight), level 10  +3 on damage rolls  +4 to AC when being flanked  +2 to AC against attacks of Opportunity  -4 to saving throw against all magic, force, and psionic (force)

 Form II (padawan): Makashi  Prerequisites: Jedi Level 6  Gain Weapon Finesse as a bonus feat with lightsaber only  +1 to hit and damage when not being flanked  -2 AC against Ranged Weapons  -2 AC  +1 to saving throw against all magic, force and psionic (force)  Form II (Knight): Makashi  Prerequisite: Form II (padawan), level 10  Gain weapon Finesse as a bonus feat with lightsaber only  +4 to hit and damage when not being flanked  -2 AC against Ranged Weapons  -3 AC  +2 to saving throw against all magic, force and psionic (force)

 Form II (Master): Makashi  Prerequisite: Form II (Knight), level 14  Gain weapon Finesse as a bonus feat with lightsaber only  Gain Lightsaber Finesse as a bonus feat  +6 to hit and damage when not being flanked  -2 AC against Ranged Weapons  -4 AC  +4 to saving throw against all magic, force and psionic (force)

 Form III (padawan): Soresu  Prerequisites: Jedi Level 2  +4 AC  -6 to hit  Only one attack/round  Can’t use flurry  Form III (Knight): Soresu  Prerequisite: Form III (padawan), level 6  Gain Deflect Arrows Feat, as the Duelist feat 

   

Gain Combat Expertise +6 AC

-8 to hit Only one attack/round Can’t use flurry

 Form III (Master): Soresu  Prerequisite: Form III (Knight), level 10  Gain Deflect Arrows Feat, as the Duelist feat 

   

Gain Combat Expertise +10 AC

-8 to hit Only two attacks/round Can’t use flurry

 Form IV (padawan): Ataru  Prerequisites: Jedi Level 6  +1 Dodge AC  -3 AC if Flanked  -2 AC against ranged weapons  As a full round action, attack twice with a 5 foot step in between, up to your total number of attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you may attack once, take a five foot step, then attack twice)  you may take an additional 5 foot step per round  As a swift action, you can spend 2 force point to raise dodge AC bonus by +2 for number of rounds = to half your Jedi level  Critical threat range increased by 1. This is added after other bonuses  Form IV (knight): Ataru  Prerequisite: Form IV (padawan), level 10  +2 Dodge AC  -3 AC if Flanked  -3 AC against ranged weapons  As a full round action, attack twice with a 5 foot step in between, up to your total number of attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you may attack once, take a five foot step, then attack twice)  you may take an additional 5 foot step per round  Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your Jedi level  Critical threat range increased by 1. This is added after other bonuses  Form IV (Master): Ataru  Prerequisite: Form IV (Knight), level 14  +4 Dodge AC  -4 AC if flanked  -4 AC against ranged weapons  As a full round action, attack twice with a 5 foot step in between, up to your total number of attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you may attack once, take a five foot step, then attack twice)  you may take two additional 5 foot step actions per round  Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your Jedi level. This stacks with other dodge bonuses.  Critical threat range increased by 2. This is added after other bonuses

 Form V (padawan): Shien / Djem So  Prerequisites: Jedi Level 10  -2 to fort saves  -4 AC  +2 deflection AC against ranged weapons  Weapon Finesse with Lightsaber  +1 to hit if flanked (stacks if flanked multiple times)  +4 to damage rolls  Form V (Knight): Shien / Djem So  Prerequisite: Form V (padawan), level 14  -2 to fort saves  -2 AC  +4 deflection to AC against ranged weapons  Weapon Finesse with Lightsaber  +2 to hit if flanked (stacks if flanked multiple times)  +4 to damage rolls  Form V (Master): Shien / Djem So  Prerequisite: Form V (Knight), level 18  -2 to fort saves  +6 deflection to AC against ranged weapons  Weapon Finesse with Lightsaber  -4 AC If only one opponent is in your threat range  +2 AC if in more than 1 opponent’s threat range  +4 to hit if flanked (stacks if flanked multiple times)  +6 to damage rolls  +1 attack/round

 Form VI (padawan): Niman  Prerequisites: Jedi Level 2  No Bonuses or Penalties  Form VI (Knight): Niman  Prerequisite: Form VI (padawan), level 6  +2 Deflection AC  +4 Force Points  Form VI (Master): Niman  Prerequisite: Form VI (Knight), level 10  +4 Deflection AC  +12 Force Points

 Form VII (padawan): Juyo  Prerequisites: Jedi Level 10  -6 AC  -4 to will saving throws  +2 to reflex  +1 attack/round at lowest attack bonus (stacks with flurry)  +2 damage/hit  Crit Range +1 (added after abilities like keen and improved critical)  +1 on critical confirms  If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to Dark side (Will save is made after battle is over)  Form VII (Knight): Juyo  Prerequisite: Form VII (Padawan), level 14  -6 AC  -4 to will saving throws  +4 to reflex  +1 attacks/round at last two attack bonuses (stacks with flurry)  +4 damage/hit  +4 to hit/hit  Crit Range +2 (added after abilities like keen and improved critical)  +2 on critical confirms  If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to Dark side (Will save is made after battle is over)  Form VII (Master): Juyo  Prerequisite: Form VII (Knight), level 18  -6 AC  -4 to will saving throws  +6 to reflex  +2 attacks/round at last three attack bonuses (stacks with flurry)  +6 damage/hit  +6 to hit/hit  Crit Range +2 (added after abilities like keen and improved critical)  +4 on critical confirms  If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to Dark side (Will save is made after battle is over)

The Lightsaber  Lightsabers come in three different kinds, practically all colors, the blade is indestructible, and each hilt is unique. Lightsabers are treated as light weapons  Lightsaber (longsword)  Has a hilt about the same length as your hand. The entire length is roughly the size of a standard longsword.  Lightsaber (bastard)  Has a longer hilt than the longsword and can easily be wielded in one or two hands.  Lightsaber (double)  Must be wielded in both hands. If attempting to wield in your main hand, you take a -4 to hit and damage. If attempting to wield in off hand, you take a -8 to hit and damage and have a 20% chance of hitting yourself when attacking.  Any character not proficient with the Lightsaber has a 25% of hitting themselves with each attack in addition to the normal penalties.  A Lightsaber hilt may be built using the standard rules for craft (Here) DC 15  This just makes the hilt. You still have to buy the gem and imbue it.

