Regular abilities have one use per battle at level 1. 2 Uses per battle at level 5.
To receive the benefits of a saber form you must choose to use that form as a an action.
Melee
Critical Strike Level 1: Doubles the Critical Range of an attack (Critc if you hit between 19-20); Receive -5 AC for turn.
Critical Strike Level 2: Doubles the Critical Range of an attack (Critc if you hit between 19-20); Receive -4AC for turn.
Critical Strike Level 3: Doubles the Critical Range of an attack (Critc if you hit between 17-20); Receive -3 AC for turn.
Critical Strike Level 4: Doubles the Critical Range of an attack (Critc if you hit between 17-20); Receive -2 AC for turn.
Critical Strike Level 5: Doubles the Critical Range of an attack (Critc if you hit between 14-20); Receive -1 AC for turn.
Power Strike Strike Level 1: Add +5 damage to attack; Receive --5 to hit.
Power Strike Strike Level 2: Add +5 damage to attack; Receive --4 to hit.
Power Strike Strike Level 3:Add +8 damage to attack; Receive --3 to hit.
Power Strike Strike Level 4: Add +8 damage to attack; Receive --2 to hit.
Power Strike Strike Level 5:Add +12 damage to attack; Receive --1 to hit.
Flurry Level 1: Receive a second attack; -5 to hit, -5AC for turn
FlurryLevel 2: Receive a second attack; -4 to hit, -4AC for turn
Flurry level 3:Receive a third attack; -3 to hit, -3AC for turn
Flurry Level 4: Receive a third attack; -2 to hit, -2AC for turn
Flurry Level 5:Receive a fourth attack; -1 to hit, -1AC for turn
Teras Kasi Level 1: Hands act as a 2d4+strength weapon.
Teras Kasi Level 2: Hands act as a 2d6+strength weapon.
Teras Kasi Level 3: Damage by hands stun opponent for one round.
Teras Kasi Level 4: Damage by hands prevent force abilities for two rounds.
Teras Kasi Level 5: Hands act as a 2d12+ Strength weapon
Echani Level 1: Hands act as a 2d4+Intelligence Weapon
Echani Level 2: Hands act as a 2d6 +intelligence weapon
Echani Level 3: Critical for damage by hands is reduced to 18-20.
Echani Level 4: Gain Advantage in all unarmed fights.
Echani Level 5: Hands act as a 2d12+intelligence weapon
Lightsaber
Shii-Cho:
(Base Penalty is -8)
Level 1: -6 to hit Penalty to Lightsaber Combat
Level 2: -4 to hit Penalty to Lightsaber Combat
Level 3: 0 to hit Penalty to Lightsaber Combat, Start first when fighting multiple opponents,
Level 4: +1 Bonus to hit in LightSaber Combat
Level 5: +1 Bonus to hit in Lightsaber Combat, + 2 Turns during a round when fighting multiple opponents (First turn and Last turn)
Level6: +1 Bonus to hit in Lightsaber Combat
Level 7:+1Bonus to hit in Lightsaber Combat, Star first when fighting one opponent.
Level 8: +1Bonus to hit in Lightsaber Combat
Level 9: +1Bonus to hit in Lightsaber Combat
Level 10: +1 Bonus to hit in Lightsaber Combat, + 2 turns during a round when fighting 1 opponent,
Makashi:
Level 1: +1 to Hit Against other swordsman
Level 2: +1 to Hit against other swordsman
Level 3:+1 to Hit Against other swordsman Use Intelligence in the place of Strength if Higher;Gain an extra saber attack for every successful hit against you;
Level 4: +1 to Hit Against other swordsman
Level 5: +1 to Hit Against other swordsman. Use intelligence in place of Dexterity if Higher. if fighting multiple opponents, make a strategy check against highest level opponent at beginning of the fight. If Successful, only lowest leveled opponent may perform an action for five rounds.
Level6: +1 to Hit Against other swordsman
Level 7:+ +1 to Hit Against other swordsman ,Makashi Riposte: Gain an extra saber attack for every missed hit against you;
Level 8:+1 to Hit Against other swordsman
Level 9:+1 to Hit Against other swordsman
Level 10:+ +1to Hit against other swordsman. , If fighting one opponent. Double intelligence modifier.
Soresu:
Level 1: +1 to AC
Level 2: +1 to AC
Level 3: +1 to AC; Make a constitution saving throw at beginning of fight. If successful, reduce all damage taken by 1/4 for first five rounds.
Level 4:: +1 to AC;
Level 5:: +1 to AC; Make a constitution saving throw at beginning of fight. If successful, reduce all damage taken by 1/2 for first five rounds.
