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Obly99

Hero
The Worm that Walks

Requirement

To qualify to become a Worm That Walks, a character must fulfill all the following criteria.

Alignment: Any Evil.

Skills: Knowledge (arcane) 10 ranks.

Spells: Ability to cast 5th-level spells.

Hit Die: d6.

Class Skills

The worm that walks’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Gathering of Maggots, Vermin Empathy​
+1 level of existing spellcasting class​
2nd​
+1​
+1​
+1​
+1​
Symbiosis, Vermin Lord​
+1 level of existing spellcasting class​
3rd​
+1​
+1​
+1​
+2​
Fortification, Giant Vermin 1/day​
+1 level of existing spellcasting class​
4th​
+2​
+1​
+1​
+2​
Spew Worms​
+1 level of existing spellcasting class​
5th​
+2​
+2​
+2​
+3​
Giant Vermin 3/day, The Worm That Walks​
+1 level of existing spellcasting class​


Class Features
All of the following are class features of the worm that walk.

Spellcasting
At the indicated levels, a worm that walks gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster or if he automatically obtain extra spells every level in that spellcasting class, like wizard and witch), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a worm that walk, he must decide to which class he adds the new level for the purposes of determining spells per day.

Gathering of Maggots

This ritual initiates the celebrant into the road to become a worm that walks. The worm that walks must successfully complete the ritual to gain the first level benefits of the prestige class and to advance to the next levels.

Gathering of Maggots

School
conjuration (healing), necromancy and transmutation; Level 5

Casting Time 8 hours

Components V, M (a specially prepared worm bait worth 16,000 gp), F (the book Age of Worms)

Skill Checks Knowledge (arcana) DC 32, 4 successes; Knowledge (dungeoneering) DC 32, 2 successes; Spellcraft DC 32, 2 successes

Optional Components SC (up to 6, each of whom must be a creature with ties to vermins (GM’s discretion); +1 bonus on ritual skill checks per SC)

Range personal

Target you

Duration instantaneus

Saving Throw none; Spell Resistance no

Backlash The primary caster is exhausted and immediately falls to -1 hit points, bleeding out and dying; the primary caster also suffers 4 ability drain to one ability score (selected by the primary caster).

Failure The ritual fails horribly and all participants must make a DC 21 Will saving throw or gain the Ravenous Creature template (Advanced Bestiary).

EFFECT

The caster buries itself in the ground and during the 8 hours of the ritual worms and maggots slither and crawl their way inexorably toward him to then break through his skin and crawl into his body. During this process his body slowly changes, however subtly to the sight. The caster gains the benefict of first level of the worm that walks prestige class and can advance to the next levels.

The Age of Worms is a book which tells of the first worm that walks, Kyuss, and his ascension to immense powers through the worms. The original tome, with ancient and terrible rituals related to worms inside, has been lost since time immemorial but many minor couples are readily available from vendors specializing in the arcane or occult arts for 20,000 gp. They do not have occult rituals like the original but always have the Gathering of Maggots ritual to allow a reader to walk the path of the worm that walks.

Vermin Empathy (Ex)
At 1st level, you gain this ability, which functions as a druid’s wild empathy, save that you can only use this ability on vermin. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your total character level and your Charisma modifier to determine the wild empathy check result. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing you to train vermin via Handle Animal. Vermin have a starting attitude of unfriendly. Vermin empathy treats swarms as if they were one creature possessing a single mind. You can thus use this ability to influence and direct the actions of swarms.

Symbiosis (Ex)
The worms that borrow though your body don't always play nice. Sometimes you are the victim of their hunger, and your body becomes warped by infections and venom that increase your resistance to later invaders and other nasty things. Starting at 2nd level you becomes immune to all poisons and diseases, even those of magical nature.

Vermin Lord (Su)
Starting at 2nd level, vermins are susceptible to your mind-affecting spells. Vermins are treated as animals for the purposes of determining which spells affect them and you ignore their immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if that immunity is given by the mindless trait.

Fortification (Ex)
Starting at 3rd level, you gains a 50% chance to treat any critical hit or precision damage as a normal hit, as if wearing a moderate fortification armor.

