Post by Darth Xaos on Apr 30, 2015 1:06:34 GMT
Basic paths represent a character’s early training. After a character has advanced through all four levels of their basic path they move on to an advanced path. Most basic paths are types of Jedi who have turned to the Dark Side and have become Dark Jedi, though one is designed to represent self-taught Force Users gifted in the Dark Side or those who gained power in the Force through a tradition other than the Jedi. After the description of the path and its special abilities there is a table showing what increases as a character on this path levels up. Here is a sample chart and how to read it.
Lvl Special Abilities
1 Level 1 special ability
2 Level 2 special ability
3 Level 3 special ability
4 Level 4 special ability
Proficiency Points:
C: 2
S: 3
P: 4
F: 4
The numbers following each are the Level at which you get the point. The first section of the chart is read as a number of horizontal columns each representing a level of the path. The first thing that is listed (going left to right) is the number of the level the column represents; Lvl is an abbreviation for level. The number of the level is followed by what special abilities the path grants at that level. A detailed description of the path’s special abilities is located just before the chart. Below this is a list indicating at what levels the path grants which proficiency points. The abbreviations for proficiency groups on the chart are C= Combat Proficiencies, S= Skills, P= Perks and F= Force Powers.
Dark Jedi Guardian: The Jedi Guardian is a protector of the Republic in the most literal sense. Guardians focus on gaining skill in combat, especially with Lightsabers. In times of war, when the Order marches into battle alongside their allies, Guardians make up the majority of frontline Jedi combatants. Their proficiency with a lightsaber has carried the day in a number of historical confrontations. Yet, in times of peace, the Guardians are not without purpose. They are often sent to locations where law and order have broken down. Here they supplement the local authorities’ beleaguered or undermanned police force, often working alongside Jedi Sentinels. But, while the Sentinels concentrated on investigation and gathering evidence, the Guardians do their part by patrolling the streets and handling violent situations like shoot-outs and riots.
The circumstances that cause a Guardian to become a Dark Jedi are myriad but, more often than not, have to do with physical conflict. Many are the Guardians who left the Jedi Order because they thought it too slow in its response to armed threats. This attitude was very common among the Jedi who followed Revan to fight in the Mandalorian Wars. Not all Guardians who leave the Jedi do so over philosophical disagreement, however; many Guardians have departed or been thrown out of the Order because they embraced their fury and blood lust.
Special Abilities:
Starting Abilities: At first level Dark Jedi Guardians receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, two Skill points and a Rank in the Blasters and Simple Weapon Groups.
Lightsaber Training: At first level a Dark Jedi Guardian gains the ability to use a single-bladed Lightsaber, a Rank the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Guardians gain the Key Power Alter at second level, Control at third and Sense at fourth.
Skill Training: Upon reaching level three, a Dark Jedi Guardian receives a bonus Rank in the Acrobatics, Athletics and Pilot Skills.
Way of the Blade: As previously noted, Guardians devote more time than other Jedi to the art of lightsaber combat and develop an unrivaled talent for it over time. Normally a character that is level four or below may only have a maximum of two Ranks in Lightsaber Forms other than Shii-Cho; at level five they choose another Form that can be raised to three and discard all limitations at level seven. However, at level four, a Guardian chooses a Form they can ignore an Apprentice’s Rank limitations on which will be in addition to the one they choose at level five. If a Dark Jedi Guardian goes on to choose the Sith Marauder Advanced Path at level five (which itself removes all Form Rank limitations for its level five and six members) then the Guardian-Marauder may ignore the prerequisites for the Lightsaber Form Focus Perk.