Level6: +1 to AC;
Level 7:+1 to AC; Make a constitution saving throw at beginning of fight. If successful, reduce all damage taken by 3/4 for first five rounds.
Level 8:+1 to AC;
Level 9:+1 to AC;
Level 10:+1 to AC; Make a constitution saving throw at beginning of fight. If successful, reduce all damage taken first five rounds.
Ataru
Level 1: +1 to Acrobatics
Level 2: +1 to Acrobatics
Level 3: +1 to Acrobatics Use Dexterity in the place of strength if higher.
Level 4: +1 to Acrobatics
Level 5: +1 to Acrobatics;add 1/2 acrobatics skill to damage
Level6: +1 to Acrobatics
Level 7: +1 to Acrobatics, add full acrobatics skill to damage
Level 8: +1 to Acrobatics
Level 9: +1 to Acrobatics
Level 10:+1 to Acrobatics; double acrobatics skill if in open space.
Shien/Djem-So:
Level 1: +1 to hit
Level 2: +1 to AC
Level 3: +1 to hit; upon taking damage, gain an attack against opponent. Opponent takes 1/4 damage
Level 4: +1 to AC
Level 5: +1 to hit, upon taking damage, gain an attack against opponent. Opponent takes 1/2 damage
Level6: +1 to AC
Level 7:+1 to Hit upon taking damage, gain an attack against opponent. Opponent takes 3/4 damage
Level 8:+1 to AC
Level 9:+ 1 to hit
Level 10:+1 to AC upon taking damage, gain an attack against opponent. Opponent takes full damage
Niman
Level 1: +1 to Force to Hit
Level 2: +1 to Force to Hit
Level 3: +1 to Force to Hit; No negative force modifiers for first three rounds even if hit..
Level 4: +1 to Force to Hit
Level 5: ++1 to Force to Hit; use wisdom in the place of dexterity if higher.
Level6: +1 to Force to Hit
Level 7:+1 to Force to Hit; Immune to Negative force Modifiers
Level 8:+1 to Force to Hit
Level 9: +1 to Force to Hit
Level 10:+1 to Force to Hit, Use wisdom in the place of strength if higher.
JUYO and Vaapad are OP due to their rareness. You'll have to seriously work to get them.
Juyo (Must be Neutral or Dark Alignment or Possess Center of Force Perk):
Level 1: +2 to hit, -1 to AC
Level 2: +2 to hit, -1 to AC
Level 3:+2 to hit, -1 to ACs, always start first. Upon hitting an opponente, Opponent bleeds for 1d4 damage for two turns
Level 4:+2 to hit, -1 to AC
Level 5: +2 to hit, -1 to AC, Gain advantage on bleeding opponents.
Level6: +2 to hit, -1 to AC
Level 7:+2 to hit, -1 to AC, successful attacks on opponents you have advantage count as critical damage
Level 8:+2 to hit, -1 to AC
Level 9:+2 to hit, -1 to AC
Level 10:+2 to hit, -1 to AC, Opponent bleeds for 2d6 damage for four turns.
Vaapad (Must be Neutral or Dark Alignment or Possess Center of Force Perk):
Level 1: +2 to hit,
Level 2: +2 To mental AC
Level 3: +2 to hit, always start first. Upon defending against a force attack, reflect damage of the attack back at 1/4 damage.
Level 4: +2 To AC
Level 5: +2 to hit, Upon defending against a force attack, reflect damage of the attack back at 1/2 damage.
Level6: +2 To mental AC,
Level 7+2 to hit, Upon defending against a force attack, reflect damage of the attack back at 3/4 damage.
Level 8:+2 To AC
Level 9:+2 to hit,
Level 10:+2 To mental AC Upon defending against a force attack, reflect damage of the attack back at full damage.
Ranged Abilities
Sniper Shot Level 1: Doubles the Critical Range of an attack (Critc if you hit between 19-20); Receive -5 AC for turn.
Sniper Shot Level 2: Doubles the Critical Range of an attack (Critc if you hit between 19-20); Receive -4AC for turn.
Sniper Shot Level 3: Doubles the Critical Range of an attack (Critc if you hit between 17-20); Receive -3 AC for turn.
Sniper Shot Level 4: Doubles the Critical Range of an attack (Critc if you hit between 17-20); Receive -2 AC for turn.
Sniper Shot Level 5: Doubles the Critical Range of an attack (Critc if you hit between 14-20); Receive -1 AC for turn.
Power Blast Level 1: Add +5 damage to attack; Receive --5 to hit.
Power Blast Level 2: Add +5 damage to attack; Receive --4 to hit.