Giant Vermin (Sp)
Starting at 3rd level, you can cast giant vermin as a spell-like ability with a caster level equal to your character level once per day. At 5th level, you can cast it 3 times per day.

Spew Worms (Su/Sp)
Starting at 4th level, you are able to spray out a swarm of worms from your mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of bludgeoning damage per your character level, with a successful Reflex save reducing the damage by half (DC 10 + ½ your character level + your's Con bonus). The worms then remain as if an insect plague spell had been cast with a caster level equal to your character level (the swarms generated are worms swarm instead of wasp swarm; see below). The worms are under your command.

Worms Swarm

N Diminutive vermin (swarm)

Init +1; Senses darkvision 60 ft., tremorsense 10 ft.; Perception +9

DEFENSE

AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)

hp 31 (7d8)

Fort +5, Ref +3, Will +3

Defensive Abilities swarm traits; Immune weapon damage

Weakness swarm traits

OFFENSE

Speed 20 ft., burrow 20 ft, climb 20 ft., swim 20 ft.

Melee swarm (2d6 plus poison)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 13), poison

STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9

Base Atk +5; CMB —; CMD

Skills Perception +9; Racial Modifiers +8 Perception

SQ swarm traits, vermin traits

SPECIAL ABILITIES

Poison (Ex)

Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.

The Worm That Walks

You reach the apotheosis of the dream of Kyuss, the immortality without the need for divine help or becoming undead. You gain the True Worm that Walks template and must choose one of the heritage below. Once a heritage is chosen you cannot change it.

True Worm That Walks (CR +4)​

A worm that walks retains all the base creature’s statistics and abilities except as noted here.

CR: Same as the base creature +4.

Alignment: Any evil.

Type: The base creature’s type changes to vermin. It gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks. Worms that walk are intelligent and do not possess the standard mindless trait of most vermin. Note that while a worm that walks has the ability to discorperate into a swarm, and while its body is made up of countless wriggling vermins, it does not itself gain the swarm subtype.

Size: Although the worms that make up the worm that walks’s body are Fine creatures, the worm that walks is treated as a creature the same size as the base creature.

Senses: As the base creature, plus darkvision 60 feet and blindsight 30 feet.

AC: The worm that walks loses any natural armor bonus the base creature may have had, but gains an insight bonus to its AC equal to its Wisdom bonus (minimum of +2).

Speed: As the base creature, plus see Vermin Heritage below.

Hit Dice: Change the base creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged.

Defensive Abilities: A worm that walks retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Discorporate (Ex): A worm that walks can collapse into a shapeless swarm of the vermins that make it up as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point. If a worm that walks is reduced to negative points but is not killed and manages to escape, it can reforms when it return to at least 1 hit point. It returns to 1 hit point after 1 hour, then is no longer forcet to remain in swarm form.

Damage Reduction: A worm that walks loses any damage reduction possessed by the base creature and gains damage reduction /— equal to his character level.

Fast Healing: A worm that walks gains fast healing equal to its HD.

Flowing (Ex): All combat maneuver checks made to grapple the worm that walks automatically fail. A worm that walks automatically succeeds on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Greater Discorporate (Ex): If gravely threatened, a worm that walks can discorporate as a free or immediate action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the character’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm that walks stands a good chance of losing all its equipment. However, discorporation almost assures that at least one vermin (if not dozens) will manage to crawl away, and so provide for the worm that walks’s continued existence.

Immunities: Worms that walk are immune to disease, paralysis, poison, and sleep effects.

Spell Resistance: A worm that walks has spell resistance equal to 11 + HD.

Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits, precision damage or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below, but not greater discorporate)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying (but can use the Diehard feat). The fast healing of the worm that walks stop work while it is at 0 or lower hit points. Worms that walk are immune to any non-harmless physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature’s individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects.

Melee Attacks: A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.

Special Attacks: A worm that walks retains all of the base creature’s special attacks. It also gains the following additional special attacks.

Squirming Embrace (Ex): If a worm that walks grapples a foe, as a swift action, it can cause a swarm of its vermins to squirm over the grappled creature. These vermins deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + ½ the worm that walks’s HD + its Con modifier.

