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D&D 3E/3.5 New classes for DnD 3.5

These are my Jedi in 3.5 Dungeons and Dragons world. They were a 10 week brain child. I haven’t had the chance to play test the sentinel the other two seemed balanced but what do I know. Any constructive criticism would be greatly appreciated.

Guardian
[Sblock=Guardian]Guardian
HD: d10
BAB: As Fighter
Saves: Good Fort, Will
Skills: (2+Int Mod)x4 at 1st level and (2+Int Mod) Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Swim (Str), Tumble (Dex)

1 Padawan
2 Personal Crystal
3 Bonus Feat
4 Fast Movement 10
5 Saber Use 2d6
6 Haste 1/day
7 Personal Growth
8 Bonus Feat
9 Fast Movement 20, Improved Critical (Lightsaber)
10 Knight, Saber Use 2d8
11 Haste 2/day
12 Personal Growth
13 Bonus Feat
14 Fast Movement 30, Increased Multiplier
15 Saber Use 2d10
16 Haste 3/day
17 Personal Growth
18 Bonus Feat
19 Fast Movement 40, Speed Strike 1/day
20 Master, Saber Use 2d10 Brilliant Energy

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level STR WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Bonus Feat: May take only a fighter bonus feat.

Haste: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
As a number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Increased Multiplier: Increases Lightsaber Critical Multiplier from x2 to x3 works only with the Lightsaber.

Speed Strike: You gain 2 additional attacks at your highest attack +1. Does not stack
with the effects of haste.

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.[/sblock]

Sentinel
[Sblock=Sentinel]Sentinel
HD: d6
BAB: As Rogue
Saves: Good Ref, Will
Skills: The sentinel’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex) (8+Int Bonus)x4 at first and (8+Int Bonus)
1 Padawan, Sneak Attack +1d6
2 Evasion
3 Personal Crystal, SA +2d6
4 Uncanny Dodge
5 Invisibility 1/day, SA +3d6, Saber Use 2d6
6 Graceful Tumble
7 Personal Growth, SA +4d6
8 Improved Uncanny Dodge
9 Deadly Percision, SA +5d6
10 Knight, Improved Evasion
11 Invisibility 2/day, SA +6d6
12 Personal Growth
13 Crippling Strike, SA +7d6
14 Hide in plain sight
15 Greater Invisibility 1/day, SA +8d6, Saber Use 2d8
16 Defensive Roll
17 Personal Growth, SA +9d6
18 Master Invisibility 1/day
19 Slippery Mind +10d6
20 Master, Saber Use 2d10

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Evasion: As the Monk ability

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level DEX WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Uncanny dodge: As the Barbarian Ability

Invisibility: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
A number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Graceful Tumble: When you tumble to flank an opponent you may take 2 attacks after your move action at your highest attack. This ability does not stack with any other spells or abilities that grant an extra attack.

Improved uncanny dodge: As the Barbarian Ability

Deadly precision: As the feat from XPH

Crippling Strike: As the Rouge special ability

Hide in Plain Sight: As the Ranger ability, except that it can only be used where there are more than 4 people in sight.

Greater Invisibility: Works as per the spell with a range of personal and a duration in a number of rounds equal to your Jedi level.

Defensive Roll: As the rogue special ability

Master Invisibility: As Greater Invisibility except that you leave no scent nor trail

Slippery Mind: As the Rogue special ability

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.[/sblock]

Consular
[Sblock=Consular]Consular
HD: d4
BAB: As Wizard
Saves: Good Will
Skills: (2+Int Mod)x4 at 1st, (2+Int Mod) The Consular’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int) and Spellcraft (Int).

