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consoler lvl 1 Path of technology

9 force powers known 4 force points max level 1


1d6+con Hp (9)
Proficiency bonus +2 Deception Persuasion \Insight Perception\ lore
Str 17
Dex 14
Con 16
Int 18
Wis 13 *
Cha 19 *

simple light and simple vibroweapons\ geneticist implaments, Sith saber, sith and
basic: Pazaak deck and a sabacc deck

Scholars pack, vibroblade, A set of common clothes, a sturdy knife, and a belt
pouch containing 150 cr

FEATURE: GUIDED BY THE FORCE: When you attempt to learn a piece of knowledge, you
often instinctively know where or from whom you can obtain it. Usually, this
information comes from a seemingly random person, book, or data file. Your GM might
rule that the knowledge you seek is secreted away in an almost inaccessible place,
or that it simply cannot be found.

Force Sensitive: You know two at-will force powers. When you reach 3rd level, you
learn one 1st-level force power, which you can cast once per long rest. When you
reach 5th level, you learn one 2nd-level force power, which you can once per long
rest. Your forcecasting ability is Wisdom or Charisma (depending on power
alignment). Additionally, you lose the Force-Insensitive special trait if you have
it.*

Tech Dabbler: You know two at-will tech powers. When you reach 3rd level, you learn
and can cast one 1st-level tech power once per long rest. When you reach 5th level,
you learn and can cast one 2nd-level tech power once per long rest. Your
techcasting ability is Intelligence. You do not require use of a tech focus for
these powers.

Force Powers:
Saber Reflect: In response to being attacked, you raise your weapon to attempt to
deflect. When you you use this power, the damage you take from the attack is
reduced by 1d6. If you reduce the damage to 0, you’re wielding a lightweapon or
vibroweapon, and the damage is energy or ion, you can reflect the attack at a
target within range as part of the same reaction. Make a ranged force attack at a
target you can see. The attack has a normal range of 20 feet and a long range of 60
feet. On a hit, the target takes the triggering attack’s normal damage. The power’s
damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).

Shock: You hurl a bolt of lightning at a target within range, making a ranged force
attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites
flammable objects in the area that aren’t being worn or carried. This power’s
damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).

Give Life: Placing your hand on another creature you can transfer your own life
force to them. You spend and roll one of your hit dice and the creature regains
that many hit points. This power has no effect on droids or constructs.

Sustained Lightning: You lash out against a creature within range with continual
jolts of Force lightning. Make a ranged force attack against that creature. On a
hit, the target takes 1d12 lightning damage, and on each of your turns for the
duration, you can use your action to deal 1d12 lightning damage to the target
automatically. The power ends if you use your action to do anything else. The power
also ends if the target is ever outside the power’s range or if it has total cover
from you. Force Potency. When you cast this power using a force slot of 2nd level
or higher, the initial damage increases by 1d12 for each slot level above 1st.

Heal: A creature you touch regains a number of hit points equal to 1d8 + your
forcecasting ability modifier. This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 2nd level or higher,
the healing increases by 1d8 for each slot level above 1st.

Comprehend Speech: For the duration, you understand the literal meaning of any
spoken language that you hear.

Beast Trick: This power lets you distract a beast. Choose a beast that you can see
within range. If the beast’s Intelligence is 4 or higher, the power fails.
Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for
the power’s duration. If you or one of your companions harms the target, the power
ends. Force Potency. When you cast this power using a force slot of 2nd level or
higher, you can affect one additional beast for each slot level above 1st.

Dark Side Tendrils: Tendrils of dark energy erupt from you and batter all creatures
within 10 feet of you. Each creature in that area must make a Strength saving
throw. On a failed save, a target takes 2d6 necrotic damage and can’t take
reactions until its next turn. On a successful save, the creature takes half
damage, but suffers no other effect. Force Potency. When you cast this power using
a power slot of 2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.

Force Body: This power enables you to use your health to fuel your force powers.
For the duration, when you cast a force power, half the cost is paid by your force
points (rounded up) and half the cost is paid by your hit points (rounded down).
Additionally, your maximum hit points are decreased by this amount while the power
is active. You may end this effect at any time. If you cast a force power that
would reduce your hit points to 0, the power automatically fails and this effect
ends.

Sanctuary: Until the power ends, any creature who targets the warded creature with
an attack, a harmful power, or a hostile action must first make a Wisdom saving
throw. On a failed save, the creature must choose a new target or lose the attack
or power. This power doesn’t protect the warded creature from area effects. If the
warded creature makes an attack, casts a power that affects an enemy creature, or
takes a hostile action this power ends.

Sense Force: For the duration, you sense the use of the Force, or its presence in
an inanimate object within 30 feet of you. If you sense the Force in this way, you
can use your action to determine the direction from which it originates and, if
it’s in line of sight, you see a faint aura around the person or object from which
the Force emanates.
Force Potency. When you cast this power using a 3rd-level force slot, the range
increases to 60 feet. When you use a 5th-level force slot, the range increases to
500 feet. When you use a 7th-level force slot, the range increases to 1 mile. When
you use a 9th-level force slot, the range increases to 10 miles.

Tech Powers:
Rime Strike: As part of the action used to cast this power, you must make a melee
weapon attack against one creature within your reach, otherwise the power fails. On
a hit, the target suffers the attack’s normal effects, and gains 1 slowed level
until the start of your next turn, as the cold energy seeps into its being.
Additionally, if the target doesn’t move at least 5 feet before the start of your
next turn, it immediately takes 1d8 cold damage, and the power ends. This power’s
damage increases when you reach higher levels. At 5th level, the melee attack deals
an extra 1d8 cold damage to the target, and the damage the target takes for not
moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th
level.

Minor Defibrillation: You generate a static charge that can aid or harm a creature
you touch. Make a melee tech attack against the target. On a hit, the target takes
1d10 lightning damage. If the target is a living creature that has 0 hit points, it
immediately gains one death saving throw success instead of taking damage. This
power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).

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