My attempt at creating a force sensitive (jedi / sith without orders) as an archatype


Homebrew


Good Day All!

I know that Starfinder is amazing and you can create anything with some clever choices. I was playing KOTOR and a friend asked if I could create a Force-user for our Starfinder campaign. He is currently a Mystic with the PHRENIC ADEPT archetype. I took a swing at creating my own archetype. Please let me know what you all think! I am eager to hear your criticisms and suggestions. Maybe praise...

Force-user:

Force-user

A Force-sensitive, also known as a Force-user, referred to any living organism that was keenly attuned to the flow of the mysterious energy field known as the Force. The Force, also known as the Ashla to the Lasats or It to the dianoga Omi, was an energy field that connected everything in the galaxy. The Force was generated by all living entities; therefore, the Force resided in all lifeforms. As such, they possessed no connection to the energy field that was created and sustained by life. The Lasats believed that the Force was "the spirit of the galaxy." Among their natural gifts, Force-sensitives possessed a precognitive ability, making their reflexes faster than others. With proper training, Force-sensitives could learn to consciously sense and manipulate that energy, which gave them special powers.

Force-users are rare but come in all shapes and sizes. Unlike organic beings, droids and other artificial creations existed outside of the Force.

Alternate Class Features
The Guardian archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.

Force Senses (Su) 2th Level
You develop a connection to the Force that allows them to better sense incoming attacks. Gain a +1 insight bonus to both KAC and EAC.
At 6th level this bonus also applies to your weakest saving throw. If any are tied for lowest then you pick.
You may also gain a Force Power from the list below.

Limited Force Connection (Sp) 4th Level
You gain Psychokinetic Hand as an at will spell like ability. If you already have access to this spell in any fashion, you may target one unattended object up to 100 lbs or 10 bulk and you may also propel the object as far as 30 feet instead of 15 feet.
You may also gain a Force Power from the list below.

Guide The Weak Minded (Su) 6th Level
You may use the Force to bend others wills to your commands. When using Diplomacy or Intimidate skill checks, to gain information or aid, treat the individuals initial attitude as one step better. Additionally you may spend a resolve point to have the individual forget this request. This ability will also work on animals of at least a 2 intelligence. You may spend a Resolve Point to treat the individuals initial attitude as two steps better for 2 rounds.

Force Connection (Su) 9th Level
You gain a strong connection to the Force. Through this connection you may sense other Force-users within one mile. This does not help you to identify a Force-user, but when they are within 30 feet the sense grows stronger. You may spend a Resolve Point and make an opposed will check with the individual. If you win you get a clear image of the other Force-user, but they get a clear image of you. If this fails they you do not see them but they know someone is trying to see them.
You may also gain a Force Power from the list below.

One With The Force (Su) 12th Level
Once per day when you take a ten minute rest to regain stamina points you may also gain a number of hit points equal to your level.
You may also gain a Force Power from the list below.

Force Mastery (Ex) 18th Level
If have a Good alignment then you get a +1 to all of your Attributes. If you have an Evil alignment you gain immunity to poisons and diseases. If you are neither Good nor Evil then you may select another Force Power. This will not be affected by future alignment changes.

Force Powers
As a force-user grows in their connection they are gifted with unique Force Powers. They are split into three categories: Good, Evil and Universal. A morally Good character cannot select an evil power and visa versa. Some Force Powers may be selected multiple times to enhance the effects.

Good Aligned Powers
These Force Powers may only be selected if you have a Good alignment. If you were ever to lose a Good alignment then you may Immediately select a Universal Force Power.

Aura
This Force Power does not work while in heavy armor or power armor. As a Move action you may spend a Resolve Point to gain a +1 bonus to KAC, EAC and all saving throws for 1D4 rounds.
If selected a second time this bonus becomes +2 and lasts for 1D6 rounds.
If selected a third time this bonus becomes +3 and lasts for 2D4 rounds.