A worm that walks can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If the worm that walks moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.

HD
Engulf Damage
1-5​
1d6 + 1.5 Str bonus​
6-10​
2d6 + 1.5 Str bonus​
11-15​
3d6 + 1.5 Str bonus​
16-20​
4d6 + 1.5 Str bonus​
21+​
5d6 + 1.5 Str bonus​

Spell-like Abilities (Sp)
A worm that walks gains the following spell-like abilities. The caster level for all of them is equal to its HD.

1/day—colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal, like from an Ogre Spider to a Goliath Spider), creeping doom, insect plague, summon swarm (spider only), summon vermin IX (as summon nature’s ally IX, except it summons vermin with CR adapt to the level of the spell), vermin growth (as animal growth but vermin instead of animals), vermin messenger (as animal messenger but vermin instead of animals), vermin shapes (as animal shapes but vermin shape II instead of beast shape III), vermin trance (as animal trance but affect vermin mindless or with Int 1-2 instead of animals with Int 1-2).

Special Qualities: A worm that walks maintain the special qualities of the base creature and gains the following.

Tenacious (Ex): A worm that walks gains a +4 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD.

Ageless (Ex): A worm that walks takes no penalty to its physical ability scores from advanced age. If it is already taking such penalties, they are removed at this time. The worm that walks stop aging and gains immune to aging affect. Barring death from violence, or misadventure, a worm that walks can live forever.

Abilities: Dex +4, Con +4.

Skills: Worms that walk gain a +8 racial bonus on Knowledge (arcane), Perception, Sense Motive, Spellcraft, and Stealth checks.

Feats: Worm that walks gain Diehard as a bonus feat without the need to meet its prerequisite.

Vermins Heritage

Just as various breeds of vermins exist, so too does diversity exist within groups of Worm That Walk. A worm that walks that takes a specific type of vermin may be targeted with all the beneficial effects of being a swarm of that type but none of the negative effects specific to that type of swarm (ex: a worm that walks that take the Vescavor swarm with Exotic Heritage gains the beneficts of the Chaos Aura of the Vescavor Queen but cannot be targeted with her Swarm Mother special ability).

  • Aquatic Vermin (Leech/Jellyfish/Shrimp/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a swim speed of 20 ft., the aquatic subtype and the amphibious special quality.​

  • Climbing Vermin (Ant/Spider/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a climb speed of 20 ft.​

  • Fly Vermins (Locust/Wasp/Mosquito/Etc.)
    The base creature lose any borrow or swim speed might possess. The worm that walks gains a fly speed of 60 ft. (good). Remember that the Worm the Walks is treat as a Fine creature for the purposes of determining wind effects.​

  • Underground Vermin (Worm/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a burrow speed of 20 ft., can burrow through any terrain with hardness less then 9 and can breathe while buried in earth.​

  • Exotic Heritage (Verminlike Creatures and/or Extraplanar)
    Not all the worm that walks look to vermins that are commonly found around. Some look to other planes, observing the vermin-like swarms that inhabit them. The more common among them are the Hellwasp and Vescavor Swarm. These worm that walks do not get specific movement but do get the swarm movements from which they took the members (a worm that walks that take a Vescavor Swarm gains a base land speed of 30 ft. [unless the base creature has higher land speed] and fly speed 40 ft. (good)).​

  • Powerful Heritage (Game Master Permission)
    Some rare worm that walks gains all the power of the swarm. This heritage work like one of the previously heritages but with the difference that the worm that walks gains all the special ability of the swarm of that specific type of creatures that composes it (ex: a worm that walks that take the Vescavor swarm with Exotic Heritage gains gibber, ravenous and traumatizing while a worm that walks that take the Army Ants swarm with Climbing Vermins gains Cling and Consume).​
 

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Obly99

Hero
Can you make stats for Palpatine himself?
Darth Sidious (Emperor Palpatine) CR 19

LE Medium advanced human sith 15/aristocrat 2/expert 2

Init +20; Perception +33

DEFENSE

AC 41, touch 34, flat-footed 31 (+11 Cha, +9 Dex, +1 dodge, +7 natural, +3 Sith)

hp 353 (15d10+4d8+171)

Fort +31, Ref +35, Will +38

Defensive Abilities dark grace, force block (+26, 150 pounds), freedom of movement, improved evasion, improved sith reflexes, improved uncanny dodge, nondetection, uncanny dodge, wholeness of body (30 hp); Immune detect thoughts, discern lies, and any attempt to magically discern his alignment

OFFENSE

Speed 30 ft.

