Force Adept

Hit Dice
d8

Skills
4+ Int

Class Skills:


 * Athletics[Str]
 * Craft[Int]
 * Handle Animal[Cha]
 * Knowledge[Int]
 * Medicine[Wis]
 * Perception[Wis]
 * Profession[Wis]
 * Sense Motive[Wis]
 * Stealth[Dex]
 * Survival[Wis]

Proficiencies
Simple weapons

Primitive weapons

Credits
1d4x500 credits (Avg. 1250 credits)

Force Pool
A force adept begins play as force	sensitive, and with a pool of force points equal to force user level	+ Force stat modifier(minimum 1). This pool is spent by using force powers, and is regained entirely with eight hours of rest. Additionally, force points can be regained by spending an hour in	meditation.

Wild Talent
A force adept is often guided by instinct	or tradition, and doesn't benefit from the more well-rounded	training of the jedi. As a result, they only have access to one	aspect of the force. Their focus pays off in a bonus talent at first level. As they progress in their journey, at 7th and 13th level(?) they gain access to the other two aspects.

Tools of the Trade
A force adept creates a bond with an object or creature that is strengthened by the force, and the	adept's connection to the force is strengthened by being near it. When within 30 feet of their tool, the adept has access to an extra	3 Force points. These Force points can only be recovered by resting	for 8 hours. Also, depending on what type of bond is formed, there are additional benefits. The downside is that the Adept is very dependent on the	item when using the Force. If the item is broken or the creature is	rendered unconscious, or if either is more then 100 ft from the	adept, the use of any Force talent costs 1 more Force point then it	would normally. If the item is destroyed or creature killed, the	adept can form a new bond of the same type over the course of a	week. At 10th and 19th levels, the	adept can create additional bonds. These can be bonds of any type, and an adept can have more then one bond of the same type. Effects can stack, but each talent can only be used by one bonded item or creature at a time unless otherwise indicated.

Tool Traits
At second level, and every 2 levels beyond 1st the force adept can choose a new trait. These traits modify how the tool works, and add new functions to an existing tool. A force adept with multiple tools still only chooses a single new trait at the level they get one.

Weapon
Adept bonded weapons are usually primitive or racial weapons, inscribed or painted with spiritual symbols, but a blaster pistol wrapped in exotic leather and hung with fetishes works just as well. By imbuing a weapon with the force as a swift action, the weapon deals an extra 1d8 base damage. This damage increases by 1d8 for every 5 Force Adept levels. Additionally, a melee weapon imbued with the Force can be used to parry lightsaber blows.

Weapon traits

 * Elemental weapon: As a move action, the adept can empower their weapon with fire, frost, or electricity, chosen when you take this trait. The next attack the adept makes with the bonded weapon This bonus lasts until the beginning of the adept's next turn. Physical weapons(clubs, slugthrowers) deal an extra 1d6 damage of that element, where energy weapons(blasters, lightsabers) do not gain bonus damage, but have their entire base damage converted to that energy type. There are additional effects based on the element. All effects that target a square last for one round. The adept can use this ability (1+force modifer) times per day. This trait can be taken up to 3 times to access all three elements, and gain one more daily use each time. The adept can still only apply one element at a time.
 * Electricity: Shorts out common electrical objects, held or unusually well-built devices are given a fortitude saving throw. Targeting a square charges it, and any creatures moving across must make a fortitude save or be stunned for one round. This attack deals an extra 2d6 damage to droids and vehicles.
 * Fire: Ignites any flammable objects, and if a square is targeted any creature passing through that square takes 1d6 fire damage unless they make a reflex save. Creatures targeted by this attack are ignited, and take 1d6 fire damage on the next	 round unless they take a full round action to put out the fire. Being doused in water or ice will also put out the fire, though they may take cold damage with the latter.
 * Frost: Freezes many objects, making them more brittle and reducing their hardness by 2. Targeting a square produces a patch of ice that any creature moving across at more then 5 ft per round must make an acrobatics check (DC equal to the adept's force power saving throw) or fall prone. Targeting a creature freezes their blood and hinders their movement. The	 target must make a fortitude saving throw, or become fatigued for 1d4 rounds. If it fails a subsequent saving throw by 5 or more, it becomes exhausted.
 * Guided Hand: The force guides you towards your target, granting you consistency. As a swift action, you can count all your attacks for that round as if you had rolled 10 on the die. Useable once per day.
 * Guided Hand, Greater: Count as having rolled 15. This ability cannot trigger critical hits.  Prerequisites: Guided Hand, 10th level.
 * Imbued attack: you can saturate your weapon with the force, dealing much more damage. Add your force modifier to damage. This ability can only be used as long as you have a Force	point left in your pool. You may also spend a force point as a swift action to double the additional damage for one round.

Garment or Armor
Bonded clothes are often torso items, coats and things. A well-worn jacket with the names of your ancestors scribed into it, an ancient robe, or a beautifully embroidered shirt that someone you love made for you are good examples. Grants DR 1/- any time you are not helpless. The damage reduction gained increases by 1 for every 5 Force Adept levels.