Lvl Special Abilities
1 Lightsaber Training, Starting abilities
2 Alter
3 Control, Skill Training
4 Sense, Way of the Blade
Proficiency Points:
C: 2, 4
S: 3
P: 3
F: 4
Dark Jedi Consular: The term ‘Jedi Consular’ is derived from what has historically been these Force Users’ most visible role: negotiation and peaceful conflict resolution. The history books may not praise the glory of the Consulars’ accomplishments the way they do the battlefield triumphs of Guardians but an argument could be made that more lives have been saved through a Consulars’ words than by a lightsaber. But these Jedi also serve as scholars, lore-masters, teachers and philosophers. When not called into talks, they spend their time compiling, studying, interpreting and passing on the teachings and histories of the Jedi Order.
Like the Guardian there are usually two reasons why a Consular turns to the Dark Side, though these are two very different reasons than the Guardians’. The most common reason is that the Consular, long accustomed to manipulating others in negotiations, stops using his skills to further the Jedi Order’s goals and instead begins to focus on his own. Less common, though not unheard of, are Consulars who turn from the Jedi due to philosophical disagreement. These Consulars fail to see the reasoning in devoting one’s self to exploring and learning about the Force but refusing to examine an entire side of it.
Special Abilities:
Starting Abilities: At first level Dark Jedi Consulars receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a rank in the Blasters and Simple Weapon Groups.
Skill Training: A Consular receives a bonus Rank in the Diplomacy, Haggle, Sense Motive and Treat Injury Skills along with a free Rank in any Knowledge Skill at level two.
Lightsaber Training: At fourth level a Dark Jedi Consular gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Consulars gain the Key Power Sense at first level, Control at second and Alter at third.
Force Immersion: As the mystics of the Jedi Order, the Consulars’ training instills them with a deep connection to its ebb and flow. On every even numbered of combat (turn 2, turn 4, turn 6, etc.) a Consular receives an extra Force Power use that turn, which may be used even if the Consular is undergoing cooldown. This ability is gained at level three.
Lvl Special Abilities
1 Sense, Starting Abilities
2 Control, Skill Training
3 Alter, Force Immersion
4 Lightsaber Training
Proficiency Points:
C: 4
S: 3
P: 3
F: 3, 4
Dark Jedi Sentinel: The Jedi Sentinels began their existence as bodyguards and temple wardens but, in the millennia since, have taken on a bewildering array of other tasks. In pursuing their original purpose, Sentinels sought a balance between combat and Force ability. This resulted in their training being a middle-ground between that of their Consular and Guardian counterparts. With their broad skill sets, it was only a matter of time before individual Sentinels began to be called upon to handle tasks for which other Jedi were too specialized. As time wore on what had been individual assignments became new roles for the Sentinel as a whole and they now serve as investigators, tech experts, spies and resident officers in addition to their first charge as defenders. The Sentinels were once the rarest of the Jedi types but their tendency to stay in the field for years at a time translated into the highest survival rate during Palpatine’s Jedi Purge. Today Sentinels are more common than they have ever been before.
So too it is becoming less and less rare for a Sentinel to fall to the Dark Side. Because of their diverse functions, it is hard to generalize about those who become ark Jedi Sentinels. But the most common reason for this is that the Sentinel failed to protect a charge and turned to the Dark Side to better defend future charges. This, ironically enough, causes him to be cast out by the very Order he sought to serve better.
Special Abilities:
Starting Abilities: At first level Dark Jedi Sentinels receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, four Skill points and a Rank in the Blasters and Simple Weapon Groups.
Lightsaber Training: At second level a Dark Jedi Sentinel gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Sentinels gain the Key Power Control at first level, Alter at third and Sense at fourth.
Skill Training: Upon reaching level three, a Sentinel gains a bonus Rank in their choice of four out of the following Skills: Awareness, Bluff, Computer Use, Disguise, Forgery, Gamble, Gather Information, Haggle, Intimidate, Legerdemain, Repair, Sabotage, Sense Motive, Stealth, Survival and Treat Injury.
Generalist: The diverse panoply of roles that a Sentinel might play in their career has necessitated training methods that help account for all possibilities. This ability, gained at level four, makes a Dark Jedi Sentinel exempt from the Core Stat requirements for Skill Specializations. The Sentinel must still meet the minimum Rank requirement, however.