Melee +4 axiomatic unholy lightsaber +32/+27/+22/+17 (2d8+17)

Special Attacks force choke 3/day +29 combat maneuver (2d8+11, range 60 ft., maximum 26 rounds), force lightning touch +27 14/day (8d8, DC 30, range 60 ft.), sith mind trick 11/day (DC 28), throw lightsaber +28 (2d8+17, range 80 ft., standard action)

Spell-like Abilities (CL 15th, concentration +26)

26/day—mage hand

5/day—telekinesis (DC 26)

2/day—command undead (all creatures) (DC 28), dominate person (DC 26)

STATISTICS

Str 28, Dex 28, Con 28, Int 28, Wis 28, Cha 32

Base Atk +18; CMB +27; CMD 61

Feats Ability Focus (force lightning), Cleave, Combat Reflexes, Cut from the AirB, Deceitful, Dodge, Greater Cleave, Improved Initiative, Magic Trick (mage hand)B, Mobility, Power Attack, Smash from the AirB, Spring Attack, Weapon Focus (lightsaber)

Skills Acrobatics +31 (+61 to jump), Appraise +31, Bluff +37, Diplomacy +33, Disguise +37, Intimidate +33, Knowledge (arcane, history) +14, Perception +33, Sense Motive +33, Sleight of Hand +31, Spellcraft +31, Stealth +31, Survival +31, Use Magic Device +33

Languages Common

SQ access to the force, dark command, dark mind, deflection, force jump, improved deflection, lightsaber, sith mage hand, sith mind poison, sith reflexes, telekinesis

Gears amulet of natural armor +5, cloack of resistance +5, headband of mental perfection +6 (appraise, sleight of hands, survival), belt of physical perfection +6, ring of mind shielding, ring of freedom of movement

Wish
Palpatine use ancient book (Manuals) to grant himself +4 inherent bonus to all ability score.
 

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Obly99

Hero

Jedi

Races: Any race can become a Jedi.

Alignment: Any Lawful.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: As a monk.

Hit Die: d10.

Jedi Code:

Although the Jedi have no real code of conduct, they must follow the principles of the origin of their powers: the pure control of their emotions and detachment from others. A Jedi who gains an inappropriate alignment or transgresses the Jedi code (lose control of his emotion) loses his powers: he loses access to all of his Jedi class features except his weapon proficiency. Only through hard work or an atonement spell offered by a lawful creature he can regain his powers.

There is no emotion, there is peace.

There is no ignorance, there is knowledge.

There is no passion, there is serenity.

There is no chaos, there is harmony.

There is no death, there is the Force.


The Jedi’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: The Jedi

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Access to the Force, Calm Mind, Force Block, Lightsaber, Jedi Mage Hand
2nd​
+2​
+0​
+3​
+3​
Force Strength
3rd​
+3​
+1​
+3​
+3​
Grace of the Calm, Jedi Mind Trick
4th​
+4​
+1​
+4​
+4​
Evasion, Uncanny Dodge
5th​
+5​
+1​
+4​
+4​
Deflection, Force Trick
6th​
+6/+1​
+2​
+5​
+5​
Dominion on the Emotions
7th​
+7/+2​
+2​
+5​
+5​
Throw Lightsaber
8th​
+8/+3​
+2​
+6​
+6​
Force Jump
9th​
+9/+4​
+3​
+6​
+6​
Force Lightning, Improved Deflection, Telekinesis
10th​
+10/+5​
+3​
+7​
+7​
Improved Evasion, Improved Uncanny Dodge
11th​
+11/+6/+1​
+3​
+7​
+7​
Contact with the Force, Force Blast
12th​
+12/+7/+2​
+4​
+8​
+8​
Suppress the Emotions
13th​
+13/+8/+3​
+4​
+8​
+8​
Wholeness of Body
14th​
+14/+9/+4​
+4​
+9​
+9​
Improved Throw Lightsaber
15th​
+15/+10/+5​
+5​
+9​
+9​
Greater Contact with the Force, Improved Force Lightning
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Force Choke, Force Field
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Improved Telekinesis
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Emptiness in the Emotions
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Control the Force
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Jedi Master

Class Features​

All of the following are class features of the Jedi.