Lightsaber

Cost

Weight

Type

Special

Longsword

90

3

S or P

Lightsaber’s damage and Crit information is determined by the gem used inside of it

Bastard sword

150

5

S or P

Lightsaber’s damage and Crit information is determined by the gem used inside of it

Double Bladed

300

8

S or P

Lightsaber’s damage and Crit information is determined by the gem used inside of it

 A Lightsaber may be built out of Adamantine, Bronze, Cold iron, Elysian Bronze, Fireforged steel, Frost-forged steel, Gold, Living Steel or Mithral, with the normal price adjustment.  These materials do not affect the blade or the damage done in any way. The materials just affect the hardness of the hilt

 A Lightsaber’s base damage is determined by the quality of gem in it. (no, double sided need only one gem)  To change a gem in a Lightsaber, a DC 16 craft check (with proper tools, this is reduced to DC 12) is needed. If failed, the Lightsaber is flawed and deals the damage of a onestep lower quality gem. In addition, any attack rolls of natural 1 switch the faulty saber off for 1d3 rounds.  Gems and what they do: Medium damage. For small or large lightsaber, go in this order.  Low quality (10gp) 1d4+str, 20/x2  Semi-precious (50gp) 1d6+str, 20/x2  Medium quality (100gp) 1d8+str, 20/x3 - ignores the first 5 points of hardness  High quality (500gp) 1d10+str, 19-20/x3 - bypass DR 2 , ignore the first 5 points of hardness, treated as magic weapon for purposes of overcoming DR  Jewel (1000gp) 2d6+str, 18-20/x3 - bypass DR 2, Ignores 10 points of hardness, treated as magic, cold iron and silver for purposes of overcoming DR  Grand jewel (5000gp) 4d4+str, 18-20/x4 - bypass DR 5, Ignores 10 points of hardness, treated as magic, cold iron, silver and good or evil (depending on what your side of the force was during the imbuing) for purposes of overcoming DR  For a gem to be used, you must imbue a number of your force points into the gem. This takes longer and more force points the stronger the gem.  If a check is failed, ½ of the required force points are spent, rounded up, and may be attempted again after 12 hours and an 8 hours rest. The gem is not destroyed, until the 3rd fail, in which the gem explodes, causing you 5d4 piercing damage. Gem Low Quality Semi-Precious Medium Quality High Quality Jewel Grand Jewel

Time (Concentration checks) 5 minutes (1, DC 7 in quiet) 20 minutes (2, DC 10 in quite) 1 Hour (3, DC 12 in quiet) 4 Hours (4, DC 15 in quiet) 6 Hours (5, DC 18 in quiet) 12 Hours (6, DC 20 in quiet)

Force points spent 4 14 29 47 71 106

 (DM Optional - A Lightsaber’s color is determined by the color of the gem used in it, otherwise, let the player choose)  (DM/Author Notes-The number of force points were calculated roughly for levels 1, 3, 6, 9, 12, and 16, in that order, meaning that should be roughly when they can use that gem in their Lightsaber. 1 Low quality gem should be given at character creation and ready to use. Level 1 was calculated for the purposes of the player wanting to dual wield, have a second Lightsaber, or something along those lines at first level. Of course, A Jedi of any level could use any tier gem, as long as they get the gem/Lightsaber from a much stronger Jedi who has already imbued)

 A jewel can be given enhancement bonus and special abilities  The following armor materials have the following effects against a lightsaber.  Adamantine  Shorts out the lightsaber. Deals 1d3+str. The lightsaber turns off and cannot be turned on again for 1d4+1 rounds  Can get a special gem (or maybe just a grand jewel) to ignore the shorting out, in which the lightsaber would deal damage normally against the subject. The wearer still receives any DR due to armor. (Lightsaber does not bypass any DR from armor made of adamantine nor does it ignore any hardness)  Dragonhide  A person wearing dragon hide adds only ½ of his armor bonus to his AC against a lightsaber with a high quality or better gem or none at Grand jewel quality  Mithral  A person wearing Mithral adds only ½ of his armor bonus to his AC against a lightsaber with a high quality or better gem or none at Grand jewel quality  Steel/leather  A person in normal steel/leather armor adds only ½ their armor bonus to his AC against a lightsaber with a medium quality or better gem or none at Jewel quality.  Natural armor (this one was tricky to figure out, so any opinions are welcome)  Creatures with Natural Armor add only ½ their armor bonus to their AC against a lightsaber with a High Quality or better gem.

Jedi Powers 0-Level Jedi Powers Power Name

Alignment

Cost Description

Breeze

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration 1 hour (D) Saving Throw Will negates (harmless); Spell Resistance yes Casting Time 1 standard action You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This power does not function without air or underwater.

Daze

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature of 4 HD or less Duration 1 round Saving Throw Will negates; Spell Resistance yes This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this power, it is immune to the effects of this power for 1 minute.

Detect Force

Neutral

1

Casting Time 1 standard action Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no You detect Force auras. A Force aura is given off by any active or permanent power, or during the use of any Force feat. Characters who have levels in a Force class, the Force Sensitive trait, and creatures with the Force subtype possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject. 1st Round: Presence or absence of Force auras. 2nd Round: Number of different Force auras and the strength of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Force) checks to determine the Alignment of each aura. (Make one check per aura; DC 15 + power level) If the aura emanates from a Force item, you can attempt to identify its properties (see Spellcraft).

Ghost Sound

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound power produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image power. Hinder

Dark

1

Casting Time 1 standard action Range: 30 ft. Target: 1 living creature Duration: 1 minute or until discharged; see text Saving Throw: none; Spell Resistance: yes If you make a successful ranged touch attack against the target, it takes a -1 penalty on the next attack roll, saving throw, or skill check. You must choose which type of roll the penalty applies to at the time you use this power. If the target does not make that type of roll before the power ends, it has no effect.

Induce Pain

Dark

2

Casting Time: 1 standard action Range: 30 ft. Target: 1 living creature Duration: instantaneous Saving Throw: none; Spell Resistance: yes You attempt to cause a creature to feel pain. If you make a successful ranged touch attack at the target, it takes 1d3 points of damage.

Know Direction

Neutral

1

Casting Time 1 standard action Range personal Target you Duration instantaneous When you cast this power, you instantly know the direction of north from your current position. The power is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Mage Hand

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one non-magical, unattended object weighing up to 5 lbs. Duration concentration Saving Throw none; Spell Resistance no You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object ever exceeds the power's range.

Missive

Neutral

1

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature Effect Mental message delivered to subject Duration Instantaneous Saving Throw None; Spell Resistance Yes You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.

Natural Healing

Light

2

Casting Time 1 standard action Range Personal Target You Duration Instantaneous You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.

Open/Close

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target object weighing up to 30 lbs. or portal that can be opened or closed Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the power fails. In addition, the power can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this power's ability to affect.

Precognition, Defensive

Neutral

2

Casting Time 1 standard action; Range Personal Target You Duration 1 min./level (D) Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.

Precognition, Offensive

Neutral

2

Casting Time 1 standard action Range Personal Target You Duration 1 min./level (D) Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.

Prescience, Offensive

Neutral

2

Casting Time 1 standard action Range Personal Target You Duration 1 min./level (D) Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.

Light

1

Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target or Area: One creature, one object, or a 5-ft. cube

Sense Poison

Duration: instantaneous Saving Throw: None; Spell Resistance: No You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Sicken Body

Spark

Telempathic Projection

Dark

2

Casting Time: 1 standard action Range: 30 ft. Target: 1 living creature Duration: 1 round Saving Throw: Will negates; Spell Resistance: yes You cause the target to be sickened until the start of your next turn unless the creature makes a successful Will save.

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one Fine object Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object) You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Light

1

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One creature Duration 1 min./level Saving Throw Will negates; Spell Resistance Yes You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

1st-Level Jedi Powers Power Name Alter Winds

Alignment Neutral

Cost Description 1

Casting Time 1 minute Range touch Area immobile 10-ft.-radius emanation Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes You subtly enhance or diminish the effects of natural winds within the power's area, which is an immobile emanation around a point touched by you as the power is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this power is based on your caster level, as shown on the table

below. Alter winds has no effect on magical wind effects. Caster Level Wind Force 1st-3rd Light 4th-9th Moderate 10th-15th Strong 16th or higher Severe Broker

Light

2

Casting Time One swift action Range Personal Target You Duration One Diplomacy check within 1 round/level You gain temporary, intuitive insight into dealing equitably with others. Your next Diplomacy check gains a +2 insight bonus.

