Force Adept Class

The Force Adept is strong in the Force, but follows a different path from that of the Jedi. To the Force Adept, the Force is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force Adept comes from a different tradition, with different beliefs and codes of conduct from those of the Jedi. There are precious few Force Adepts, and the numbers who become adventures is even smaller. Some call the Force by its familiar name, while others refer to it by some other term that reflects their own traditions.

If you select the Force Adept class, you need to determine how your character views the Force. It’s important to decide what your hero believes in. Is your Force Adept an alien student of the Force? A shaman from a primitive culture? A follower of one specific aspect of the Force (such as the ecological priests of Ithor)? A Force mage from an isolated planet (such as the witches of Dathomir)? A lightsider? A darksider? The choice is yours, and it will affect the way your character interacts with the campaign.

Some Force Adepts become adventures as part of a quest to learn more about the Force (or whatever they call it). Others do so out of necessity. They are force from their world, hunted by unscrupulous agents, or are interested in what the galaxy might have to offer them. Force Adepts might be called wizards, shamans, witches, or prophets, depending on where they come from and what traditions they follow. Most Force Adepts follow the light side (or at least their version of it), but some fully embrace the dark side.

The Force Adept masters the ability to affect the external world, as typified by the Alter feat. The adept might be a shaman, an alien from an out-of-the-way world, or a Force-Sensitive hero who never received the benefit of Jedi training. Because the adept’s training is less formalized, she must depend on more mundane skills to complement her Force powers.

Game Rule Information
Force Adepts have the following game statistics.

The Force Adept’s most important ability scores are Intelligence and Wisdom, since theses control her most important Force Skills (those of the Alter and Sense feats), as well as many other class skills. Charisma can also be significant for a variety of interpersonal skills.

Force Adepts gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Force Adept’s class skills, and the key ability fore each, are as follows:
Climb (Str), Craft* (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier

Class Feature
All of the following are class features of the Force Adept.

Starting Feats
The Force Adept begins play with the following feats:
Weapon Group Proficiency (Primitive weapons)
Weapon Group Proficiency (Simple Weapons)

Force Training
The Force Adept gains a bonus Force feat at 1st, 2nd, and 4th level. This bonus Force feat is selected from the following list.

Alter, Control, Sense

Once one of these feats is selected, its associated Force skills become class skills foe the character.

Bonus Feats
At 3rd, 9th, 14th, and 20th level, the Force Adept gains a bonus feat. This feat must be selected from the following list, and the Force Adept must meet any prerequisites.
Alertness, Animal Affinity, Endurance, Frightful Presence, Link, Mind Trick, Mimic, Stealthy, Track

Force Weapon
At 5th level, a Force Adept can imbue a non-powered melee weapon (such as a club, a knife, or a quarterstaff) with the Force. This must be a weapon that the Force Adept wields personally. It takes a full-round action to imbue the weapon with the Force, and costs 3 vitality points. The benefit the weapon gains lasts for a number of rounds equal to the character’s Force Adept level. At 5th level, the weapon’s damage increases by +1d8. (So, a Force-imbued quarterstaff deals 1d6 + 1d8 damage.) At 13th level, the weapon’s damage Increase by an additional +1d8 (for a total of +2d8).

A Force-imbued weapon gains another benefit when used against a lightsaber. If the wielder of a lightsaber attempts to strike a Force-imbued weapon wielded by an opponent, the lightsaber does not ignore the damage reduction of the Force-imbued weapon.

Skill Emphasis
At 6th, 12th, and 18th level, the Force Adept gains a Skill Emphasis bonus feat. Each time the Force Adept gains this bonus feat, it must be applied to a different skill that the Force Adept already has ranks in, including Force skills.

Comprehend Speech
At 7th level, a Force Adept gains the Force ability to comprehend any spoken language. The Force Adept can’t speak any language through this ability, only understand them.

Force Talisman
At 8th level, a Force Adept gains the ability to imbue a small item of personal significance with the Force. It takes a full day to imbue the item, as well as the expenditure of 1 Force Point. Once imbued, the item becomes a Force talisman, providing the Force Adept with a +2 on saving throws made to defend against Force skills or Force feats. At 15th level, the same process can increase the power of the Force talisman; it then provides a +4 bonus. This bonus is only for the creator of the Force talisman.

Force Secret
The Force Adept discovers a Force Secret at 11th and 16th level. Each time, the Force Adept may select the same or a different secret.

Improved Affect Mind: Increase the DC to saves by +1.
Improved Battle Influence: Increase the DC to saves by +1.
Improved Battlemind: Increase the bonus on attack rolls provided by the skill by +1.
Improved Control Mind: Increase the bonus proved by the skill by +1.
Improved Drain Energy: Increase the DC to saves by +1.
Improved Empathy: Increase the bonus proved by the skill by +1.
Improved Force Defense: Increase the bonus on saving throws provided by the skill by +1.
Improved Force Grip: Increase the damage dealt by the skill by +1.
Improved Force Strike: Increase the damage dealt by the skill by +1.
Improved Friendship: Increase the DC to saves by +1.
Improved Heal Another: Increase the amount of healing by +1.
Improved Heal Self: Increase amount of healing by +1.
Improved Illusion: Increase the DC to saves by +1.
Improved Inspire: Increase the bonus proved by the skill by +1.
Improved Plant Surge: Increase the DC to saves by +1.
Improved Sever Force: Increase the DC to saves by +1.
Improved Force Skill: Add a +1 Force bonus to any one Force skill the character has ranks in.

A 1st level Force Adept starts play with 1d4 x 500 credits.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Rep Bonus
1 +0 +1 +1 +2 Force Training +3 +0
2 +1 +2 +2 +3 Force Training +4 +0
3 +2 +2 +2 +3 Bonus Feat +4 +0
4 +3 +2 +2 +4 Force Training +4 +0
5 +3 +3 +3 +4 Force Weapon +1d8 +5 +1
6 +4 +3 +3 +5 Skill Emphasis +5 +1
7 +5 +4 +4 +5 Comprehend Speech +6 +1
8 +6 +4 +4 +6 Force Talisman +2 +6 +1
9 +6 +4 +4 +6 Bonus Feat +6 +2
10 +7 +5 +5 +7 * +7 +2
11 +8 +5 +5 +7 Force Secret +7 +2
12 +9 +6 +6 +8 Skill Emphais +8 +2
13 +9 +6 +6 +8 Force Weapon +2d8 +8 +3
14 +10 +6 +6 +9 Bonus Feat +8 +3
15 +11 +7 +7 +9 Force Talisman +4 +9 +3
16 +12 +7 +7 +10 Force Secret +9 +3
17 +12 +8 +8 +10 * +10 +4
18 +13 +8 +8 +11 Skill Emphasis +10 +4
19 +14 +8 +8 +11 * +10 +4
20 +15 +9 +9 +12 Bonus Feat +11 +4
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