Weapon and Armor Proficiency
Jedi are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.

Access to the Force
Jedi gains Psychic Sensitivity as a bonus feat. A Jedi’s intrinsic understanding of Force allows him to modify the concentration checks and save DCs of this class spell-like abilities that are normally affected by Charisma to be modified instead by the Jedi’s Wisdom modifier. This doesn’t affect spellcasting ability from other sources, such as that granted by sorcerer levels.

Clear Mind (Ex)
A Jedi add ½ his level (minimum 1) as a bonus against effects with the emotion descriptor like the spell rage.

Force Block (Su)
At 1st level, a Jedi can make a concentration check as an immediate action, using is Jedi level plus is Wisdom modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Jedi can block 10 pounds of matter per Jedi level. This ability can only affect objects within 30 ft. from the Jedi.

Lightsaber
The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Jedi can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Jedi level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see Pathfinder Roleplaying Game Occult Adventures) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Jedi 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Jedi or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Jedi level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage. The Jedi starts the game with a lightsaber he already owns.

A lightsaber cost 2,000 gp and require the Craft Technological Item and Technologist feats and the Lightsaber class feature to be crafted.

Jedi Mage Hand (Sp)
Starting at 1st level, a Jedi gains the ability to use Mage Hand once per Jedi Level + Wis modifier per day with a caster level equal to his Jedi level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Jedi gains Magic Trick (mage hand) as a bonus feat.

Force Strength (Su)
At 2nd level, a Jedi gains a bonus equal to his Wisdom bonus (if any) on all Saving Throws.

Grace of the Calm (Su)
At 3rd level, when unarmored and unencumbered, the Jedi adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a Jedi gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Jedi levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Jedi is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Jedi Mind Trick (Su)
At 3rd level, once per day per point of Wisdom modifier (minimum 1), a Jedi is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save DC is 10 + ½ Jedi level + Jedi’s Wisdom modifier.

Evasion (Ex)
At 4th level, a Jedi gains the Evasion ability as a monk of the same level.

Uncanny Dodge (Ex)
At 4th level, a Jedi gains the Uncanny Dodge ability as a barbarian of the same level.

Deflection
At 5th level, a Jedi gains Cut from the Air as a bonus feat without the need to meet its prerequisites but can only use it with his Lightsaber.

Force Trick (Su)
At 5th level, a Jedi can use his mastery of the Force to make ranged combat maneuvers. A Jedi can make combat maneuvers with a range of melee with instead a range of 5 ft. + 5 ft./2 Jedi level. This combat maneuvers use the Jedi Wisdom modifier in place of the Jedi Strength or Dexterity modifier plus any other modifier (bonus from feats, size bonus, etc.) and use its normal time of execution or a standard action, whicever is higher (for the Sunder maneuver, this ability deal damage equal to the dice of his lightsaber + the Jedi Wisdom modifier). Unless the Jedi does not provoke AoO with that maneuver (like in the case he has the Improved [Maneuver]), that one provoke AoO as normal but the fact that he does this from a distance generally keeps him safe from any retaliation. A Jedi can use this ability a number of times per day equal to 3 + Wisdom modifier.

Dominion on the Emotions (Su)
At 6th level, a Jedi project an aura of calm. Each ally within 10 feet of him gains the Clear Mind bonus on saving throws against emotion effects. This ability functions only while the Jedi is conscious, not if he is unconscious or dead.

Throw Lightsaber (Su)
At 7th level, a Jedi as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Jedi level. The lightsaber is treated as having the "Returning" magic weapon ability.

Force Jump (Ex)
At 8th level, a Jedi is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Jedi level as an insight bonus on Acrobatics check made for jump.