Burning Hands

Neutral

2

Casting Time 1 standard action Range 15 ft. Area cone-shaped burst Duration instantaneous Saving Throw Reflex half; Spell Resistance yes Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Catfall

Neutral

2

Casting Time 1 immediate action Range Personal Target You Duration Until landing or 1 round/ level You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 50 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t your turn.

Cause Fear

Dark

3

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one living creature with 5 or fewer HD Duration 1d4 rounds or 1 round; see text Saving Throw Will partial; Spell Resistance yes The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

Charm Person

Light

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The power does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the power. You must speak the person's language to communicate your commands, or else be good at pantomiming. Conceal Thoughts

Neutral

1

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One willing creature Duration 1 hour/level Saving Throw Will negates (harmless); Spell Resistance Yes (harmless) You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

Control Flames

Neutral

2

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./level) Area One non-magical fire source; see text Duration Concentration, up to 1 min./level Saving Throw See text; Spell Resistance No You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your Caster level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25. This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses. Jedi Level

Fire Size

Example

Maximum Damage per Round

Space

1st-2nd

Fine

Tindertwig

1

1 foot square

3rd-4th

Diminutive

Torch

1d3

1 foot square

5th-6th

Tiny

Small campfire

1d6

1 foot square

7th-8th

Small

Large campfire

2d6

1 foot square

9th-10th

Medium

Forge

3d6

1 foot square

11th-12th

Large

Bonfire

4d6

2-by-2-foot square

13th-14th

Huge

Burning shack

5d6

3-by-3-foot square

15th-16th

Gargantuan

Burning tavern

6d6

4-by-4-foot square

17th or higher

Colossal

Burning inn

7d6

5-by-5-foot square

An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your key ability modifier). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table). At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first). Cure light wounds

Light

3

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous When laying your hand upon a living creature, you channel the force to knit wounds. Cures 1d8 points of damage +1 point per caster level (maximum +5). This cannot harm undead, as it is not holy magic or positive energy.

Deceleration

Dark

2

Casting Time 1 standard action Range Close (25 ft. + 5 ft./level) Target One Medium or smaller creature Duration 1 min./level Saving Throw Reflex negates; Spell Resistance Yes You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.

Demoralize

Neutral

1

Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius spread centered on you Duration 1 min./level Saving Throw Will negates; Spell Resistance Yes You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

Distract

Neutral

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration concentration, up to 1 min./level (D) Saving Throw Will negates; Spell Resistance Yes You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Perception and Sense Motive checks at a –4 penalty.

Doom

Dark

3

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Target one living creature Duration 1 min./level Saving Throw Will negates; Spell Resistance yes This power fills a single subject with a feeling of horrible dread that causes it to become shaken.

Empty Mind

Light

1

Casting Time 1 immediate action Range Personal Target You Duration 1 round You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action.

Energy Ray

Neutral

1

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Effect Ray Duration Instantaneous Saving Throw None; Spell Resistance Yes You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold A ray of this energy type deals +1 point of damage per die. Electricity Creating a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on Caster level checks for the purpose of overcoming Spell Resistance. Fire A ray of this energy type deals +1 point of damage per die.

Expeditious Excavation

Neutral

2

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area dirt in a 5-ft. cube Duration instantaneous Saving Throw see text; Spell Resistance no You can excavate and move earth, dust, and sand up to the size of a 5-foot cube.

If you are buried, you may open a 5-foot cube around yourself, but the power cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size. The earth excavated by this power is ordinarily distributed harmlessly across the power's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures. Expeditious Retreat

Neutral

1

Casting Time 1 standard action Range personal Target you Duration 1 min./level (D) This power increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this power affects your jumping distance (see the Acrobatics skill).

Far Hand

Neutral

1

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target A non-magical, unattended object weighing up to 5 lb. Duration Concentration, up to 1 min. Saving Throw None; Spell Resistance No You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.

Light

2

Casting Time 1 standard action Range Personal Target You Duration 1 min./level (D) You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

Fortify

Neutral

1

Casting Time One standard action Range Personal Target You Duration One minute/level You imbue yourself with psionic energy that protects you from harm, granting yourself a +2 resistance bonus on saves.

Hammer

Neutral

2

Casting Time 1 standard action Range Touch Targets Creature or creatures touched (see text) Duration Instantaneous Saving Throw None; Spell Resistance Yes

Force Screen

This power charges your touch with the force of a sledgehammer. Your melee touch attack deals 1d8 points of damage. This damage is not increased or decreased by your Strength modifier. Inertial Armor

Light

2

Casting Time 1 standard action Range Personal Target You Duration 1 hour/level (D) Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Inflict Light Wounds

Dark

2

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous Saving Throw Will half; Spell Resistance yes When laying your hand upon a creature, you channel the force to tear open wounds. Deals 1d8 points of damage + 1 point per caster level (maximum +5). This cannot heal undead, as it is not unholy magic or negative energy.

Neutral

1

Casting Time 1 minute Range Personal Target You Duration Instantaneous You generally know where you are. This power is useful to characters that end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.

Dark

2

Casting Time 1 swift action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round Saving Throw no; Spell Resistance yes Your litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to this power, the target cannot be the target of another power that has the word "litany" in the title.

Neutral

1

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance yes The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Know Direction and Location

Litany of Weakness

Jump

Mind Thrust

Dark

4

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration Instantaneous Saving Throw Will negates; Spell Resistance Yes You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Murderous Command

Dark

4

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Obscuring Mist

Dark

2

Casting Time 1 standard action Range 20 ft. Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) Saving Throw none; Spell Resistance no A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This power does not function underwater.

Returning Weapon

Neutral

2

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one weapon that can be thrown Duration 1 minute/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) For the duration of the power, the target weapon acts as if it had the returning weapon special ability.

Sanctuary

Light

2

Casting Time 1 standard action Range touch Target creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance no Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the

opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the power. Those not attempting to attack the subject remain unaffected. This power does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the power but may use nonattack powers or otherwise act. Shocking Grasp

Dark

2

Casting Time 1 standard action Range touch Target creature or object touched Duration instantaneous Saving Throw none; Spell Resistance yes Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Silent Image

Neutral

1

Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration concentration Saving Throw Will disbelief (if interacted with); Spell Resistance no This power creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

True Strike

Light

2

Casting Time 1 standard action Range personal Target you Duration see text You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Unbreakable Heart

Light

1

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect 1 creature Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The target creature gains a +4 morale bonus on saving throws against mindaffecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this power, that effect is suppressed for the duration of this power. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this power’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll. Calm emotions counters and dispels unbreakable heart.

2nd-Level Jedi Powers Power Name

Alignment

Cost

Animal Affinity

Neutral

2

Casting Time 1 standard action Range Personal Target You Duration 1 min./level You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.

Bear’s Endurance

Neutral

2

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes The affected creature gains greater vitality and stamina. The power grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Blur

Neutral

2

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the power's effect (though fighting an unseen opponent carries penalties of its own).

Light

3

Casting Time 1 round Range Personal Target You Duration Instantaneous You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount

Body Adjustment

Description

of nonlethal damage is also healed. Brow Gasher

Dark

3

Casting Time 1 standard action Range touch Area one slashing melee weapon touched Duration 1 round/level or until discharged Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this power as a free action to open a gash on the target’s forehead that deals bleed damage equal to half your caster level. At the start of each of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this power imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this power’s effects

Bull’s Strength

Neutral

2

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject becomes stronger. The power grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Burning Gaze

Dark

5

Casting Time 1 standard action Range personal Targets you Duration 1 round/level Saving Throw Fortitude negates (see text); Spell Resistance yes Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance. As a standard action as long as this power's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the power must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze. Note that this power does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.

