Force Warrior Class

Force Warriors concentrate on perfecting the art of control, engaging in extensive meditation while practicing many forms of martial arts. By accessing the Force, they can enhance their physiology. Force Warriors represent a simpler, more primitive form of Force use than other Jedi traditions, an approach that has never become wide spread. Sects of Force Warriors have become increasingly rare during the past few thousand years, especially in eras when the Jedi have grown in prestige, power, and popularity.

Force Warriors are not inherently warlike. In fact, many have an almost pacifistic nature. While some do seek to become awesome fighting machines, others see their perfection of physical control and the associated talents as part of a spiritual mission. According to their teachings, if you do not know yourself completely, you can never understand others. Several traditions of Force Warriors developed in the early ages of the Republic, encompassing a set of philosophies and beliefs that were taught along with martial skills. Talented Force-Sensitive beings may become Force Warriors on their own, teaching themselves the art of control without the aid of an instructor or Master.

A few early Force Warriors were Jedi. In the formative days of the Old Republic, before the lightsaber became the symbol of the Jedi, many of the Order depended only on the Force for protection and defense. Force Warriors became less common among the Jedi as the ages passed and more Jedi adopted the lightsaber as a personal weapon.

Requirements
To qualify to become a Force Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Battlemind 7 ranks, Enhance Ability 7 ranks, Tumble 3 ranks
Feats: Control, Force-Sensitive, Martial Arts

Game Rule Information
Vitality: Force Warriors gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Force Warrior’s class skills (and the key ability for each skill) are as follows.
Balance (Dex), Craft* (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Spot (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.
Skill Points at Each Level: 4 + Int modifier

Class Features
The following are features of the Force Warrior prestige class.

Uncanny Dodge
At 1st level, a Force Warrior gains the extraordinary ability to react to danger before his senses would normally allow him to do so. The Force Warrior retains his Dexterity bonus to Defense (if any) regardless of being flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense when immobilized). At 7th level, a Force Warrior can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies Bounty Hunters (and others will similar abilities) the ability to use flank attacks to sneak attack the Force Warrior.

Increase Unarmed Damage
A Force Warrior learns to deal additional damage with unarmed attacks. At 2nd level, a Force Warrior’s unarmed attack damage increases by +1d6 (for example, 1d6 becomes 2d6). At 5th level and again at 8th level, his unarmed damage increases by an additional +1d6 points.

Bonus Feat
At 3rd, 6th, and 9th level, a Force Warrior gains a bonus feat. This feat must be selected from the following list, and the Force Warrior must meet any prerequisites.
Advanced Martial Arts, Ambidexterity, Attuned, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Defensive Martial Arts, Echani, Echani Expertise, Echani Mastery, Great Cleave, Improved Bantha Rush, Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Improved Martial Arts, Improved Trip, Improved Two-Weapon Fighting, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Mettle, Power Attack, Stava, Stava Expertise, Stava Mastery, Sunder, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Two-Weapon Fighting, Weapon Finesse (Unarmed), Weapon Focus (Unarmed), Wrruushi, Wrruushi Expertise, Wrruushi Mastery

Defensive Roll
At 4th level, a Force Warrior learns to roll with potentially lethal blows to take less damage from them. Once per day, a Force Warrior can attempt a Reflex save to convert wound damage (from a weapon or Force ability, not from a disease, the environment, or similar conditions) to vitality damage (provided he currently has any vitality points). The DC for this save is equal to the damage dealt by the attack. The Force Warrior must be aware of the attack and able to react to it to execute his Defensive Roll. If he is denied his Dexterity bonus to Defense, he can’t use this ability. When the Force Warrior reaches 10th level, the wound damage is reduced to 0, rather than converted to vitality damage, on a successful Reflex save.

Jedi Knight
When the Force Warrior’s total Jedi Class levels (Force Warrior levels plus any other Jedi class or prestige class levels) equal 7, the character becomes a full Jedi Knight and gains a bonus knight feat (this replaces the Jedi Knight class feature of any other Jedi class and the character must have at least 1 Jedi level from another class). This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Force Mastery, Force Mind, Great Fortitude, Iron Will, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Skill Emphasis (Treat Injury)

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +1 +2 +2 +1 Uncanny Dodge (Retains Dex Bonus) +1 +0
2 +2 +3 +3 +2 Increased Unarmed Damge +1d6 +2 +0
3 +3 +3 +3 +2 Bonus Feat +2 +1
4 +4 +4 +4 +2 Defensive Roll +3 +1
5 +5 +4 +4 +3 Increased Unarmed Damge +1d6 +3 +1
6 +6 +5 +5 +3 Bonus Feat +4 +2
7 +7 +5 +5 +4 Uncanny Dodge (Can't be Flanked) +4 +2
8 +8 +6 +6 +4 Increased Unarmed Damge +1d6 +5 +2
9 +9 +6 +6 +4 Bonus Feat +5 +3
10 +10 +7 +7 +5 Defensive Roll +6 +3
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