Force Lightning (Su)
At 9th level, a Jedi can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged touch attack roll, deals 1d6 damage per 2 Jedi levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10 + ½ Jedi level + Jedi’s Wisdom modifier) he is knocked prone. A Jedi can use this ability a number of times per day equal to 3 + Wisdom modifier. [Setting info: if set in the universe of star wars, the Jedi, even if they can use the lightning of force, they do not do it except in the most extreme of circumstances because they are associated with the release of emotions, the Dark Side and the Sith. If a Jedi abuses it too often, the GM can estimate that it slips to the Dark Side and becomes a Sith, just like abusing spells with the evil descriptor brings you down to evil alignment].

Improved Deflection
At 9th level, a Jedi gains Smash from the Air as a bonus feat without the need to meet its prerequisites.

Telekinesis (Sp)
At 9th level, a Jedi gains the use of the spell telekinesis as a spell-like ability once per day for every three Jedi level using his Jedi level as caster level.

Improved Evasion (Ex)
At 10th level, a Jedi gains the use of the Improved Evasion ability as a monk of the same level.

Improved Uncanny Dodge (Ex)
At 10th level, a Jedi gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.

Contact with the Force (Sp)
At 11th level, the Jedi can ask the spirits of the departed Jedi for advice on how to behave. The Jedi gains the use of the spell augury as a spell-like ability once every six Jedi level per day using his Jedi level as caster level.

Force Blast (Su)
At 11th level, the Jedi can launch a bolt of pure force to an object or creature within 30 ft. + 10 ft. for every 3 level after 5 as a standard action. This ability require a ranged touch attack roll, deals 1d6 damage per 3 Jedi levels which results directly from the Force and is therefore not subject to being reduced by DR and make the target dazed for 1 round. A Will save (10 + ½ Jedi level + Jedi’s Wisdom modifier) negate the dazed condition. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. A Jedi can use this ability a number of times per day equal to his Wisdom modifier.

Suppress the Emotions (Ex)
At 12th level, whenever a Jedi fails a saving throw against any emotion effect, he can attempt a new saving throw at the end of his turn to remove the effect. Doing so takes no action. A Jedi can attempt a new save to end the effect as often as he wishes, but can attempt to remove only one such effect per round.

Wholeness of Body (Su)
At 13th level, a Jedi can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Jedi level. If this effect bring back the Jedi above 0 hit points, the Jedi is not disabled and can keep fight. If this effect bring back the Jedi below 0 hit points but is not dead, the Jedi is unconscious and stable (unless the Jedi use Diehard or similar ability).

Improved Throw Lightsaber (Su)
At 14th level, a Jedi can now throw his lightsaber as a standard action instead of a full-round action.

Greater Contact with the Force (Sp/Su)
At 15th level, the Jedi can ask the Force itself for advice on how to behave. The Jedi gains the use of the spell contact other plane as a spell-like ability once per year using his Jedi level as caster level. The Force use the entry Outer Plane (greater deity) but the Jedi never risk Int/Cha Decrease with this ability and the 91-99% give Don’t Know answer (as well 89-90%) instead of Lie. He also gain blindsense 60 ft.

Improved Force Lightning (Su)
At 15th level, Force Lightning now use d8 in place of d6.

Force Choke (Su)
At 16th level, a Jedi gains the ability to use Force Choke. This ability can be used one per day for every four Jedi level, deals 2d8 + Wis mod bludgeoning damage and can be maintained for a number of rounds equal to the Jedi level + Wis modifier. This is a ranged combat maneuver, with a range of 5 ft. + 5 ft./2 Jedi level and using the Jedi Wisdom modifier in place of the Jedi Strength or Dexterity modifier. Every round in which the Jedi successfully maintains the maneuver (every round the Jedi must make the combat maneuver as a standard action and if the Jedi take damage it must make a concentration check using his Jedi level plus his Wisdom modifier against a DC of 10 + damage taken or stop maintaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate. [Setting info: if set in the universe of star wars, the Jedi, even if they can use force chock, they do not do it except in the most extreme of circumstances because they are associated with the release of the anger emotion, the Dark Side and the Sith. If a Jedi abuses it too often, the GM can estimate that it slips to the Dark Side and becomes a Sith, just like abusing spells with the evil descriptor brings you down to evil alignment].