Neutral

2

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes

Cat’s Grace

The transmuted creature becomes more graceful, agile, and coordinated. The power grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. Cloud Mind

Neutral

3

Casting Time 1 standard action Range Close (25 ft. +5 ft./2 levels) Target One creature Duration 1 min./level Saving Throw Will negates; Spell Resistance Yes You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects. First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blind sense, blind sight, scent, or tremor sense. It cannot pinpoint your location by any means. Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends. If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Control Sound

Neutral

2

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One sound or mixture of related sounds Duration Concentration, up to 1 min./level; see text Saving Throw None; Spell Resistance No You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion. You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and audiobased Perception checks. Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters non-magical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

Converse

Light

2

Casting Time 1 standard action Range Personal Target You Duration 1 min./level Saving Throw None; Spell Resistance No

Darkness

Dark

2

Casting Time 1 standard action

Range touch Target object touched Duration 1 min./level (D) Saving Throw none; Spell Resistance no This power causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This power has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher power level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the power's effect is blocked until the covering is removed. This power does not stack with itself. Darkness can be used to counter or dispel any light power of equal or lower power level. Defensive Shock

Neutral

4

Casting Time 1 standard action Range personal Target you Duration 1 minute/level or until discharged Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the attacker has spell resistance, it applies against this damage. Each time the power discharges, the number of damage dice it deals is halved (rounded down); when the power’s damage dice reach 0, the power ends.

Detect Hostile Intent

Light

2

Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius emanation centered on you Duration 10 min./level (D) Saving Throw None; Spell Resistance No While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mindaffecting powers. While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Empathic Condition Relief

Light

3

Manifestation Time: One standard action Range: touch Target: Creature touched Duration: instantaneous Saving Throw: Fort negates (harmless); Spell Resistance: Yes (harmless) You cleanse the subject's body of unhealthy influences and relieve 1d2+1

rounds' worth of debilitating conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed, confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition, but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds, using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds. You could manifest this power again to relieve the additional rounds of the specified debilitating conditions. Empathic Transfer

Light

2

Display Auditory and material Range Touch Target Willing creature touched Duration Instantaneous You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction. Finally, you can use this power to transfer up to 1 point of ability damage per Caster level from the target to yourself.

Energy Stun

Light

2

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Area 5-ft.-radius burst Duration Instantaneous Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes You release a powerful stroke of your active energy type (cold, electricity, fire, or sonic) that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round. Cold A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save. Electricity Casting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on Caster level checks for the purpose of overcoming Spell resistance. Fire A stroke of this energy type deals +1 point of damage per die. Sonic A stroke of this energy type deals –1 point of damage per die and ignores an object’s hardness.

Neutral

2

Casting Time 1 standard action

Fog Cloud

Range medium (100 ft. + 10 ft. level) Effect fog spreads in 20-ft. radius Duration 10 min./level Saving Throw none; Spell Resistance no A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The power does not function underwater. Force Push

Neutral

3

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes This power charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.

Fox's Cunning

Neutral

4

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes The target becomes smarter. The power grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this power do not gain any additional bonus powers for the increased Intelligence, but the save DCs for powers they cast while under this power's effect do increase. This power doesn't grant extra skill ranks.

Gust of Wind

Light

3

Casting Time 1 standard action Range 60 ft. Effect line-shaped gust of severe wind emanating out from you to the extreme of the range Duration 1 round Saving Throw Fortitude negates; Spell Resistance yes This power creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust of wind effect. This power can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Inflict Pain

Dark

3

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration 1 round/level Saving Throw Will partial; see text; Spell Resistance Yes You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty.

Levitate

Neutral

2

Casting Time 1 standard action Range personal or close (25 ft. + 5 ft./2 levels) Target you or one willing creature or one object (total weight up to 100 lbs./level) Duration 1 min./level (D) Saving Throw none; Spell Resistance no Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

Mental Disruption

Neutral

2

Casting Time 1 standard action Range 10 ft. Area 10-ft.-radius spread centered on you Duration Instantaneous Saving Throw Will negates; Spell Resistance Yes You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.

Dark

5

Casting Time 1 standard action Range Personal

Metamorph osis, Minor

Target You Duration 1 min/level You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks. If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks. In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A. Enhancement Menu A  +2 enhancement bonus to Strength  +2 enhancement bonus to Dexterity  +2 enhancement bonus to Constitution  Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc.). This effect does not stack with other effects that increase your size.  Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc.). This effect does not stack with other effects that decrease your size.  Increase your base land speed by 10 feet. Abilities Menu A  You gain 5 temporary hit points.  You gain the Cleave feat.  You gain the Improved Trip feat.  You gain a +1 natural armor bonus.  You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).  You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, and Electricity.  You gain a swim speed of 20 feet.  You gain a climb speed of 20 feet.  You gain a burrow speed of 15 feet. Missive, Mass

Neutral

3

Casting Time 1 standard action Range Long (400 ft. + 40 ft./level) Targets All creatures in a 400 ft. + 40 ft./level radius centered on you; see text Effect Mental message delivered to subjects Duration Instantaneous Saving Throw Will negates (harmless); Spell Resistance Yes (harmless) You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a oneway exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables.

Pilfering Hand

Neutral

2

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)

Target one object Duration see text Saving Throw none; Spell Resistance yes (object) You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends. Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this power might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it. Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This power lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the power ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt. Pyrotechnic s

Recall Agony

Neutral

2

Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Target one fire source, up to a 20-ft. cube Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Saving Throw Will negates or Fortitude negates; see text; Spell Resistance yes or no; see text Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The power uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a firebased creature used as a source takes 1 point of damage per caster level. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Dark

4

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One creature Duration Instantaneous

Saving Throw Will half; Spell Resistance Yes The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present. Resist Toxin

Neutral

2

Casting Time: 1 standard action Range: personal Target: you Duration: 1 hr./level. You become temporarily immune to poison. Any poison in your system or any poison to which you are exposed during the power's duration does not affect you until the duration has expired. This does not cure any damage that poison may have already done. Augment: This power may be augmented in one of the following ways. 1. If you spend 2 additional power points, this power can instead cure all diseases from you are suffering. You must make a Casting level check (1d20 + Caster level) against the DC of each disease affecting you. Success means that the disease is cured. The power's duration changes to Instantaneous when using this augment option. This does not prevent reinfection after a new exposure to the same disease at a later date. 2. If you spend 4 additional power points, this power can instead detoxify any sort of venom in you. You must make a Caster level check (1d20 + Caster level) against the DC of each poison affecting you. Success means that the poison is neutralized. You suffer no additional effects from the neutralized poison, and any temporary effects are ended, but this does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. The power's duration changes to Instantaneous when using this augment option.

Scorching Ray

Neutral

3

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect one or more rays Duration instantaneous Saving Throw none; Spell Resistance yes You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Share Pain

Dark

4

Casting Time 1 standard action Range Touch; see text Targets You and one willing creature, or two willing creatures; see text Duration 1 hour/level (D) This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned.

If you and the subject move farther away from each other than close range, the power ends. You can manifest this power on two willing subjects, one of which you designate to share its damage with the other. Shatter

Neutral

3

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature Duration instantaneous Saving Throw Will negates (object);Will negates (object) or Fortitude half; see text; Spell Resistance yes Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature. Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the power. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

3rd-Level Jedi Powers Power Name Body Purification

Burst of Speed

Call Lightning

Alignmen t

Cost

Light

3

Casting Time 1 round Range Personal Target You Duration Instantaneous You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.

