Force Sensitivty - The character can use Force powers and can detect the use of other force powers from 100 ft away. The character can also spend 1 force point to give them Detect Life as the spell. The character chooses Intelligence, Wisdom, or Charisma as their primary attribute to effect their abilities. A Jedi can spend extra Force points when using powers to increase aspects of the power, to be detailed in each power's description. A Jedi can not spend more Force points per turn than 1/2 their character level plus their chosen attribute modifier.
Force Push - The character spends a force point and send a wave of force energy at an opponent, blasting them with 1d10+(chosen attribute modifier)+(jedi level) non-lethal damage. The target makes a Fortitude save, DC 10+(1/2 jedi level)+(attribute mod); failing the save causes the target to be knocked back 5 feet, success the target takes 1/2 damage and is not knocked back. Spending extra Force points adds on of the following effects: Add 1d6 damage and 5 feet to the knockback; Spend 2 points to make the damage lethal; Spend 4 points to knockback target 1/2 the distance even if they save.
Mind Trick - A Jedi can spend 2 Force points to create a Suggestions effect, as the spell, under the following conditions: The character waves a hand in some way in the target's direction, the target can see and hear the character, the suggestion is no more than 1 sentence long, and the target has a language. The target does get a will save, DC 10+(1/2 jedi level)+(attribute mod). On a save the target is able to resist the suggestion but will still have a moment of disorientation. If they beat the DC by 5 or more however they are completely unaffected AND they have a sense that the character was trying to do something to them. Spending extra Force points adds on of the following effects: Spend 2 points the suggestion can be 5 words longer; Spend 3 points to perform the suggestion while only whispering; Spend 4 points if the target has animal-like intelligence to calm them (+5 Handle Animal and Ride checks with the target creature); Spend 5 points and the target will be unaware of the character's suggestion being placed even on a save.
Jedi Path - There are 3 distinctive paths that a Jedi can follow: Warrior, Infiltrator, and Adept. It is a sign of a young Padawan learning to focus on a certain path, chosing what he wants to excel at. The 5 levels of each path are ranked as Novice, Practiced, Skilled, Expert, and Master.
The Warrior path focuses on giving the Jedi options in combat, and unlocks several offensive powers that can prove to be useful in augmenting the Jedi Warrior-Knight's abilities.
-At 3rd level the Warrior Path teaches the Battle Stance where the Jedi takes up a stance that reduces their movement but increases their offense and defense, essentially decreasing their speed by 10 feet but giving them a bonus to attack and damage rolls of +2, and a +1 dodge bonus to Armor Class. A Jedi can spend 4 Force points to gain an additional +2 to attack and damage and and +1 to Armor Class.
-At 6th level the Warrior Path teaches a Jedi how to perform the Lightsaber Throw technique. Any Jedi could throw their lightsaber at an enemy but at a large penalty and the Jedi would have to retrieve their saber. The character spends 1 Force point to turn their lightsaber attack into a ranged touch attack with no penalty imposed and the saber will return to the character right after.
-At 9th level the Warrior Path teaches the Jedi how to use the force to augment his lightsaber, allowing him to shift into more offensive or defensive abilities. By spending 2 Force point the Jedi can take on an Aggressive stance or a Defensive stance. Aggressive stance gives them +3 attack, +3 damage, and +2 Initiative, but at -2 to their deflection modifier. Defensive stance gives them +3 to their deflection modifier, and +1 all saving throws, but at -2 attack, -2 damage, and -2 Initiative. The Aggressive or Defensive stance will stack with Battle stance.
-At 12th level the Warrior Path gives the Jedi access to the Force Wave ability. It is used similar to the Force push, except it can target as many enemies as 1/2 Jedi class levels plus their chosen attribute modifier. These targets need only be withing 20 feet of eachother. The damage and DC are the same as for Force Push, but the knockback is 10 ft instead of 5 ft. The bonuses that can be added by spending extra force points applies the same as it does for Force Push, as well as: Spending 4 Force point allows Jedi to target all enemies within 20 ft centered on the Jedi, dealing twice the normal damage, adding 4 tot eh DC, and doubling Knockback.
-At 15th level the Warrior Path reaches it's Mastery rank and the Jedi gains access to one of the most offensive attacks availalbe; Force Lightning. The Jedi makes a ranged touch attack on a single target w/i 50 feet. The target takes 6d8+(chosen attribute modifier)+(1/2 jedi level) damage, with half the damage being force damage and the other half being electric damage. If the target is a Jedi and they have a lightsaber in hand they can make a Relfex save, DC 15+(1/2 jedi level)+(attribute mod). A successful save avoids taking any damage. Using force Lightning requires the Jedi to spend 7 Force Points. An additional 3 points can be spent to add another 2d8 to the damage roll and +1 to the DC of a reflex save.
The Infiltrator path is made to teach a Jedi to bypass security, blend into his environment, and generally confuse and hamper enemies. The Jedi Infiltrator-Knight is the ultimate in espionage.
-At 3rd level the Infiltrator Path instills the Jedi with basic skills in blending in with their surroundings. It's gives a bonus equal to 1/2 their Jedi level to Hide, Move Silently, Bluff, Gather Information, and Disguise checks. They also deal bonus damage when attacking an opponent they have a combat advantage to. Damage is 1d4 and increases to 2d4 at 6th level, 3d4 at 9th level, 4d4 at 12th level, and 5d4 at 15th level. This is counted as Sneak Attack for the purpose of feats and when this can be used.
-At 6th level the Infiltrator Path further advances the Jedi's skill at getting past enemies, adding the skill bonus to Disable Device, Lockpick, Sleight of Hand, and Diplomacy, and can now reroll failed skill checks a number of times per day equal to their chosen attribute modifier. The results of a reroll must be taken unless the player choses to reroll again.
-At 9th level the Infiltrator Path gives the Jedi a power to help conceal them from enemies. Force Fade costs 3 Force points to activate and 1 point every minute (or 10 turns) tomaintain. It distorts the image of the Jedi, imposing a penalty to enemy spot checks equal to 1/2 the character's Jedi level. This even fools non-intelligent beings, cameras, and non-living enemies. Even if spotted, the Jedi has a 10% chance to dodge any incoming attack. Any other miss chance, like from the Blur spell or from having Concealment, does not stack, instead taking the highest percentage.
-At 12th level the Infiltrator Path gives the Jedi powers of misleading. Thought Distort requires 4 Force points to use and can affect 1 target within 30ft that the Jedi has line of sight with. The Target makes a Will save, DC 10+(1/2 jedi level)+(attribute mod). On a failure the character becomes confused and suffers a bought of temporary amnesia, forgetting what they were doing. They take a -4 penalty to Will saves for 1 hour as their mind is weakened, and their hostility towards the Jedi becomes neutral. On a save the target still is dazed for 5 rounds and takes a -2 to Initiative should he try attacking the Jedi. Non-living creatures and creatures with no Intelligence score are immune to this power. Targets with animal Intelligence decrease their Ride and Handle Animal DCs by 3 for 1 hour as the power makes them more docile.
-At 15th level the Infiltrator Path reaches it's Mastery Rank and learns to take espionage up another level. They can now Detect Thoughts for 1 Force Point at will, effects treated as the spell. They can
Force Stealth -
Force Senses -
Breath Cointrol -
Force Jump -
Force Speed -
Force Healing -
Hibernation Trance -
Jedi Master -