Lvl Special Abilities
1 Control, Starting Abilities
2 Lightsaber Training
3 Alter, Skill Training
4 Sense, Generalist
Proficiency Points:
C: 3
S: 2, 4
P: 3
F: 4
Dark Force Adept: Though many might instantly think of the Jedi and Sith when discussing Force Users, in fact there have been a wide variety of Force traditions throughout history. Many of these practices extend back to before the Jedi Order was first founded. Dark Force Adepts are Force-sensitives who have embraced the Dark Side but have not been trained in the ways of the Jedi. Without the benefit (or perhaps detriment) of Jedi training, the Dark Adept has to learn the ways of the Force either on his own or under a teacher who follows a tradition of Force use other than that of the Jedi. A number of scholars have remarked upon the strong similarity between abilities practiced by non-Jedi groups and those of the self-taught Adept. Why this should be is just one of the many mysteries that surround Force Adepts. An Adept’s road to the Dark Side is usually even more individualized than that of a Jedi Sentinel. Some begin as Adepts in Orders that hew to the Light but abandon those ways in a similar manner to a Dark Jedi; others are brought up in organizations that delve deeply into the Dark mysteries. Yet self-taught Adepts seem to be seduced by the Force’s Dark Side more often than not. Without the oversight of an instructor, their own desires become the sole basis of their development.
Special Abilities:
Starting Abilities: At first level Dark Force Adepts receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a Rank in the Blasters and Simple Weapon Groups.
Force Weapon: At second level the Dark Force Adept gains the ability to imbue up to two non-powered melee weapons (such as an axe, knife or club) they wield with the Force. A two-headed weapon takes up both slots. Doing so requires fifteen minutes of concentrating on the weapon(s). Once so empowered the weapon becomes highly deadly and sturdy, easily a match for a Lightsaber. A Force Weapon can withstand strikes from a Lightsaber or blaster fire. It can shatter melee weapons that do not have a cortosis weave but it cannot reflect blaster bolts back at their source like a lightsaber nor can it channel the Force like a Sith Sword. A Force Weapon loses its powers and must be recharged with the Force to regain them after twenty-four hours.
Skill Training: At level two, a Dark Adept receives a bonus Rank in the Awareness, Survival and Treat Injury Skills. They also receive a free Rank in any Knowledge Skill with a Lore subtype.
Sacred War: Force Adepts are not just meditative mystics and cunning shamans. Many cultures’ Force Adepts have a distinctly martial cast to their social role and spend notable time honing the arts of combat., and this certainly true of those Adepts who draw upon the fury of the Dark Side. After reaching level three, a Dark Force Adept gets two uses of this ability when spending points on Combat Proficiencies. These uses never return, once a Dark Force Adept affects a Combat Point expenditure this way his choice for that use has been locked in. An expenditure affected by Sacred War provides two Ranks instead of the normal one. An Adept may hold on to these uses as long as they like and apply them to Combat Proficiencies they did not originally have access to at level three. If the extra Rank exceeds the max Ranks of the Combat Proficiency then the excess point can be placed elsewhere. The same proficiency can not be affected twice by Sacred War.
Force Talisman: At fourth level the Dark Force Adept can store Force Powers in a small personal effect, such as a necklace, ring or coin. The process takes a full day of concentration. Up to three Force Powers can be stored in a Talisman; these can all be the same Force Power, three different ones or two of one and one of another. Once a talisman is prepared the Dark Force Adept can unleash any of the powers at will and use them to augment the strength of his own Force Powers, providing a temporary bonus of one rank to that Force Power. Once all three charges are used the talisman becomes a regular item again though it can be turned into a talisman again with another day’s meditation.
Force Training: Dark Force Adepts gain the Key Power Control at first level, Sense at third and Alter at fourth.