Neutral

3

Casting Time 1 swift action Range personal Target you Duration see text Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.

Light

4

Casting Time 1 round Range medium (100 ft. + 10 ft./level) Effect one or more 30-ft.-long vertical lines of lightning

Description

Duration 1 min./level Saving Throw Reflex half; Spell Resistance yes Immediately upon completion of the power, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the power's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the power) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt deals 3d10 points of electricity damage instead of 3d6. This power functions indoors or underground but not underwater. (Lightside due to it coming from nature, not conjuring it like the dark side power) Cloak of Winds

Danger Sense

Daylight

Light

4

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 minute/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.

Neutral

3

Casting Time 1 standard action Range Personal Target You Duration 1 hour/level (D) You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.

Light

4

Casting Time 1 standard action Range touch Target object touched Duration 10 min./level (D) Saving Throw none; Spell Resistance no You touch an object when you cast this power, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for

an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this power is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light. If daylight is cast on a small object that is then placed inside or under a lightproof covering, the power's effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. Displacement

Empathic Transfer, Hostile

Fireball

Neutral

3

Casting Time 1 standard action Range touch Target creature touched Duration 1 round/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject of this power appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.

Dark

5

Casting Time 1 standard action Range Touch Target Creature touched Duration Instantaneous Saving Throw Will half; Spell Resistance Yes. You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. The damage you transfer may not exceed the damage you currently have. You immediately regain hit points equal to the amount of damage you transfer. You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage. The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.

Neutral

6

Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Area 20-ft.-radius spread Duration instantaneous Saving Throw Reflex half; Spell Resistance yes A fireball power generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing

digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Force Burst

Neutral

4

Casting Time 1 standard action Range 40 ft. Area 40-ft-radius burst centered on you Duration Instantaneous Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes You create an explosion of unstable Force energy that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

Force Hook Charge

Neutral

3

Casting Time 1 standard action Range close (25 feet + 5 feet/2 levels) Target one creature or object within range and you Duration instantaneous Saving Throw none; Spell Resistance yes You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged touch attack against the target; if the touch attack succeeds, the target takes 1 point of force damage per caster level. Whether or not the touch attack hits, the force hook drags you in a straight line to a square adjacent to the target. This movement provokes attacks of opportunity as normal. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints. If your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, the power does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall. If you use this power with your spell combat class ability, you can make your melee attack from your starting position or your ending position.

Force Punch

Neutral

3

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes

This power charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, – 15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage. Haste

Neutral

3

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second power or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Heightened Vision

Neutral

3

Casting Time 1 standard action Range Personal Target You Duration 1 hour/level You increase your visual acuity, gaining the ability to see 60 feet even in total darkness. Your increased vision is black and white only but otherwise like normal sight.

Hustle

Neutral

3

Casting Time 1 swift action Range Personal Target You Effect 1 extra move action Duration Instantaneous You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.

Dark

6

Casting Time 1 standard action Range 120 ft. Area 120-ft. line Duration instantaneous

Lightning Bolt

Saving Throw Reflex half; Spell Resistance yes You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the power's range permits; otherwise, it stops at the barrier just as any other power effect does. Locate Weakness

Neutral

4

Casting Time 1 standard action Range personal Target you Duration 1 minute/level You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.

Mend Body

Light

3

Casting Time: 1 Standard Action Range: personal Target: you Duration: instantaneous You mend your own wounds, healing 3d8 points of damage.

Pain Strike

Dark

3

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round/level (D) Saving Throw Fortitude negates; Spell Resistance yes Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the power's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.

Psionic Blast

Light

3

Casting Time 1 standard action Range 30 ft. Area 30-ft. cone-shaped burst Duration Instantaneous Saving Throw Will negates; Spell Resistance Yes The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.

Share Pain, Forced

Dark

6

Casting Time 1 standard action Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration 1 round/level (D) Saving Throw Fortitude negates; Spell Resistance Yes As share pain, except as noted here. You attempt to force the sharing of your wounds with an unwilling creature for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal, the target takes no damage.

Slow

Dark

4

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Will negates; Spell Resistance yes An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this power are staggered and can take only a single move action or standard action each turn, but not both (nor may it take fullround actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste.

Stinking Cloud

Dark

3

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level Saving Throw Fortitude negates; see text; Spell Resistance no Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect. Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Neutral

3

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One or more objects or creatures with a total weight of 250 lb. or less Duration Concentration, up to 1 round/level, or Instantaneous; see text Saving Throw Will negates (object); Spell Resistance Yes You can use this power in one of two ways: Move You move an object, or even a creature, by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses or itself with a successful Will save or with Spell Resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops. You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier. If a creature succeeds on its Will save against this effect, either to prevent you moving the creature or an object in its possession, you cannot target another item in that creature’s possession nor the creature itself unless you

Telekinetic Force

manifest the power again. Thrust You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per Caster level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your key ability modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Will saves (and Spell Resistance) to negate the effect, as are those whose held possessions are targeted by this power. Creatures are not allowed a Will save if an object is thrust at them through the use of this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you use the thrust option of this power, the duration is instantaneous. Vampiric Touch

Dark

5

Casting Time 1 standard action Range touch Target living creature touched Duration instantaneous/1 hour; see text Saving Throw none; Spell Resistance yes You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Wind Wall

Light

3

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect wall up to 10 ft./level long and 5 ft./level high (S) Duration 1 round/level Saving Throw none; see text; Spell Resistance yes An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

4th-Level Jedi Powers Power Name

Alignment

Cost Description

Ball Lightning

Dark

10

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect two or more 5-ft.-diameter spheres Duration 1 round/level Saving Throw Reflex negates; Spell Resistance yes You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course. If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw. Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this power); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the power's range.

Correspond

Neutral

4

Casting Time 10 minutes Range See text Target One creature with an Intelligence score of 3 or higher Duration 1 round/level Saving Throw None; Spell Resistance No You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity. You do not need line of sight or line of effect to use this power.

Cure Critical Wounds

Light

10

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous When laying your hand upon a living creature, you channel the force to knit wounds. Cures 4d8 points of damage +1 point per caster level (maximum +20). This cannot harm undead, as it is not holy magic or positive energy.

Cure Serious Wounds

Light

4

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous When laying your hand upon a living creature, you channel the force to knit wounds. Cures 3d8 points of damage +1 point per caster level (maximum +15). This cannot harm undead, as it is not holy magic or positive energy.

Death Urge

Dark

6

Casting Time 1 Standard Action Range Medium (100 ft. + 10 ft./ level) Target One living creature Duration 1 round Saving Throw Will negates; Spell Resistance Yes You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself. If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of. If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.

Detonate

Neutral

5

Casting Time 1 standard action Range 30 ft. Area 30-ft.-radius spread centered on you Duration 1 round, then instantaneous Saving Throw Reflex half; Spell Resistance yes You flood yourself with a potent surge of elemental energy. One round after completing the casting of the power, the energy explodes from your body. When this power creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per Caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a Saving Throw, but any other energy resistance or energy immunity affects you may have in place can prevent or lessen this overflow damage caused by the explosion.

