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Post by CRASHER on Aug 19, 2007 9:31:32 GMT -5
Updating this stuff for better readability:
Force Push/Strike: 10-15 2d6 --> Will DC 10 to resist being tossed 3 squares (1 target) 2VP 16-20 3d6 --> Will DC 15, 4 squares (3 square cone) 3 VP, per target 21-25 3d8 --> Will DC 15, 5 squares (5 square cone) 4 VP, per target 26-30 4d8 --> Will DC 20, 5 squares (8 square cone) 5 VP, per target 31+ 5d8 --> Will DC 25, 10 squares (10 square cone), 6 VP Per target ** Opponent can add Force Defense roll to Will Save
Force Push: You can physically shove your target in addition to Force Strike's normal effects. For every 5 ranks you have in Move Object, the target may be pushed back an additional 2 meters. In addition, the target gets a +4 bonus to its Reflex save for every size category greater than Medium, a -4 penalty to its Reflex save for every size category smaller, and a +4 bonus to its Reflex save if it has more than two legs or is otherwise more stable than a normal humanoid. In all other respects, Force Push functions the same as a normal use of Force Strike.
The pushed character moves in a straight line directly away from you and takes 1d6 damage (no save) if he hits an obstacle. The obstacle takes damage as if the pushed character were a hurled object (see Move Object, page 94). If the obstacle is a character, he may make a Reflex save (DC 15 or as listed in Move Object table, whichever is higher) to take half damage.
Force Lightning: 15-20 3d8 --> Range Touch Attack (1 target), 6 VP.... DC 15 to avoid dazed 21-25 3d8+2 --> Range Touch (up to 3 targets), 6 VP per Target.... DC 20 26-30 4d8 --> Range Touch (up to 5 square cone), 6 VP per Target.... DC 20 31+ 5d8 --> Range Touch (up to 8 square cone), 6 VP per target... DC 25 ** Opponent with active force defense, adds his roll to defense on ranged touch **
Force Lightning (Int) Check: First, make a Force Lightning skill check (DC 15). If successful, make a ranged attack. If the attack hits, the target suffers damage based on the roll and must attempt a Fortitude save (DC determined by your check result). On a failed save, the target is dazed for 1 round. If the save fails by 10 or more, the target is instead dazed for 1d4+1 rounds and falls prone. Special: Force Lighting has a range of 6 squares
You can take 10 on this skill but not take 20. Because Force Lightning utilizes an attack roll, the attack has a threat range (a roll of 20 on a d20) and can be deflected as per the Jedi class ability. Time: Force Lightning is an Attack Action.
Force Grip: (Will Save to negate Choke/Maintain Effect) 10-15 3d6 --> Will DC 15, 3 VP 15-20 3d8+2 --> Will DC 15, 3 VP 21-25 4d8 --> Will DC 20, 4 VP 26-30 4d8+2 --> Will DC 20, 4 VP 31+ 5d8 --> Will DC 25, 5 VP
Force Grip skill description: In the Special section, remove the sentence, "Using this skill gives the character a Dark Side Point." Replace it with, "Unlike other dark side Force skills, Force Grip does not automatically give the character a Dark Side Point."
Add the following at the end of the Check section: Force Choke: In addition to the normal effects of Force Grip, you have the possibility of dazing your target by using Force Choke to cut off his airway. If the target fails his saving throw, he is dazed for 1 round in addition to taking full damage. This costs an extra 2 vitality points but it otherwise functions as a normal Force Grip.
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