Lvl Special Abilities
1 Control, Starting Abilities
2 Force Weapon, Skill Training
3 Sense, Sacred War
4 Alter, Force Talisman
Proficiency Points:
C: 2
S: 2
P: 2
F: 3, 4
Lvl Special Abilities
1 Level 1 special ability
2 Level 2 special ability
3 Level 3 special ability
4 Level 4 special ability
Proficiency Points:
C: 2
S: 3
P: 4
F: 4
The numbers following each are the Level at which you get the point. The first section of the chart is read as a number of horizontal columns each representing a level of the path. The first thing that is listed (going left to right) is the number of the level the column represents; Lvl is an abbreviation for level. The number of the level is followed by what special abilities the path grants at that level. A detailed description of the path’s special abilities is located just before the chart. Below this is a list indicating at what levels the path grants which proficiency points. The abbreviations for proficiency groups on the chart are C= Combat Proficiencies, S= Skills, P= Perks and F= Force Powers.
Dark Jedi Guardian: The Jedi Guardian is a protector of the Republic in the most literal sense. Guardians focus on gaining skill in combat, especially with Lightsabers. In times of war, when the Order marches into battle alongside their allies, Guardians make up the majority of frontline Jedi combatants. Their proficiency with a lightsaber has carried the day in a number of historical confrontations. Yet, in times of peace, the Guardians are not without purpose. They are often sent to locations where law and order have broken down. Here they supplement the local authorities’ beleaguered or undermanned police force, often working alongside Jedi Sentinels. But, while the Sentinels concentrated on investigation and gathering evidence, the Guardians do their part by patrolling the streets and handling violent situations like shoot-outs and riots.
The circumstances that cause a Guardian to become a Dark Jedi are myriad but, more often than not, have to do with physical conflict. Many are the Guardians who left the Jedi Order because they thought it too slow in its response to armed threats. This attitude was very common among the Jedi who followed Revan to fight in the Mandalorian Wars. Not all Guardians who leave the Jedi do so over philosophical disagreement, however; many Guardians have departed or been thrown out of the Order because they embraced their fury and blood lust.
Special Abilities:
Starting Abilities: At first level Dark Jedi Guardians receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, two Skill points and a Rank in the Blasters and Simple Weapon Groups.
Lightsaber Training: At first level a Dark Jedi Guardian gains the ability to use a single-bladed Lightsaber, a Rank the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Guardians gain the Key Power Alter at second level, Control at third and Sense at fourth.
Skill Training: Upon reaching level three, a Dark Jedi Guardian receives a bonus Rank in the Acrobatics, Athletics and Pilot Skills.
Way of the Blade: As previously noted, Guardians devote more time than other Jedi to the art of lightsaber combat and develop an unrivaled talent for it over time. Normally a character that is level four or below may only have a maximum of two Ranks in Lightsaber Forms other than Shii-Cho; at level five they choose another Form that can be raised to three and discard all limitations at level seven. However, at level four, a Guardian chooses a Form they can ignore an Apprentice’s Rank limitations on which will be in addition to the one they choose at level five. If a Dark Jedi Guardian goes on to choose the Sith Marauder Advanced Path at level five (which itself removes all Form Rank limitations for its level five and six members) then the Guardian-Marauder may ignore the prerequisites for the Lightsaber Form Focus Perk.
Lvl Special Abilities
1 Lightsaber Training, Starting abilities
2 Alter
3 Control, Skill Training
4 Sense, Way of the Blade
Proficiency Points:
C: 2, 4
S: 3
P: 3
F: 4
Dark Jedi Consular: The term ‘Jedi Consular’ is derived from what has historically been these Force Users’ most visible role: negotiation and peaceful conflict resolution. The history books may not praise the glory of the Consulars’ accomplishments the way they do the battlefield triumphs of Guardians but an argument could be made that more lives have been saved through a Consulars’ words than by a lightsaber. But these Jedi also serve as scholars, lore-masters, teachers and philosophers. When not called into talks, they spend their time compiling, studying, interpreting and passing on the teachings and histories of the Jedi Order.