1 Padawan
2 Personal Crystal
3 Bonus Feat
4 Fast Movement 10
5
6
7 Personal Growth
8 Bonus Feat
9 Fast Movement 20
10 Knight, Saber Use 2d6
11
12 Personal Growth
13 Bonus Feat
14 Fast Movement 30
15
16
17 Personal Growth
18 Bonus Feat
19 Fast Movement 40
20 Master, Saber Use 2d8


Powers: You gain Power Points per say as a Psion of your level would, but your primary manifesting stat is your wisdom score. Powers known and powers gained is the same as a Psion of equal level.

Padawan: Exotic Weapon Proficiency (Lightsaber)
This is a 1d8 beam of what appears to be light, powered by a permanent light crystal (quartz with a light permanency on it) and a focus crystal. 1d8 19-20x2 150gp.
Deflect Arrows: With the lightsaber drawn a Jedi can deflect 1 arrow or bullet for each 5 of its base attack gained only from the Jedi class. [+1,+6,+11,+16…]
A Jedi’s jump distance is not limited by their height.

Personal Crystal: You create a personal crystal for your saber to focus through that grows with you. This is a luck bonus to your abilities. The bonus listed is the bonus granted.
Level DEX WIS
2 +1 +1
7 +2 +2
12 +4 +2
17 +6 +4

Bonus Feat: May take any metapsionic feat to apply to his powers.

Knight: Add ½ your Wisdom bonus (if possible) to armor class and damage
Add ½ your Jedi class to any 3 skills choosen from: Bluff, Hide, Jump, Move Silently, and Tumble.
As a number of times per day equal to ½ your Jedi level (rounded down), a Knight may use Retrieve as the Psionic Power except that it may only target their personal Lightsaber. This counts as a move action.

Master: Add Wisdom bonus (if positive) to Armor Class and Damage
Add Jedi level to skills that were chosen at 10th level.
May use Charm Person or Charm Monster, Will save is DC 12+Jedi Level+ Wisdom Bonus. May be used 3 times per day as a full round action. Any creature whose intelligence exceeds that of the Jedi by 6 or more automatically makes their save.
Code:
Powers knowable:
1st-	[CENTER]Attraction
Conceal thoughts
Daze, Psionic
Disable
Empathy
Far Hand
Force Screen
Inertial Armor
Mind Thrust
Precognition, Defensive
Precognition, Offensive
Vigor[/CENTER]

2nd- [CENTER]Cloud Mind
Control Sound
Energy Push
Energy Stun
Id Insinuation
Inflict Pain
Mental Disruptions
Recall Agony
Sustenance
Tongues, Psionic[/CENTER]

3rd- [CENTER]Body Adjustment
Body Purification
Energy Bolt
Energy Burst
Eradicate Invisibility
Mental Barrier
Psionic Blast
Telekinetic Force
Telekinetic Thrust
Touchsight[/center]

4th- [center]Death Urge
Empathic Feedback
Energy Adaptation
Mindwipe
Power Leech
Telekinetic Maneuver
Wall of Ectoplasm[/center]

5th-[CENTER]Adapt Body
Leechfield
Psychic Crush
Shatter Mind Blank
Trueseeing, Psionics[/CENTER]

6th- [CENTER]Cloud Mind, Mass
Disintegrate, Psionic
Overland Flight, Psionic
Retrieve
Temporal Acceleration[/CENTER]

7th-[CENTER]Energy Conversion
Energy Wave
Insanity
Mind Blank, Personal
Moment of Prescience, Psionic
Ultrablast[/CENTER]

8th-[CENTER]Iron Body, Psionic
Matter Manipulation
Mind Blank, Psionic
True Metabolism
Mind Seed[/CENTER]

9th-[CENTER]Microcosm
Timeless Body[/CENTER]

Discipline powers:
1-Charm
2-Suggestion
3-Mental Barrier
4-Dominate
5-Energy Current
6-Suspend Life
7-Insanity
8-Telekinetic Sphere
9-Tornado Blast[/sblock]
 

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Either these are great or no one has anything to say about them...

Sweet I made a balanced Jedi Class!

:: Does the made something cool dance ::
 
Last edited:

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