Empathic Feedback

Neutral

7

Casting Time 1 standard action Range Personal Target You Duration 10 min./level Saving Throw Will negates; see text; Spell Resistance Yes You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a Will save. This damage is empathic in nature, so powers and abilities the

attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this damage, and the damage is subject to Spell Resistance. Energy Adaptation

Light

4

Casting Time 1 standard action Range Personal Target You Duration 10 min./level Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage. When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display. The energy resistance provided by this power increases to 20 points at 7th Caster level and to a maximum of 30 points at 11th level. The power protects your equipment as well. The resistance provided by this power does not stack with other forms of energy resistance.

Fire of Justice

Light

4

Casting Time 1 standard action Range Close Target creature touched Duration instantaneous Evil target takes 3d8 damage. A dark side user cannot use this power.

Neutral

5

Casting Time 1 standard action Range personal Target you Duration 1 round/level (D) This power wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield. Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. When casting this power, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Warm Shield: The flames are warm to the touch. You take only half damage

Fire Shield

from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Freedom of Movement

Neutral

4

Casting Time 1 standard action Range personal or touch Target you or creature touched Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This power enables you or a creature you touch to move and attack normally for the duration of the power, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The power also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement power does not, however, grant water breathing.

Forceful Strike

Neutral

6

Casting Time 1 swift action Range touch or reach of melee weapon Target 1 creature Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes You cast this power as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target’s CMD. A successful Fortitude save halves the force damage and negates the bull rush effect.

Incite Passion

Dark

6

Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round/level. Saving Throw: Will negates; Spell Resistance: Yes The target creature's mind is subtly altered to embrace its more instinctual urges instead of logic. For the duration of the power, the target creature takes a -2 penalty on all Intelligence-related checks and may not take 10 or take 20 on any skill check. In addition, the target cannot competently grasp combat tactics and suffers a -2 penalty on attack rolls and Armor Class, cannot fight defensively, and cannot use Combat Expertise or any other feats that require it.

Inertial Barrier

Light

10

Casting Time 1 standard action Range Personal Target You Duration 10 min./level

You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs half the damage you take from any fall. Inflict Critical Wounds

Dark

6

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous Saving Throw Will half; Spell Resistance yes This power functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

Neutralize Poison

Light

4

Casting Time 1 standard action Range touch Target creature or object of up to 1 cu. ft./level touched Duration instantaneous or 10 min./level; see text Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the power does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. This power can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.

Physical Acceleration

Neutral

4

Casting Time: 1 standard action Range: personal Target: you Duration: 1 rnd./level. You move and act more quickly than normal. This extra speed has several effects. When making a full attack action, you gain one additional attack. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a second power or otherwise take an extra action in the round.) You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects don't stack, nor does it stack with haste. Physical acceleration negates slow.

Power Leech

Dark

0

Casting Time 1 standard action

Range Touch Target Any living psionic creature Duration Concentration, up to 1 round/level; see text Saving Throw Will negates; Spell Resistance Yes Your hand crackles with dark energy. Touching a foe drains it of 1d6 Hit Points and adding 1 Force point to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 Health, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. River of Wind

Light

4

Casting Time 1 standard action Range 120 ft. Area 120-ft. line Duration 1 round/level Saving Throw Fortitude partial; Spell Resistance yes Summoning up the power of the tempest, you direct a current of forceful winds where you please. This power creates a 5-foot-diameter line of windthe direction of the wind is away from your location when you cast the power, and remains constant in that direction for the power duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone. A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone-a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.

Shout

Dark

6

Casting Time 1 standard action Range 30 ft. Area cone-shaped burst Duration instantaneous Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object) You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout power cannot penetrate a silence spell.

Neutral

4

Casting Time 1 standard action Duration 1 min./level Spell Resistance no This power functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon

Solid Fog

attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties. Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round. Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes. Telekinetic Maneuver

Wither

Neutral

5

Casting Time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One creature Duration Concentration, up to 1 round/level Saving Throw None; Spell Resistance Yes You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your Caster level in place of your base attack bonus, you use your key ability modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t result in you being disarmed or knocked prone (if attempting a disarm or trip). No save is allowed against these attempts, but Spell Resistance applies normally.

Dark

7

Casting Time: 1 standard action Range: touch Target: Creature touched Duration: instantaneous Saving Throw: Fort negates; Spell Resistance: Yes Your touch disrupts the target's physical form, draining the strength from its muscles. The creature suffers 2d4 points of Strength damage. A successful Fortitude save halves the Strength damage taken.

5th-Level Jedi Powers Power Name

Adapt Body

Alignment Cost Description

Neutral

5

Casting time 1 standard action Range Personal Target You Duration 1 hour/level (D) Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being

in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage. Call Lightning Storm

Cloak of Dreams

Light

10

Casting Time 1 round Range long (400 ft. + 40 ft./level) Effect one or more 30-ft.-long vertical lines of lightning Duration 1 min./level Saving Throw Reflex half; Spell Resistance yes Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions even spell casting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts). If you are outdoors and in a stormy area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt deals 5d10 points of electricity damage instead of 5d6. This spell functions indoors or underground but not underwater.

Neutral

5

Casting Time 1 round Range 5 ft. Area 5-ft.-radius emanation centered on you Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. Creatures with the scent special quality have a -4 penalty on their saves.

Control Winds

Light

6

Casting Time 1 standard action Range 40 ft./level Area 40 ft./level radius cylinder 40 ft. high Duration 10 min./level Saving Throw Fortitude negates; Spell Resistance no You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.  A downdraft blows from the center outward in equal strength in all directions.  An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.  Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.  A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Cure Light Wounds, Mass

Light

5

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text You channel the Force to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature

This cannot harm undead, as it is not holy magic or positive energy. Fold Space

Dark

12

Casting time 1 standard action Range Long (400 ft. + 40 ft./level) Target or Targets You and touched objects or other touched willing creatures Duration Instantaneous Saving Throw None and Will negates (object); Spell resistance No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three Caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the power simply fails.

Inflict Light Wounds, Mass

Dark

5

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half; Spell Resistance yes Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. This cannot heal undead, as it is not unholy magic or negative energy.

Neutral

5

Casting Time 1 swift action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 or more rounds (see below) Saving Throw no, see below; Spell Resistance yes

Litany of Madness

This litany is a sermon of madness. The target is confused. At the start of each of its turns, it can make a saving throw against the confused effect (DC of the spell). If the target fails the save, it continues to be confused. If it makes the save, the effect ends. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title. Psychofeedback

Dark

6

Casting time 1 standard action Range Personal Target You Duration 1 round/level (D) You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one physical ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as ability damage. You can boost your Strength, Dexterity or Constitution score by an amount equal to your Caster level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent. When the duration of this power expires, your ability boost also ends, but your ability damage remains until it is healed.

Resounding Blow

Neutral

5

Casting Time 1 swift action Range personal Targets you Duration 1 round/level Saving Throw Fortitude partial; see text; Spell Resistance no You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect. On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects. This spell immediately ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property.

Pain Strike, Mass

Dark

7

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one living creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level (D) Saving Throw Fortitude negates; Spell Resistance yes Pain strike racks the targeted creature with agony, inflicting 1d6

points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target. Pillar of Life

Light

6

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect 5-ft.-square pillar of positive energy, 20 ft. high Duration 1 round/level Saving Throw none; Spell Resistance no You conjure a pillar of Force Energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point per caster level (maximum +20). Creatures can move into the square containing the pillar, but if an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 10d6). Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 10d8). A creature cannot benefit or suffer more than once from a single casting of this spell.

