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 La clase de Jedi Sentinel (aún bajo algunos cambios)

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Maléfico
Legend Undiscovered
Legend Undiscovered
Maléfico


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Fecha de inscripción : 12/08/2009
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La clase de Jedi Sentinel (aún bajo algunos cambios) Empty
MensajeTema: La clase de Jedi Sentinel (aún bajo algunos cambios)   La clase de Jedi Sentinel (aún bajo algunos cambios) Icon_minitimeJue Abr 08, 2010 12:51 am

The Jedi Sentinel uses the Force to ferret out deceit and injustice throughout the galaxy. This member of the Jedi Order strikes a balance between the physical aspects of the Jedi Guardian and the mental aspects of the Jedi Consular.

Exploits
As members of the Jedi Order, the Jedi Sentinel is usually called into service as a last line of defense if the negotiations of Jedi Consulars cannot be resolved peacefully. When not on call by the Jedi Council, the Jedi Sentinel will most likely be found working with law enforcement personnel.

Background
A Jedi Sentinel typically starts out as a Padawan learner instructed by a higher-ranking Jedi Master. He begins his career at 1st level, and is encouraged to pursue intellectual and physical endeavors. The Jedi Sentinel would be just as likely to be found in a library researching some little known tidbit, as he would be found in a training facility.

Game Rule Information:
Jedi Sentinels have the following game statistics.

Abilities
Jedi Sentinels should be gifted in all areas, but the most important are Dexterity, Wisdom, and Charisma.

Vitality
Jedi Sentinels gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Jedi Sentinel’s class skills and their key abilities are as follows:
Bluff (Cha), Climb (Dex), Computer Use (Int), Craft* (Int), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Survival (Wis), Treat Injury (Wis), Tumble (Dex).

*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (droids), Knowledge (Jedi Lore), Profession (lawyer).

Skill points at 1st level: (5 + Int modifier) x 4.
Skill points at each additional level: 5 + Int modifier.

Class Features
All of the following are class features of the Jedi Sentinel.

Starting Feats
Jedi Sentinels begin play with the following feats.
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive*
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)

*This feat has associated Force skills. These associated Force skills are class skills for this character class due to the possession of this feat.

Level Base attack bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +2 +2 Force Training, Deflect (defense +1) +3 +1
2 +1 +2 +3 +3 Bonus Feat +4 +1
3 +2 +2 +3 +3 Force Training, Deflect (attack -4) +4 +1
4 +3 +2 +4 +4 Force Training +4 +1
5 +4 +3 +4 +4 Sentinel Strike +5 +1
6 +5 +3 +5 +5 Increase lightsaber damage (+1d8) +5 +2
7 +6/+1 +4 +5 +5 Jedi Knight +6 +2
8 +7/+2 +4 +6 +6 Deflect(extend defense and attack) +6 +2
9 +8/+3 +4 +6 +6 Bonus Feat +6 +2
10 +9/+4 +5 +7 +7 Deflect(defense +2), Block +7 +2
11 +10/+5 +5 +7 +7 +7 +3
12 +11/+6/+1 +6 +8 +8 Increase lightsaber damage (+1d8) +8 +3
13 +12/+7/+2 +6 +8 +8 Deflect (attack -3) +8 +3
14 +13/+8/+3 +6 +9 +9 Bonus Feat +8 +3
15 +14/+9/+4 +7 +9 +9 Sentinel Strike Increase Damage +9 +3
16 +15/+10/+5 +7 +10 +10 Deflect (defense +3) +9 +4
17 +16/+11/+6/+1 +8 +10 +10 Bonus Feat +10 +4
18 +17/+12/+7/+2 +8 +11 +11 Increase lightsaber damage (+1d8) +10 +4
19 +18/+13/+8/+3 +8 +11 +11 Deflect (attack -2) +10 +4
20 +19/+14/+9/+4 +9 +12 +12 Bonus Feat +11 +4


Equipment
A Jedi starts play with a lightsaber provided by his Master. Later, the Jedi may construct his own lightsaber.

Force Training
The Jedi Sentinel gains a bonus Force feat at 1st, 3rd, and 4th levels. This bonus Force feat must be selected from the following list:
Alter, Control, Sense.
Once one of these Force feats are selected, its associated Force skills become class skills.

Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate that he is using deflect (defense) when an opponent declares an attack against him but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
Each time the Jedi gains deflect (defense), it provides a +1 dodge bonus to Defense when he uses a lightsaber to block ranged attacks.
Deflect (defense) can also be used in conjunction with total Defense for even greater protection, providing the dodge bonus for deflecting the attack, and the +4 dodge bonus granted by using total defense.

Bonus Feats
At 2nd, 9th, 14th, 17th, and 20th level the Jedi Sentinel gains a bonus feat. All prerequisites must be met and the Jedi Sentinel must choose from the following list: Alertness, Attuned, Cautious, Combat Reflexes, Peacemaker, Power Attack, Self-Sufficient, Shadow, Sharp-Eyed.

Deflect (Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack back toward a target within one range increment of the Jedi’s position. The type of blaster used against the Jedi governs the range increment. You must be carrying an activated lightsaber to use this special ability.
Deflecting and redirecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate that he is using deflect (attack) when an opponent declares an attack against him but before any attack rolls are made. Both deflect (defense) and deflect (attack) can be used together in the same round, however, the Jedi can decide to forego the Defense bonus in order to receive a better chance at redirecting the attack.
The Jedi can deflect and redirect a number of attacks equal to ½ his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more cannot be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls an attack using his lightsaber attack bonus and applies a –4 penalty. If the attack is high enough to hit, the redirected attack deals damage to the target (the type of blaster determines the amount of damage dealt). Each time the Jedi gains deflect (attack), the penalty associated with the redirected attack is lessened by one.

Increase Lightsaber Damage
As a Jedi Sentinel gains levels, the amount of damage dealt by his lightsaber increases. Each time the Jedi gains increase lightsaber damage, the weapon’s damage increases by +1d8.

Deflect (Extend Defense and Attack)
At 8th level, the Jedi Sentinel learns to extend her defensive and offensive deflection skills to others within 2 meters of his position. You must be carrying an activated lightsaber in order to use this special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All rules regarding deflect (defense) and deflect (attack) apply; the result of this is that the Jedi may extend this ability in order to help those nearby.

Block
This is a modified form of deflect (defense) that allows the Jedi to deflect a ranged attack without the use of a lightsaber. The Jedi must have some sort of protective gear, or an item that can withstand the ranged attack. The dodge bonus provided by deflect (defense) is used when a Jedi blocks a ranged attack without a lightsaber. Block doesn’t allow a Jedi to redirect the attack or to extend the defense beyond the Jedi’s position. All other rules concerning deflect (defense) applies.

Jedi Knight
At 7th level, the Jedi Sentinel graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the sentinel must meet any prerequisites: Burst of Speed, Knight Speed, Dissipate Energy, Lightsaber Defense, Knight Defense, Force Mastery, Force Mind, Knight Mind, Weapon Focus (lightsaber).

Sentinel Strike
At 5th level, the Jedi Sentinel gains the extraordinary ability to defeat her enemies consumed by the Dark Side. This ability grants the user with an additional 2d8 to her damage rolls against an opponent with a Dark Side score of 1 or more.
At 15th level, the damage inflicted is 2d8 plus 1d4 for each Dark Side point the opponent has in her score.

Credits
A 1st level Jedi Sentinel starts play with 1d4 x 250 credits.


Tomado de la página:
http://www.coveworld.net/kotor-d20/sentinel.html


Última edición por Maléfico el Miér Mayo 12, 2010 9:50 pm, editado 5 veces
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La clase de Jedi Sentinel (aún bajo algunos cambios) Empty
MensajeTema: Re: La clase de Jedi Sentinel (aún bajo algunos cambios)   La clase de Jedi Sentinel (aún bajo algunos cambios) Icon_minitimeDom Abr 11, 2010 1:35 pm

Saludos iv, estuve analizando lo que es la tabla con la que tengo del JS y si el cambio del BAB seria bueno, pues dadas las circunstancias se tomara esa tabla del BAB de ahi en fuera sera el resto igual

Atte. yo La clase de Jedi Sentinel (aún bajo algunos cambios) 314928
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