Garment or Armor Traits

 * Force defense: The adept's clothing is warded against force powers, and as a reaction they may add your force modifier to saving throws against force powers for one round. This trait is usable 1+force modifier times per day.
 * Nexu speed: Grants an additional +10 ft of movement speed. Also, at the end of a charge attack, you may make a second melee attack at your highest attack bonus.  Prerequisites: Run like Hell, 5th level
 * Run like Hell: Grants a bonus +10 ft of movement speed. Additionally, when taking a Run or Withdraw action, you may move 5x your speed or 2.5x your speed, respectively.
 * Unseen: As a standard action, the adept can render themselves very hard to perceive. For one round per level, you gain a +5 bonus on stealth skill checks, and a +4 on saves to remain hidden from other force users. Usable 1+force modifier times per day.

Trinket:
Whether its a lucky womprat foot or a special set of sabaac cards, easily hidden trinkets and fetishes are often an adept's best friend. Grants a +2 luck bonus to one save type that can be changed once in a 24 hour period. This bonus increases by 1 every 5 Force Adept levels.

Trinket traits

 * Bonus Talent: As long as you are in possession of your trinket, you can access a force talent chosen when this ability is taken. It is often noticeable when using this ability that you are focusing the force through the object, and it is a DC 15 perception check for others to notice.
 * Devil's Own Luck: Once per day, you may roll twice for an attack roll, skill check, or saving throw and take the better result. This must be decided before rolling any dice.
 * See the Unseen: As a standard action, the adept focuses their senses to perceive that which would remain hidden. For one round per level, you gain a +5 bonus to perception skill checks, and any other force users take a -4 penalty on save to resist the adept's Sense abilities.

Familiar
A small animal who has been fundamentally modified by the force bond, often looks slightly different from its base creature. It is connected quite closely to your brain and life force, using your connection to the force to bolster its own mental abilities. Choose from [list of tiny animals]. Their Int score becomes 8, they are counted to have the same number of hit dice as you though they do not gain feats, ability points, or skill		points), and they have hit points equal to half of yours. Additionally, as long as they remain within a mile of you, you share an empathic link able to communicate through emotions(roughly equivalent to one word at a time, E.G. “Danger!”, “Friends?”, “Safe.”). Force Familiars

Familiar traits

 * Feed the Mind: Improve one of your familiar's mental ability scores by 2.
 * Force Funnel: By spending an extra force point, any time the adept is within 30 ft of their familiar and use a force power they can cast it through their familiar.
 * Skilled: Your familiar is able to pick up on your own experiences and talents. It can use your skill ranks or its own when calculating skill modifiers.
 * Speech: Your familiar can speak one language of your choice, and can learn new languages as a starting character if it achieves a positive Int modifier. It does not gain any languages from taking the Skilled trait.
 * Telepathy: Your bond with your familiar is much more	 detailed, and you can mentally communicate on the level of a spoken conversation.

Guardian
Sometimes an adept bonds with a larger animal, connecting it to the living force and strengthening its body. The creature's mind is left mostly alone, retaining its animal instincts, but utterly devoted to the adept. Choose from [list of medium-ish animals or mounts]. The creature gains hit dice at a rate of ½ your level, and you may add 2 to any physical ability score. You can choose a number of tricks to teach the		creature equal to the maximum for its intelligence. It automatically obeys any command to do a trick that it knows, and		you may make a Handle Animal check equal to the training DC to command it to do a trick that it doesn't know. Your empathic link is very weak and requires a move action to use, but you always know the direction and distance of your guardian. Force Guardians

Guardian traits

 * Buff guardian: Add +2 to any physical stat.
 * Extra attack: The guardian gains another natural attack, either an iterative attack of an existing one, or a new secondary natural attack. If it is new, it deals 1d4 points of damage(choose bludgeoning, piercing, or slashing). This ability can only be taken once per 5 levels.
 * Fighting spirit: +1 attack and damage?
 * Force Awareness: The guardian can make a notice check any time it would be caught by surprise to act in the surprise round.  Prerequisites: Sense specialization
 * More Feats: Choose a bonus feat beyond what is earned by its hit dice. These feats can be chosen from either creature feats or combat feats.
 * Pack Hunter: Gain and give flanking bonus +4.
 * Pounce: Make full attack at the end of a charge.
 * Spirit charge: When charging, the guardian can charge up to 3x its movement speed, and can make a single turn during the charge. If the guardian has moved at least its base land speed as part of the charge and the attack hits, it gains a bonus to damage equal to your level, and can make a free bantha-rush or trip attempt.

Specialization
The force adept often focuses almost	exclusively on one aspect of the force. Choose from Alter, Control,	or Sense. Any force talents under that heading gain a +2 on saving	throws to resist them, and can easily bypass natural resistances. Gain a +4 on caster level checks to overcome force resistance. At 12th level, the force adept's ability to	modify abilities in their chosen focus becomes peerless. Meta-Force	feats cost one less force point to apply to powers from the chosen	aspect.

Force Feats
Gain a bonus feat. This feat can be any feat with the force descriptor that the adept meets the prerequisites for.

Mage

 * Ritualistic force use for larger effects?
 * Alchemy?

Tatooed Mystic

 * Channels power through crazy body art.
 * Scarification, piercings, other body modification would fit.
 * Cannot use Alter powers?
 * Invests force points into each tatoo at the beginning of day?