Psychic Crush

Dark

7

Casting time 1 standard action Range Close (25 ft. +5 ft./2 levels) Target One creature Duration Instantaneous Saving Throw Will partial; see text; Spell resistance Yes Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at – 1 hit points. If the target succeeds on the save, it takes 3d6 points of damage.

Restore Extremity

Light

15

Casting time 3 rounds Range Touch Target Creature touched Duration Instantaneous Saving Throw Will negates (harmless); Spell resistance Yes (harmless) You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity, and can be considered dead tissue.

Telekinesis

Neutral

5

Casting Time 1 standard action Range long (400 ft. + 40 ft./level)

Target or Targets see text Duration concentration (up to 1 round/level) or instantaneous; see text Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks. Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause

damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target. Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). True Seeing

Neutral

5

Casting Time 1 standard action Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

6th-Level Jedi Powers Power Name

Age Resistance

Alignmen Cost Description t Neutral

6

Casting Time 1 standard action Range personal Target you Duration 24 hours You ignore the physical detriments of being middle-aged. This spell does

not cause you to look younger, nor does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the penalties to Strength, Dexterity, and Constitution that accrue once you become middle-aged and old age. You retain the age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell. Additional penalties that you accrue upon becoming venerable apply in full. Chain Lightning

Dark

15

Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration instantaneous Saving Throw Reflex half; Spell Resistance yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Cleanse

Light

8

Casting Time 1 standard action Range personal Targets you Duration instantaneous The force infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.

Neutral

7

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets three or more rays Duration 3 rounds Saving Throw none; Spell Resistance yes You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Every round on your turn, a new ray of fire launches from each creature

Contagious Flame

who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself. Crisis of Life

Neutral

10

Casting time 1 standard action Range Medium (100 ft. + 10 ft./ level) Target One creature Duration Instantaneous Saving Throw Fortitude partial; see text; Spell resistance Yes You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.

Cure Moderate Wounds, Mass

Light

8

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text You channel the Force to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each selected creature This cannot harm undead, as it is not holy magic or positive energy.

Enemy Hammer

Neutral

15

Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Targets one creature Duration 1 round/level (D) Saving Throw Fortitude partial; Spell Resistance yes You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature's size. Creature Size Damage Dealt Fine 1d4 Diminutive 1d6 Tiny 1d8 Small 1d10 Medium 2d6 Large 2d8 Huge 2d10 Gargantuan 3d6

Colossal 3d8 The target creature can make a Fortitude Saving Throw each time you attempt to use it as a weapon. If it makes its Saving Throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its Saving Throw. The spell ends immediately if the target creature dies or is destroyed. Energy Conversion

Light

8

Casting time 1 standard action Range Personal and close (25 ft. + 5 ft./2 levels); see text Effect Ray; see text Duration 10 min./level Saving Throw None; Spell resistance Yes As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your Caster level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage. Damage you fire in rays is subtracted from the damage you have absorbed, so you may not fire off rays if you have depleted the energy you have absorbed. This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Euphoric Tranquility

Light

8

Casting Time 1 standard action Range touch Targets creature touched Duration 1 round/level Saving Throw none and Will partial (see below); Spell Resistance yes A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell's duration, the creature's speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will Saving Throw. If the Saving Throw succeeds, the creature can make act normally for 1 round. If the Saving Throw fails, the creature moves half its speed away from the attacker as its next action. Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see Table: Starting Attitudes and Diplomacy DC's to Modify below or see the full Diplomacy skill details for more information), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. Starting Attitude

Diplomacy DC

Hostile

25 + creature's Cha Modifier

Finger of Death

Unfriendly

20 + creature's Cha Modifier

Indifferent

15 + creature's Cha Modifier

Friendly

10 + creature's Cha Modifier

Helpful

0 + creature's Cha Modifier

Dark

17

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Fire Storm

Neutral

8

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area two 10-ft. cubes per level (S) Duration instantaneous Saving Throw Reflex half; Spell Resistance yes When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.

Force blast

Neutral

15

Casting time 1 standard action Range 15 ft. Area 15-ft.-radius spread centered on you Duration Instantaneous Saving Throw Fortitude; Spell resistance Yes You create a telekinetic force that originates from you. The blast hits every object and creature within the area of effect. The blast deals 1d6 per caster level and knocks the target to the edge of the area of effect. A successful fortitude save negates the knock back, but not the damage.

Forceful Hand

Neutral

8

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect 10-ft. hand Duration 1 round/level (D) Saving Throw none; Spell Resistance yes Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand--it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at

hiding or disguise. The hand does not pursue an opponent, however. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks. Directing the spell to a new target is a move action. Foresight

Light

8

Casting Time 1 standard action Range personal or touch Target see text Duration 10 min./level Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless) This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Harm

Dark

18

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous Saving Throw Will half; see text; Spell Resistance yes Harm tears apart a living subject that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.

Heal

Light

15

Casting Time 1 standard action Range touch Target creature touched Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Heal knits together flesh to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused,dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels or restore permanently drained ability score points. Incendiary Cloud

Dark

18

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Area cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level (D) Saving Throw: Reflex half, see text; Spell Resistance: no An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

Inflict Moderate Wounds, Mass

Dark

14

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half; Spell Resistance yes The force spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Neutral

8

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target/Effect you/one illusory double Duration 1 round/level (D) and concentration + 3 rounds; see text Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You

Mislead

and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration. Moment of Prescience

Light

8

Casting Time 1 standard action Range personal Target you Duration 1 hour/level or until discharged This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.

Psychic Reformation

Dark

All

Casting time 10 minutes Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration Instantaneous Saving Throw None; Spell resistance No When this power is used, the subject can choose to spend its most recently gained skill ranks differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level. The subject can also choose to forget powers or spells it acquired when advancing to its current level, replacing them with new ones. The subject can undo decisions of these sorts that were made at lower levels, although he suffers increased penalties the farther back he goes to undo decisions. The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn’t qualify. Any change made must have been available at the level selected. For example, a 7th level Jedi who uses this power to change a 2nd level power gained at 3rd level Jedi cannot select a 4th level power to replace it – he must choose a 1st or 2nd level power. The subject is not limited to changing only a single level’s choices should he decide to undo decisions from prior levels. Every level between his current level and the earliest level may be altered, so long as the choices made were valid at the appropriate level. If the subject goes farther back than the changes from the previous level to its current level, the subject suffers a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks for each level back the power changes. In addition, the creature reduces its current and total hit points by 5 for each level back the power changes. The creature is also treated as one level

lower for the purpose of level-dependent variables (such as spellcasting or manifesting) for each level back the power changes. These penalties last for 24 hours. Rampart

Neutral

12

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./level Duration instantaneous Saving Throw none; Spell Resistance no You create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 60. A creature can climb over the rampart with a DC 20 Climb check.

Scouring Winds

Light

12

Casting Time 1 standard action Range medium (100 ft. + 10 ft./level) Effect sandstorm in 20-ft. radius, 20 ft. high Duration 1 round/level (D) Saving Throw none; Spell Resistance yes (see text) This spell brings forth a windstorm of stinging sand that blocks all vision. You can move the storm up to 30 feet each round as a move action. Any creature in the area takes 3d6 points of piercing damage each round. The area is considered a windstorm (see Table: Wind Effects). If a creature with spell resistance successfully resists this spell, it is unaffected by the winds and sand, but still unable to see within the area of the spell.