Like the Guardian there are usually two reasons why a Consular turns to the Dark Side, though these are two very different reasons than the Guardians’. The most common reason is that the Consular, long accustomed to manipulating others in negotiations, stops using his skills to further the Jedi Order’s goals and instead begins to focus on his own. Less common, though not unheard of, are Consulars who turn from the Jedi due to philosophical disagreement. These Consulars fail to see the reasoning in devoting one’s self to exploring and learning about the Force but refusing to examine an entire side of it.
Special Abilities:
Starting Abilities: At first level Dark Jedi Consulars receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a rank in the Blasters and Simple Weapon Groups.
Skill Training: A Consular receives a bonus Rank in the Diplomacy, Haggle, Sense Motive and Treat Injury Skills along with a free Rank in any Knowledge Skill at level two.
Lightsaber Training: At fourth level a Dark Jedi Consular gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Consulars gain the Key Power Sense at first level, Control at second and Alter at third.
Force Immersion: As the mystics of the Jedi Order, the Consulars’ training instills them with a deep connection to its ebb and flow. On every even numbered of combat (turn 2, turn 4, turn 6, etc.) a Consular receives an extra Force Power use that turn, which may be used even if the Consular is undergoing cooldown. This ability is gained at level three.
Lvl Special Abilities
1 Sense, Starting Abilities
2 Control, Skill Training
3 Alter, Force Immersion
4 Lightsaber Training
Proficiency Points:
C: 4
S: 3
P: 3
F: 3, 4
Dark Jedi Sentinel: The Jedi Sentinels began their existence as bodyguards and temple wardens but, in the millennia since, have taken on a bewildering array of other tasks. In pursuing their original purpose, Sentinels sought a balance between combat and Force ability. This resulted in their training being a middle-ground between that of their Consular and Guardian counterparts. With their broad skill sets, it was only a matter of time before individual Sentinels began to be called upon to handle tasks for which other Jedi were too specialized. As time wore on what had been individual assignments became new roles for the Sentinel as a whole and they now serve as investigators, tech experts, spies and resident officers in addition to their first charge as defenders. The Sentinels were once the rarest of the Jedi types but their tendency to stay in the field for years at a time translated into the highest survival rate during Palpatine’s Jedi Purge. Today Sentinels are more common than they have ever been before.
So too it is becoming less and less rare for a Sentinel to fall to the Dark Side. Because of their diverse functions, it is hard to generalize about those who become ark Jedi Sentinels. But the most common reason for this is that the Sentinel failed to protect a charge and turned to the Dark Side to better defend future charges. This, ironically enough, causes him to be cast out by the very Order he sought to serve better.
Special Abilities:
Starting Abilities: At first level Dark Jedi Sentinels receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, four Skill points and a Rank in the Blasters and Simple Weapon Groups.
Lightsaber Training: At second level a Dark Jedi Sentinel gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Sentinels gain the Key Power Control at first level, Alter at third and Sense at fourth.
Skill Training: Upon reaching level three, a Sentinel gains a bonus Rank in their choice of four out of the following Skills: Awareness, Bluff, Computer Use, Disguise, Forgery, Gamble, Gather Information, Haggle, Intimidate, Legerdemain, Repair, Sabotage, Sense Motive, Stealth, Survival and Treat Injury.
Generalist: The diverse panoply of roles that a Sentinel might play in their career has necessitated training methods that help account for all possibilities. This ability, gained at level four, makes a Dark Jedi Sentinel exempt from the Core Stat requirements for Skill Specializations. The Sentinel must still meet the minimum Rank requirement, however.