Power Blast Level 3:Add +8 damage to attack; Receive --3 to hit.
Power BlastLevel 4: Add +8 damage to attack; Receive --2 to hit.
Power BlastLevel 5:Add +12 damage to attack; Receive --1 to hit.
Rapid Shot Level 1: Receive a second attack; -5 to hit, -5AC for turn
Rapid Shot2: Receive a second attack; -4 to hit, -4AC for turn
Rapid Shot 3:Receive a third attack; -3 to hit, -3AC for turn
Rapid Shot 4: Receive a third attack; -2 to hit, -2AC for turn
Rapid Shot 5:Receive a fourth attack; -1 to hit, -1AC for turn
Missile Blast Level 1: Fire a concussion round that hits three enemies. Does 1d4 damage. Enemies must make a constitution saving throw or be stunned for next three rounds. DC of 10
Missile Blast 2: Fire a concussion round that hits three enemies.Does 1d4 Damage. Enemies must make a constitution saving throw or be stunned for next three rounds. DC of 12
Missile Blast 3:Fire a concussion round that hits three enemies.Does 2d4 Damage. Enemies must make a constitution saving throw or be stunned for next three rounds. DC of 14
Missile Blast 4:Fire a concussion round that hits three enemies.Does 2d4 Damage. Enemies must make a constitution saving throw or be stunned for next three rounds. DC of 16
Missile Blast 5:Fire a concussion round that hits three enemies.Does 3d4 Damage. Enemies must make a constitution saving throw or be stunned for next three rounds. DC of 16
Flame Thrower 1: Releases a cone of fire damage. 1D8 +dex damage. Inflicts 1d4 Burn damage for 2 rounds
Flame Thrower 2: Releases a cone of fire damage. 1D8 +dex damage. Inflicts 1d4 Burn damage for 3 rounds
Flame Thrower 3: Releases a cone of fire damage. 1D8 +dex damage. Inflicts 2d4 Burn damage for 3 rounds
Flame Thrower 4: Releases a cone of fire damage. 1D8 +dex damage. Inflicts 3d4 Burn damage for 3 rounds
Flame Thrower 5: Releases a cone of fire damage. 2D8 +dex damage. Inflicts 3d4 Burn damage for 3 rounds
Force Abilities
Tutaminis (Neutral Power):
Level 1: +1 HP
Level 2: +1 HP
Level 3: ++1 HP; Decrease energy damage by 1/4.
Level 4:++1 HP
Level 5: +1 HP; Decrease Force Damage by 1/4,
Level 6: +1 HP
Level 7:++1 HP Decrease Energy/Force energy Damage by 1/2.
Level 8:+1 HP
Level 9:++1 HP
Level 10: +1 HP; Immune to force/energy damage (One use per battle)
Force Stealth
Level 1: +1 stealth
Level 2: +1 stealth
Level 3: +1 stealth Non-force users cannot see you if you do not wish to be seen. Combat breaks this.
Level 4: +1 stealth
Level 5: +1 stealth, May Cloak your force signature from force users.
Level 6: +1 stealth
Level 7:++1 stealth; Instantly enter stealth upon dropping below 20% HP (One use per battle)
Level 8:+1 stealth
Level 9:+1 stealth
Level 10: +1 stealth. Heal for 1d10+wisdom upon entering stealth (One use per battle)
Force Speed
Level 1: +1 to initiative
Level 2: +1 to initiative
Level 3: +1 to initiative, gain advantage on opponents for first round if you have higher iniative
Level 4: +1 to initiative
Level 5: +1 to initiative; gain advantage on opponents for third round if you have higher iniative
Level 6: +1 to initiative
Level 7: +1 to initiative gain advantage on opponents for fourth round if you have higher iniative
Level 8: +1 to initiative
Level 9: +1 to initiative
Level 10: +1 to initiative gain advantage on opponents for fourth round if you have higher iniative
LIGHT
Healing
Level 1: +1 Mental AC
Level 2:+1 Mental AC
Level 3:+1 Mental AC, heal for 1/4 of your total HP. (One use per battle)
Level 4: +1 Mental AC
Level 5: +1 Mental AC, heal for 1/2 of your total HP.
Level 6:+1 Mental AC
Level 7: +1 Mental ACU Heal allies for 1/4 your total HP. (one use per battle)
Level 8: +1 Mental AC
Level 9: +1 Mental AC
Level 10: +1 Mental AC Heal allies for 1/2 your total HP.