Shout, Greater

Dark

16

Casting Time 1 standard action Range 60 ft. Area cone-shaped burst Duration instantaneous Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object) This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

Neutral

12

Casting time 1 standard action Range Personal Target You Duration Permanent unless ended or dismissed; see text You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.

Suspend Life

While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate. Time-based physical effects like aging are similarly slowed down, although durations of psionic powers and similar effects are treated normally. If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of dispel Psionics. If you choose to dismiss the power, your trance ends 10 rounds later. Telekinetic Sphere

Neutral

8

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Effect 1-ft.-diameter/level sphere, centered around creatures or objects Duration 1 min./level (D) Saving Throw Reflex negates (object); Spell Resistance yes (object) This spell functions like resilient sphere, but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it.

True Metabolism

Neutral

16

Casting time 1 round Range Personal Target You Duration 1 min./level You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per round. This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hit point damage (for example, most poisons) ignore true metabolism. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose. You must have a Constitution score to gain any of this power’s benefits.

Light

14

Casting Time 1 standard action Range long (400 ft. + 40 ft./level)

Whirlwind

Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall Duration 1 round/level (D) Saving Throw Reflex negates; see text; Spell Resistance yes This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.) Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

th

7 level Jedi Powers Power Name

Alignment

Cost Description

Apopsi

Light

34

Casting Time 1 round Range Close (25 ft. + 5 ft./2 levels) Target One living psionic creature Duration Instantaneous; see text Saving Throw Fortitude negates; see text; Spell resistance Yes By using this power, you delete 1d4 powers or spells permanently from the subject’s mind. You specify the level of each power or spell, and the GM randomly determines which of the subject’s powers or spells is actually deleted. After 24 hours, the target may make an additional Fortitude save to negate the effect. Psychic chirurgery or reality revision can be used to restore the lost powers or spells, but it must be performed within 1 week of losing the powers or spells. The deleted powers or spells no longer count against the subject’s powers or spells known the next time they gain a level. If a character gains a level after losing powers or spells in this fashion, he or she may choose new powers or spells to replace those lost, but they must be the same level as the power or spell lost.

Cure Critical Wounds, Mass

Light

28

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text You channel the force to cure 4d8 points of damage + 1 point per caster

level (maximum +40) on each selected creature. Destruction

Dark

12

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character that has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Energy Wave

Neutral

38

Casting Time 1 standard action Range 120 ft. Area Cone-shaped spread Duration Instantaneous Saving Throw Reflex half or Fortitude half; see text; Spell resistance Yes You create a flood of energy of your active energy type (cold, electricity, fire, or sonic) out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone. Cold A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save. Electricity Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on Caster level checks for the purpose of overcoming Spell resistance. Fire A wave of this energy type deals +1 point of damage per die. Sonic A wave of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.

Fickle Winds

Light

48

Casting Time 1 standard action Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart Duration 1 minute/level (D) Saving Throw none (see text); Spell Resistance yes You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there. A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.

Harm, Mass

Dark

45

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets One or more creatures, no two of which can be more than 30 ft.

apart. Duration instantaneous Saving Throw Will half; see text; Spell Resistance yes Mass harm uses negative energy to deal 10 points of damage per caster level (to a maximum of 250 points of damage at 25th level to each creature). If the creature successfully saves, mass harm deals half this amount. Mass harm cannot reduce the target's hit points to less than 1. Heal, Mass

Light

35

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target One or more creatures, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 250 points at 25th level. Heal does not remove negative levels or restore permanently drained ability score points.

Inflict Critical Wounds, Mass

Dark

38

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half; Spell Resistance yes When laying your hand upon a creature, you channel the force to tear open wounds. Deals 4d8 points of damage + 1 point per caster level (maximum +5). This cannot heal undead, as it is not unholy magic or negative energy.

Resurrection

Dark

120 Casting Time 1 minute Range touch Target dead creature touched Duration instantaneous Saving Throw none, see text; Spell Resistance yes (harmless) This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is

1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected). You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected. Stormbolts

Dark

42

Casting Time 1 standard action Range 30 ft. Area a 30-ft.-radius spread, centered on you Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect.

Sustained Flight

Neutral

46

Casting Time 1 standard action Range Personal Target You Duration 1 hour/level (D) This power functions like the nomad power flight, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a competence bonus on Fly skill checks equal to half your caster level. When using this power for longdistance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).

Wail of the Banshee

Dark

52

Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Target one living creature/level within a 40-ft.-radius spread Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

Winds of Vengeance

Light

34

Casting Time 1 standard action Range personal Targets you Duration 1 minute/level You surround yourself with a buffeting shroud of supernatural, tornadoforce winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space. Ranged weapons (including giant-thrown boulders, siege weapon

projectiles, and other massive ranged weapons) passing through the winds are deflected by the winds and automatically miss you. Gases and most gaseous breath weapons cannot pass though the winds. In addition, when a creature hits you with a melee attack, you can shape your winds so they lash out at that creature as an immediate action. The creature must make a Fortitude Saving Throw or take 5d8 points of bludgeoning damage and be knocked prone (if on the ground). On a failed save, Huge flying creatures are checked and Large-sized or smaller flying creatures are blown away instead of knocked prone. On a successful save, the damage is halved and the creature is not knocked prone (or checked or blown away).

Jedi Specific Feats Cost Benefit Increase

Feat Name

Category/Type

Concussive Power

Metaforce

x3

With sonic or force damage comes a concussive wave of energy that rattles creatures affected by the Power. A concussive power causes creatures that take damage from a power that has the sonic descriptor to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual power level of the power. A concussive power only affects powers with the sonic descriptor.

Empower Power

Metaforce

x2

All variable, numeric effects of an empowered power are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are powers without random variables.

Enlarge Power

Metaforce

x2

You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close now has a range of 50 ft. + 5 ft./level, while mediumrange powers have a range of 200 ft. + 20 ft./level and longrange powers have a range of 800 ft. + 80 ft./level.

Extend Power

Metaforce

x3

An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Intensified Power

Metaforce

x2

An intensified power increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the power are affected, and powers that inflict damage that is not modified by caster level are not affected by this feat.

Maximize Power

Metaforce

x4

All variable, numeric effects of a power modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are powers without random variables.

Merciful Power

Metaforce

x1

You can alter powers that inflict damage to inflict nonlethal damage instead. Powers that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.

Persistent Power

Metaforce

x2

Whenever a creature targeted by a persistent power or within its area succeeds on its saving throw against the power, it must make another saving throw against the effect. If a creature

fails this second saving throw, it suffers the full effects of the power, as if it had failed its first saving throw. Piercing Power

Metaforce

x2

When you cast a piercing power against a target with Spell Resistance, it treats the Spell Resistance of the target as 5 lower than its actual SR.

Quicken Power

Metaforce

x5

Casting a quickened power is a swift action. You can perform another action, even casting another power, in the same round as you cast a quickened power. A power whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Reach Power

Metaforce

x2

You can alter a power with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Selective Power

Metaforce

x3

When casting a selective power with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your intelligence modifier.

Toppling Power

Metaforce

x3

The impact of your force power is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force power, make a trip check against the target, using your caster level plus your casting ability score bonus (Intelligence). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling power only affects powers with the force descriptor.

Widen Power

Metaforce

x4

You can alter a burst, emanation, or spread-shaped power to increase its area. Any numeric measurements of the power's area increase by 100%.

Feat Name Lightsaber Finesse

Category/T Prerequi Benefit ype sites Combat

Dex 16, BAB +6

Add dex to damage instead of str when using a single bladed lightsaber in your main hand.

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