Lvl Special Abilities
1 Control, Starting Abilities
2 Lightsaber Training
3 Alter, Skill Training
4 Sense, Generalist
Proficiency Points:
C: 3
S: 2, 4
P: 3
F: 4
Dark Force Adept: Though many might instantly think of the Jedi and Sith when discussing Force Users, in fact there have been a wide variety of Force traditions throughout history. Many of these practices extend back to before the Jedi Order was first founded. Dark Force Adepts are Force-sensitives who have embraced the Dark Side but have not been trained in the ways of the Jedi. Without the benefit (or perhaps detriment) of Jedi training, the Dark Adept has to learn the ways of the Force either on his own or under a teacher who follows a tradition of Force use other than that of the Jedi. A number of scholars have remarked upon the strong similarity between abilities practiced by non-Jedi groups and those of the self-taught Adept. Why this should be is just one of the many mysteries that surround Force Adepts. An Adept’s road to the Dark Side is usually even more individualized than that of a Jedi Sentinel. Some begin as Adepts in Orders that hew to the Light but abandon those ways in a similar manner to a Dark Jedi; others are brought up in organizations that delve deeply into the Dark mysteries. Yet self-taught Adepts seem to be seduced by the Force’s Dark Side more often than not. Without the oversight of an instructor, their own desires become the sole basis of their development.
Special Abilities:
Starting Abilities: At first level Dark Force Adepts receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a Rank in the Blasters and Simple Weapon Groups.
Force Weapon: At second level the Dark Force Adept gains the ability to imbue up to two non-powered melee weapons (such as an axe, knife or club) they wield with the Force. A two-headed weapon takes up both slots. Doing so requires fifteen minutes of concentrating on the weapon(s). Once so empowered the weapon becomes highly deadly and sturdy, easily a match for a Lightsaber. A Force Weapon can withstand strikes from a Lightsaber or blaster fire. It can shatter melee weapons that do not have a cortosis weave but it cannot reflect blaster bolts back at their source like a lightsaber nor can it channel the Force like a Sith Sword. A Force Weapon loses its powers and must be recharged with the Force to regain them after twenty-four hours.
Skill Training: At level two, a Dark Adept receives a bonus Rank in the Awareness, Survival and Treat Injury Skills. They also receive a free Rank in any Knowledge Skill with a Lore subtype.
Sacred War: Force Adepts are not just meditative mystics and cunning shamans. Many cultures’ Force Adepts have a distinctly martial cast to their social role and spend notable time honing the arts of combat., and this certainly true of those Adepts who draw upon the fury of the Dark Side. After reaching level three, a Dark Force Adept gets two uses of this ability when spending points on Combat Proficiencies. These uses never return, once a Dark Force Adept affects a Combat Point expenditure this way his choice for that use has been locked in. An expenditure affected by Sacred War provides two Ranks instead of the normal one. An Adept may hold on to these uses as long as they like and apply them to Combat Proficiencies they did not originally have access to at level three. If the extra Rank exceeds the max Ranks of the Combat Proficiency then the excess point can be placed elsewhere. The same proficiency can not be affected twice by Sacred War.
Force Talisman: At fourth level the Dark Force Adept can store Force Powers in a small personal effect, such as a necklace, ring or coin. The process takes a full day of concentration. Up to three Force Powers can be stored in a Talisman; these can all be the same Force Power, three different ones or two of one and one of another. Once a talisman is prepared the Dark Force Adept can unleash any of the powers at will and use them to augment the strength of his own Force Powers, providing a temporary bonus of one rank to that Force Power. Once all three charges are used the talisman becomes a regular item again though it can be turned into a talisman again with another day’s meditation.
Force Training: Dark Force Adepts gain the Key Power Control at first level, Sense at third and Alter at fourth.
Lvl Special Abilities
1 Control, Starting Abilities
2 Force Weapon, Skill Training
3 Sense, Sacred War
4 Alter, Force Talisman
Proficiency Points:
C: 2
S: 2
P: 2
F: 3, 4