Psionic Force [Adept]

Overview:

Prerequisite: Force Sensitive / Psionic Entity Feat

The Force Adept is strong in the Force, but follows a different path from that of the Jedi. To the Force Adept, the Force is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force Adept comes from a different tradition, with different beliefs and codes of conduct from those of the Jedi. There are precious few Force Adepts, and the numbers who become adventures is even smaller. Some call the Force by its familiar name, while others refer to it by some other term that reflects their own traditions. If you select the Force Adept class, you need to determine how your character views the Force. It’s important to decide what your hero believes in. Is your Force Adept an alien student of the Force? A shaman from a primitive culture? A follower of one specific aspect of the Force (such as the ecological priests of Ithor)? Some Force Adepts become adventures as part of a quest to learn more about the Force (or whatever they call it). Others do so out of necessity. They are force from their world, hunted by unscrupulous agents, or are interested in what the galaxy might have to offer them. Force Adepts might be called wizards, shamans, witches, or prophets, depending on where they come from and what traditions they follow. Most Force Adepts follow the light side (or at least their version of it), but some fully embrace the dark side.

Because they are Force Sensitive or Psionic the Force Adept masters the ability to affect the external world, as typified by the Alter feat. The adept might be a shaman, an alien from an out-of-the-way world, or a Force-Sensitive hero who never received the benefit of Jedi training. Because the adept’s training is less formalized, she must depend on more mundane skills to complement her Force powers.

The Force Adept’s most important ability scores are Intelligence and Wisdom, since theses control her most important Force Skills (those of the Alter and Sense feats), as well as many other class skills. Charisma can also be significant for a variety of interpersonal skills.

Attributes: Wound Point Bonus: +1 Chakra Point Die: 1d10

The Force Adept’s class skills (and the key ability for each) are

Acrobatics (Dex), Bluff (Cha), Chakra control (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Genjutsu (Cha), Handle Animal (Cha), Knowledge (Jedi Lore) (Int),

Linguistics (Int), Ninjutsu (Int), Perception (Wis), Pilot (Dex), Ride (Dex), Sense Motive (Wis), Stealth (Dex),Survival (Wis), Swim (Str), Treat Injury (Wis)

Skill Points at 1st Level: (6 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 6 + Intelligence Modifier

Weapon and Armor Proficiency:

or

Core Ability: Force Stabilize

Use the Force during a Total defense action above a dying character.

Benefit:

This ability will stabilize a dying character as a free action any round in which he performs the total defense action by

spending 5 Chakra or 2 wound-points if your chakra is depleted

Class Features:

Force Training I, II, III:

The Force Adept gains a bonus Force feat at 1st, 7th, and 13th level. This bonus Force feat is selected from the following list.

Alter, Control, Sense

Once one of these feats is selected, its associated Force skills become class skills for the character.

Skill Emphasis:

At 3rd, 9th, and 15th level, the Force Adept gains a Skill Emphasis bonus feat. Each time the Force Adept gains this bonus feat, it must be applied to a different skill that the Force Adept already has ranks in, including Force skills.

Force Weapon:

At 4th level, a Force Adept can imbue a non-powered melee weapon (such as a club, a knife, or a quarterstaff) with the Force.

This must be a weapon that the Force Adept wields personally.

It takes a full-round action to imbue the weapon with the Force, and costs 5 Chakra points +1 Chakra per additional round the Ability persists.

The benefit the weapon gains lasts for a number of rounds equal to the character’s Force Adept level.

At 4th level, the weapon’s damage increases by +1d8. (So, a Force-imbued quarterstaff deals 1d6 + 1d8 damage.) At 10th level, the weapon’s damage Increase by an additional +1d8 and again at level 17 (for a total of +3d8).

A Force-imbued weapon gains another benefit when used against a lightsaber. If the wielder of a lightsaber attempts to strike a Force-imbued weapon wielded by an opponent, the lightsaber does not ignore the damage reduction of the Force-imbued weapon.

Bonus Feats:

At 5th, 11th and 19th level, the Force Adept gains a bonus feat.

Comprehend Speech:

At 6th level, a Force Adept gains the Force ability to comprehend any spoken language.

The Force Adept can’t speak any language through this ability, only understand them.

Uncanny Dodge:

At 8th level, a Force Adept gains the extraordinary ability to react to danger before his senses would normally allow him to do so. They retain their Dexterity bonus to Defense (if any) regardless of being flat-footed or struck by a hidden attacker. (they still loses the Dexterity bonus to Defense when immobilized). At 7th level, a Force Adept can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker.

Force Conservation:

At 20th level the Force adapt gains an additional 50 Chakra Points from mastery of Energy Conservation.

Starting Energy Credit Units: 1250