Valor
This Force Power does not work while in power armor. As a Move action you may spend a Resolve Point to have allies gain a +1 bonus to attacks and all saving throws for 1D4 rounds.
If selected a second time this bonus becomes +2 and lasts for 1D6 rounds.
If selected a third time this bonus becomes +3 and lasts for 2D4 rounds.

Stasis
As a Standard Action you may spend a Resolve Point and target an opposing character within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent has the Stunned condition for one round. If they do save then there is no effect. You may spend another Resolve Point as part of this action to have the target gain the Paralyzed condition instead. If the target does save then they gain the Flat-Footed condition for one round. This is a mind affecting ability.

Universal Powers

Burst of Speed
You may spend a Resolve Point to double all of your movement speeds for one round. You also gain a +2 bonus to KAC and EAC.
If selected a second time these bonus's last for 1D6 rounds.

Focus
You dedicate your energies into your Force abilities. All DC's for saving throws are increased by +1 against your Force powers.
If selected a second time this bonus becomes +2.

Immunity

You cannot be distracted from their mission and will stand their ground against the worst odds. You have immunity to fear effects and fear related conditions.
If selected a second time you also gain immunity to the Stunned condition.
If selected a third time you also gain immunity to the Paralyzed condition.

Jump
You knows that if diplomacy fails, combat must be swift and decisive. You may target an opponent at range with a melee attack (or Solar Weapon if a Solarian), you make a quick series of jumps and rolls to close distance almost instantly. This ability is a Full round action with a minimum range of 10 feet to a maximum of 30 feet. You must have a clear line of sight to the opponent.
If selected a second time the maximum range is increased to 45 feat.
If selected a third time the maximum range is increased to 60 feat.

Push
As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent is pushed back 15 feet. This movement does not provoke an attack of opportunity. You may spend another Resolve Point as part of this action to have the target gain the Prone condition as well.

Resistance
Any time you are targeted by a Force Power that allows a save you may roll twice and take the better result. Also the Guide The Weak Minded ability does not work on you.

Suppression
As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Will save DC 10+your current level+your main stat mod. If they fail then the opponent cannot use Force Powers for one round.
If selected a second time the duration is 1D4 rounds.

Throw Melee Weapon
You may spend a Resolve Point to make a ranged attack with a melee weapon at an opponent. Your attack bonus is your base attack bonus + your main stat mod. This ability is a Full round action with a minimum range of 10 feet to a maximum of 30 feet. You cannot use this ability with any weapon that has the Unwieldy property. You must have a clear line of sight to the opponent. The weapon will automatically return to the your hand at the end of the round.
If selected a second time the maximum range is increased to 45 feat.
If selected a third time you may target up to three targets at a -4 to attack.

Evil Aligned Powers
These Force Powers may only be selected if you have a Evil alignment. If you were ever to lose an Evil alignment then you may immediately select a Universal Force Power.

Fear
You may spend a Resolve Point to create a 10 foot aura around you that emanates evil. When this power is activated opponents within 10 feet get a Reflex save DC 10+your current level+your main stat mod. If they fail the save they have the Frightened condition for 1D4 rounds. This is a mind-affecting effect.
If selected a second time the effect lasts for 2D3 rounds.
If selected a third time condition becomes Panicked the effect lasts for 2D6 rounds.

Lightning
This Force Power does not work while in heavy armor or power armor. As a Full Round action you may spend a Resolve Point and create a line of electricity from you to an opponent up to 30 feet away. This ability does not need line of sight, just line of effect and may have other opponents in the line of effect. The opponent gets a Reflex save DC 10+your current level+your main stat mod. If they fail then the opponent takes 1D12 damage and gain the Dazed condition for one round. If they save then they take half damage and do not gain the Dazed condition. You may spend another Resolve Point as part of this action to be able to continue this use every round for up to your level of rounds with a Fortitude save each round to negate the Dazed condition.
If selected a second time the line of effect may be 60 feet.
If selected a third time you may choose to have it be a 30 feet cone.

