Sith/Jedi (3.5e Class)

=Sith/ Jedi=

Each taking a different perspective on the all powerful Force. The yin and yang of the Force start following the same path, the padawan. As they deepen their understanding, they separate into the Sith and Jedi.

Making a Padawan
Padawan are young students of the Force - in time they must choose to become either a Sith or a Jedi. They are practitioners of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities.

Abilities: A padawan depends on Wisdom for AC and for Force abilities and the three physical attributes–-Strength, Dexterity and Constitution--for the usual reasons.

Races: Any race can become a padawan

Alignment: Non-Chaotic

Vow of Poverty:

Starting Age: Moderate.

Class Features
All of the following are class features of the padawan.

Weapon and Armor Proficiency: Proficient with all martial and simple weapons, however they cannot wear shields or armor of any kind.

Lightsaber: A 1st level padawan chooses his Lightsaber. The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A padawan can choose whatever design for a hilt and whatever color of a crystal he wishes. His choices of Lightsaber are: 1 handed [1d10], dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 17-20 x2 critical.

Lightsaber Finesse (Ex): A 1st level padawan receives the Saber Finesse ability. The padawan may use his Dexterity modifier instead of his Strength modifier as the bonus to his melee attacks when using his Lightsaber.

Force Hand(Ps): Starting at 1st level, a padawan gains an ability like far hand, at will and can move a max of 10lbs.

Forceful Grace (Ex): At 2nd level, a padawan gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves and his AC. Forceful Grace does not apply if the user is immobile. In addition, a padawan may not be caught flat-footed (but may however still be flanked).

Mind Trick (Ps): At 3rd level, a padawan is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save to resist a padawan mind trick is 10 + 1/2 padawan level + Wisdom modifier.

Evasion (Ex): At 4nd level and higher, a padawan can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless padawan does not gain the benefit of evasion.

Padawan Reflexes (Su): At 5th level, a padawan is so adept at feeling the will of others, he gains a +1 dodge bonus to AC.

Throw Lightsaber (Ex): At 6th level, a padawan as a full round action may throw his lightsaber 10 ft + 10ft per 2 Wisdom bonus modifiers.

Improved Lightsaber (Ex): Get an additional 1d6 damage with lightsaber

Foresee (Su): can use the foresee 2/ day

Blindsence 10ft (Ex): gains Blindsense for 10 ft

Acrobatics (Ex): At 8th level, a padawan no longer requires a running start to perform a Jump skill check without penalty.

Telekinesis (Su): At 9th level, a padawan gains the use of the spell telekinesis as a standard action once for every 2 padawan levels per day.

Improved Evasion (Ex): at 10th level, a padawan on a failed saving throw takes only half damage.

The Ultimatum: Time to choose between the sides of light and dark.

The Sith
"There is no hope - join me!"

The dark side of the Force manifests itself as Sith. Sith are very similar to soulknifes, and anti-paladins and somewhat similar to monks. Sith is an extension of the padawan, being thus any ability that states per level of sith, padawan levels are preadded (i.e. level 1 sith is noted as being a level 11 sith)

Requirments:
 * Must have gained 10 levels in Padawan
 * Can never be Good.

The Jedi
"Let the force flow through you - and you will become the force and the force will be you"

The light side of the Force manifests itself as Jedi. Jedi are very similar to soulknifes, and paladins and somewhat similar to monks. Jedi are also an extension of the padawan, being thus any ability that states per level of jedi, padawan levels are preadded (i.e. level 1 jedi is noted as being a level 11 jedi.

Requirments:
 * Must have gained 10 levels in Padawan
 * Can never be Evil

From Sith to Jedi... and back again (the mechanics of switching trees)
If you change your alignment enough to make you the opposite on the good evi axis (i.e. switch to evil from good), then do the following:
 * lose 500 XP to switch
 * become the opposite prestige class (sith to jedi or jedi to sith)
 * take the bab, saves, Sp and Ex ability's that are appropriate to your level.
 * retain all Su, and Ps class features of previous PrC
 * roll a d4 dice, denoting how many level's until you get corruption or virtue.
 * start gaining class features from current class as if you were 3 levels lower - abilities do not stack with each other (i.e. if you already had throw lightsaber, and you get it again, you still just have throw lightsaber).