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Posts : 1342
Experience : 1406
Reputation : 35
Join date : 2013-06-12

Character Sheet
Health Points:
100/100  (100/100)
Shield Points:
50/100  (50/100)
Armor Percentage:
0/100  (0/100)

PostSubject: JEDI SEER   Fri 10 Jul - 9:56


Serving the Jedi Order as conduits to the Unifying Force, the Seers were responsible for receiving Force visions and interpreting them for the Jedi High Council and the Council of First Knowledge. Working closely with their brother and sister Lore Keepers, the Seers updated and provided new information to store in the holocrons of the Order.

While Jedi could sometimes show aptitude in receiving visions from the Force, there were only a select few which had a propensity for having the vivid Force dreams of a Seer. Capable of feeling the very will of the Force and seeing distant events, Seers were a vital part of the Order, often serving as a first alert to impeding surges in the dark side. The Jedi Seers of the ancient past are responsible for the creations of many of the most well know stories of the Order. Those Seers capable of foretelling future events were dubbed Prophets, and were the group that wrote down the Prophecy of the Chosen One.


Alignment: Light Side
Force Power: 3 Ranks in Force Heal Force Powers
Skill base rank: Use the Force 10


Hit Points Per Level: 5
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiency: Lightsaber, Short Lightsaber, Staff
Armor Proficiency: Light Armor
Force Points Progression: High
Feat Points Progression: Low
Tech Points Progression: None
Skill Points: 4 per level
Class Skills: Aim, Archeology, Awareness, Defense, Medicine, Perform, Persuade, Stealth, Survival, Use the Force, Xenology


Level 1: Force+1, Will+1, Healing Hand Rank 1
Level 2: Force+1, Will+1, BAB+1
Level 3: Force+1, Will+1 Healing Hand Rank 2
Level 4: Force+1, Will+1 BAB+1
Level 5: Force+1, Feat+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Healing Hand Rank 3
Level 6: Force+1, Will+1
Level 7: Force+1, Will+1, BAB+1, Healing Hand Rank 4
Level 8: Force+1, Will+1
Level 9: Force+1, Will+1 BAB+1, Healing Hand Rank 5
Level 10: Seer Evolution, Feat+1, Force+1, BAB+1, Fortitude+1, Reflex+1, Will+1,

HEALING HAND - At level 1, 3, 5, 7, 9, Seer gains Healing Hand force training. This is Seer's specific force power training and can be learned and improved only by Seer levels.

Power Alignment: Light
Healing Type: Force Light Energy
Counter: Damage

Rank 1:
All evolution perks of the force power Force Heal are now treated as ranks. Seer can learn all perks now by investing Force Points.

Rank 2:
Force Heal gains
+1 to critical heal chance
+1 critical multiplier
+1 target

Rank 3:
Force heal gains +50% healing effect

Rank 4:
Evolution A: +25% healing effect
Evolution B: +5 Turns Regeneration

Rank 5:
Evolution A: +25% healing effect
Evolution B: +5 Turns Regeneration
Evolution C: +1 free Force Heal action outside of your turn every Cycle

Seer Evolution - At level 10 Seer is strong enough to evolve into a new stage. At that levels Seer can select one of the 3 evolution perks. Seer can select only one evolution perk. Seer loses evolution perk if he does not have light side alignment.

Perk A - FORCE SENSE (Seer): Seer can sense danger before it happens and is capable of avoiding harm in combat. Even if seer does not meet requirement, Seer gains all 5 ranks of the feat Dodge. Additionally Seer gains +10 to all Reflex Save rolls.

Perk B - HEALING AURA: All allies of the Seer, maximum 3, gain regeneration of 1 health points per each turn. This affects the Seer as well (total 4 targets). This is passive ability and persist even upon Seer falling in combat. Healing Aura does not affect droids or organics that have zero health points. Seer can activate and deactivate this aura at will.

Perk C - PREMONITION: Seer is able to see in future before events happen, which allows him to heal before the actual harm is done. Once per battle Seer can retcon number of turns equal to d20 + Wisdom Modifier or any lesser number than that value. All events and actions done after the point of retcon did not happen, and were just vision for the Seer. If anyone died or lost enough health points, they are automatically reverted to the status they had in the point that the Seer selected. This also gives seer knowledge of what could happen, and the Seer can warn his allies about changing strategy how to defeat enemy. Premonition requires a full turn action and can be done once per battle.

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