Wound
This Force Power does not work while in power armor. As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent takes 3D4 damage. If they save then they gain the Fatigued condition for 1 round. You may spend another Resolve Point as part of this action to have the damage continue each round for 1D6 rounds with a Fortitude save each round. If they save on the Fatigued condition last until the 1D6 rounds are up.
If selected a second time the damage becomes 4D6 and the condition becomes Exhausted.
If selected a third time the damage becomes 5D8 and the condition becomes Paralyzed.


Reviewing this i realize i should take out all of the force powers. They are too much like class abilities. That means i will need to relook at the 18th ability.


I've been creating a bunch of Star Wars stuff on this thread: Star Wars Starfinder. The whole thing actually began the same way, with making an archetype, and expanded with input from the forums into a ton of other stuff. Feel free to adapt whatever you like.


So I grew up with the original saga. Where jedi’s didn’t have super powers and they were more like wise space sages. This seems a little over powered compared to the other archetypes in the game currently.

Side question: ever watch the plinkett reviews for the prequels on YouTube?


I have and they are glorious. I just revised the archatype and will repost by tomorrow. Basically removed the Force Powers and built in limitations for the powers there.


JetSetRadio, I have heard the wisdom of Master Plinkett and he is great. Below is my revised Archetype, let me know what you think.

Ans thank you Imnotgoodwithnames. I really enjoyed reading your craft.

revised:
Force-user
A Force-sensitive, also known as a Force-user, referred to any living organism that was keenly attuned to the flow of the mysterious energy field known as the Force. The Force, also known as the Ashla to the Lasats or It to the dianoga Omi, was an energy field that connected everything in the galaxy. The Force was generated by all living entities; therefore, the Force resided in all lifeforms. The Lasats believed that the Force was "the spirit of the galaxy." Among their natural gifts, Force-sensitives possessed a precognitive ability, making their reflexes faster than others. With proper training, Force-sensitives could learn to consciously sense and manipulate that energy, which gave them special powers.

Force-users are rare but come in all shapes and sizes. Unlike organic beings, droids and other artificial creations existed outside of the Force. As such, they possessed no connection to the energy field that was created and sustained by life.

Alternate Class Features
The Force-user archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.

Force Senses (Su) 2th Level
You develop a connection to the Force that allows them to better sense incoming attacks. Gain a +2 insight bonus to both KAC and EAC.
At 8th level this bonus also applies to your initiative.
At 14th level this bonus also applies to your weakest saving throw. If any are tied for lowest then you pick.

Limited Force Connection (Sp) 4th Level
You gain Psychokinetic Hand as an at will spell like ability. If you already have access to this spell in any fashion, you may target one unattended object up to 100 lbs or 10 bulk and you may also propel the object as far as 30 feet instead of 15 feet.

Guide The Weak Minded (Su) 6th Level
You may use the Force to bend others wills to your commands. You may spend a Resolve Point when using Diplomacy or Intimidate skill checks, to gain information or aid, to treat the individuals initial attitude as two steps better.

Force Connection (Su) 9th Level
You gain a strong connection to the Force. Through this connection you may sense other Force-users within one mile. This does not help you to identify a Force-user, but when they are within 30 feet the sense grows stronger. You may spend a Resolve Point and make an opposed will check with the individual. If you win you get a clear image of the other Force-user, but they get a clear image of you. If this fails they you do not see them but they know someone is trying to see them.
Also once per day you may get a bonus equal to half your level to any relevant skill check to learn information about an opponent or creature.

One With The Force (Su) 12th Level
Once per day when you take a ten minute rest to regain stamina points you may also gain half as many hit points equal up to your maximum.

Force Mastery (Ex) 18th Level
If have a Good alignment you gain immunity to the Stunned and Paralyzed conditions. If you have an Evil alignment you gain immunity to poisons and diseases. If you are neither Good nor Evil then you get a +1 to all saving throws and can no longer be detected by the “Force Connection” ability up till within 30 feet, then the ability works as normal. This will not be affected by future alignment changes.

Community / Forums / Starfinder / Homebrew / My attempt at creating a force sensitive (jedi / sith without orders) as an archatype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew