Post by gamedave on Jan 2, 2008 14:58:32 GMT -5
The Jedi is by far the most distinctive and setting-specific class in the game. Even without the back history and trappings, a character with a 1/1 BAB progression, d10 hit die, AND magical powers is WAY overpowered (especially in a setting where other characters have swords and bows instead of repeating blasters and thermal detonators). Also, not in genre. So, Jedi is gone, replaced by the Adept.
Adepts study ancient lore and deep mysteries, learning to invoke fantastic powers beyond the ken of most mortals. They may be priests invoking the blessings of their gods, wizards who learn spells from dusty tomes, warlocks who gain power from infernal pacts, or mystics who draw learn to transcend material limitations.
TABLE 3-2: THE ADEPT
BASE ATTACK CLASS
LEVEL BONUS FEATURES
1st +0 Defense bonuses, starting feats, talent
2nd +1 Bonus feat
3rd +2 Talent
4th +3 Bonus feat
5th +3 Talent
etc.
Class Skills (trained in 2 + Int modifier): Endurance, Healing, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Survival
GAME RULE INFORMATION:
Hit Points: As noble/scoundrel.
Hero Points: As other base classes (5 + 1/2 level).
CLASS FEATURES:
Defense Bonuses: At 1st level, you gain a +3 class bonus to your Will Defense.
Starting Feats: At 1st level, you gain the following bonus feats:
Sensitive
Skill Training (Spellcraft)
Weapon Proficiency (simple)
Talents:
Use the Jedi and Force Talent trees as listed below, but replace all references to "Jedi" or "Force" with "Adept", all references to "Dark Side" with "Corruption", and all references to "Force powers" with "invocations".
Adept Consular Tree: as "Jedi Consular Tree".
Adept Guardian Tree: As "Jedi Guardian Tree", but remove Acrobatic Recovery, Battle Meditation, and Elusive Target talents, and add the Attune Armor and Linked Defense talents [from the Jensaarai Defender tree].
Adept Sentinel Tree: As "Jedi Sentinal Tree".
Witch Talent Tree: As "Dathomiri Witch Talent Tree."
Bonus Feats:
Exotic Weapon Proficiency, Expert Healer, Linguist, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Skill Focus, Skill Training, Secret Learning
Adepts study ancient lore and deep mysteries, learning to invoke fantastic powers beyond the ken of most mortals. They may be priests invoking the blessings of their gods, wizards who learn spells from dusty tomes, warlocks who gain power from infernal pacts, or mystics who draw learn to transcend material limitations.
TABLE 3-2: THE ADEPT
BASE ATTACK CLASS
LEVEL BONUS FEATURES
1st +0 Defense bonuses, starting feats, talent
2nd +1 Bonus feat
3rd +2 Talent
4th +3 Bonus feat
5th +3 Talent
etc.
Class Skills (trained in 2 + Int modifier): Endurance, Healing, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Survival
GAME RULE INFORMATION:
Hit Points: As noble/scoundrel.
Hero Points: As other base classes (5 + 1/2 level).
CLASS FEATURES:
Defense Bonuses: At 1st level, you gain a +3 class bonus to your Will Defense.
Starting Feats: At 1st level, you gain the following bonus feats:
Sensitive
Skill Training (Spellcraft)
Weapon Proficiency (simple)
Talents:
Use the Jedi and Force Talent trees as listed below, but replace all references to "Jedi" or "Force" with "Adept", all references to "Dark Side" with "Corruption", and all references to "Force powers" with "invocations".
Adept Consular Tree: as "Jedi Consular Tree".
Adept Guardian Tree: As "Jedi Guardian Tree", but remove Acrobatic Recovery, Battle Meditation, and Elusive Target talents, and add the Attune Armor and Linked Defense talents [from the Jensaarai Defender tree].
Adept Sentinel Tree: As "Jedi Sentinal Tree".
Witch Talent Tree: As "Dathomiri Witch Talent Tree."
Bonus Feats:
Exotic Weapon Proficiency, Expert Healer, Linguist, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Skill Focus, Skill Training, Secret Learning