Force Field (Su)
At 16th level, a Jedi gains spell resistance equal to 11 + Jedi level.

Improved Telekenesis (Sp)
At 17th level, the Jedi may now manipulate with his telekinesis spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Jedi to manipulate 75 pound of object per level with telekinesis).

Emptiness in the Emotions (Ex)
At 18th level, a Jedi gains immunity to emotion effects but cannot longer benefit from moral bonus.

Control the Force (Sp)
At 19th level, a Jedi has grown so close to the Force that they can listen to it more clearly than other Jedi. A Jedi gains Detect Thoughts as constant spell-like ability and Clairaudience/Clairvoyance as at will spell-like ability, both with caster level equal to his Jedi level.

Jedi Master (Sp/Su)
When the Jedi reach the 20th level, they attain the status of Jedi Master, which confers the ability to have the spells Freedom of Movement and Mind Blank as a constant spell-like ability with caster level equal to their Jedi level. He add as an axiomatic bonus is Wisdom modifier to attack and damage rolls. If Jedi Master die after this moment, he does not follow the normal passage of souls in the Outer Planes. Instead he becomes one with the Force. This means that he can always be resurrected even if he died of old age (in the case of death from old age, if resurrected he returns with the minimum Old age). The Jedi Master can now use Jedi mage hand, force trick, force blast and telekinesis at will and wholeness of body a number of ti me per day equal to his Wisdom modifier.
 

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Darth Sidious (Emperor Palpatine) CR 19

LE Medium advanced human sith 15/aristocrat 2/expert 2

Init +20; Perception +33

DEFENSE

AC 41, touch 34, flat-footed 31 (+11 Cha, +9 Dex, +1 dodge, +7 natural, +3 Sith)

hp 353 (15d10+4d8+171)

Fort +31, Ref +35, Will +38

Defensive Abilities dark grace, force block (+26, 150 pounds), freedom of movement, improved evasion, improved sith reflexes, improved uncanny dodge, nondetection, uncanny dodge, wholeness of body (30 hp); Immune detect thoughts, discern lies, and any attempt to magically discern his alignment

OFFENSE

Speed 30 ft.

Melee +4 axiomatic unholy lightsaber +32/+27/+22/+17 (2d8+17)

Special Attacks force choke 3/day +29 combat maneuver (2d8+11, range 60 ft., maximum 26 rounds), force lightning touch +27 14/day (8d8, DC 30, range 60 ft.), sith mind trick 11/day (DC 28), throw lightsaber +28 (2d8+17, range 80 ft., standard action)

Spell-like Abilities (CL 15th, concentration +26)

26/day—mage hand

5/day—telekinesis (DC 26)

2/day—command undead (all creatures) (DC 28), dominate person (DC 26)

STATISTICS

Str 28, Dex 28, Con 28, Int 28, Wis 28, Cha 32

Base Atk +18; CMB +27; CMD 61

Feats Ability Focus (force lightning), Cleave, Combat Reflexes, Cut from the AirB, Deceitful, Dodge, Greater Cleave, Improved Initiative, Magic Trick (mage hand)B, Mobility, Power Attack, Smash from the AirB, Spring Attack, Weapon Focus (lightsaber)

Skills Acrobatics +31 (+61 to jump), Appraise +31, Bluff +37, Diplomacy +33, Disguise +37, Intimidate +33, Knowledge (arcane, history) +14, Perception +33, Sense Motive +33, Sleight of Hand +31, Spellcraft +31, Stealth +31, Survival +31, Use Magic Device +33

Languages Common

SQ access to the force, dark command, dark mind, deflection, force jump, improved deflection, lightsaber, sith mage hand, sith mind poison, sith reflexes, telekinesis

Gears amulet of natural armor +5, cloack of resistance +5, headband of mental perfection +6 (appraise, sleight of hands, survival), belt of physical perfection +6, ring of mind shielding, ring of freedom of movement

Wish
Palpatine use ancient book (Manuals) to grant himself +4 inherent bonus to all ability score.
This is great. I'm surprised he's not epic or at least level 20 though.
 

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