Force Valour
Level 1: +1 to hit, +1 Force to Hit for two rounds
Level 2: +2 to hit, +2 Force to Hit for two rounds
Level 3:+3 to hit, +3 Force to Hit for two rounds
Level 4:4 to hit, +4 Force to Hit for two rounds
Level 5: 5 to hit, +5 Force to Hit for two rounds
Level 6: 6 to hit, +6 Force to Hit for two rounds
Level 7: 7 to hit, +7 Force to Hit for two rounds
Level 8:8 to hit, +8 Force to Hit fortwo rounds
Level 9: 9 to hit, +9 Force to Hit for two rounds
Level 10: 10 to hit, +10 Force to Hit two rounds
Dark
Force Rage:
Level 1: +1 to hit, +1 Force to Hit for two rounds
Level 2: +2 to hit, +2 Force to Hit for two rounds
Level 3:+3 to hit, +3 Force to Hit for two rounds
Level 4:4 to hit, +4 Force to Hit for two rounds
Level 5: 5 to hit, +5 Force to Hit for two rounds
Level 6: 6 to hit, +6 Force to Hit for two rounds
Level 7: 7 to hit, +7 Force to Hit for two rounds
Level 8:8 to hit, +8 Force to Hit fortwo rounds
Level 9: 9 to hit, +9 Force to Hit for two rounds
Level 10: 10 to hit, +10 Force to Hit two rounds
Force Sacrifice
Level 1: +1 HP
Level 2: +1 HP
Level 3: ++1 HP; On third round lose 5 HP. All Opponents take 6 damage.
Level 4:++1 HP
Level 5: +1 HP; On third round lose 5 HP. All Opponents take 8 damage.
Level 6: +1 HP
Level 7:++1 HP On third round lose 5 HP. All Opponents take 12 damage.
Level 8:+1 HP
Level 9:++1 HP
Level 10: +1 HP;On first round lose 5 HP. All Opponents take 10 damage.
Sense:Wisdom Modifier +perks
Neutral
Life Detection:
Level 1: +1 Perception.Can sense life within 1/4 Mile.
Level 2: +1 Perception. Can Sense Life within 1/2 Yards.
Level 3: +1 Perception. Can Sense Life within 1 mile.
Level 4: +1 Perception. Can sense life within 10 Miles.
Level 5: +1 Perception. Can Sense life within 100 miles.
Force Empathy:
Level 1: + 1 Insight
Level 2: + 1 Insight
Level 3: + 1 InsightGain Ability to Influence others emotions. Force to hit on Mental AC.Dialogue
Level 4: + 1 Insight
Level 5: + 1 Insight
Level 6: + 1 Insight
Level 7: + 1 Insight
Level 8: + 1 Insight
Level 9: + 1 Insight
Level 10: + 1 Insight
Telepathy:
Level 1: + 1 Insight
Level 2: + 1 Insight
Level 3: + 1 InsightGain Ability to Influence others emotions. Force to hit on Mental AC.Dialogue
Level 4: + 1 Insight
Level 5: + 1 Insight
Level 6: + 1 Insight
Level 7: + 1 Insight
Level 8: + 1 Insight
Level 9: + 1 Insight
Level 10: + 1 Insight
Battle Precognition:
Level 1: + 1 AC
Level 2: + 1 AC
Level 3: + 1 AC
Level 4: + 1 AC
Level 5: + 1AC
Level 6: + 1AC
Level 7: + 1AC
Level 8: + 1AC
Level 9: + 1 aC
Level 10: + 1 AC
Alter: Wisdom Modifier +perks
Neutral
Force Jump:
LeveL 1: +1 Athletics, May Jump One Story Buildings
Level 2: +1 Athletics, May Jump Three Story Buildings
Level 3: ++1 Athletics , May Jump Five Story Buildings
Level 4: +1 Athletics, May Jump Seven Story Buildings
Level 5: +1 Athletics, May Jump Nine Story Buildings
Telekinesis
Level 1: +1 Force to Hit, can lift R2D2 level objects Unlock Force Push/Force Choke
Level 2: +1 Force to Hit, Can lift small speeder objects
Level 3:+1 Force to Hit, Can lift large Speeders; May attack Opponent with 2D4 debris.
Level 4: +1 Force to Hit, Can lift AT-AT Level craft
Level5: +1 Force to Hit, Can Lift Starship Level Craft, Unlock Telekinetic Saber Style
Level 6: +1 Force to Hit
Level 7: +1 Force to Hit; May attack Opponent with 4D4 debris
Level 8: +1 Force to Hit
Level 9: +1 Force to Hit
Level 10: +1 Force to Hit May attack Opponent with 3D8 debris
Force Push
Level 1: May do 1D4+ wisdom to opponent.
Level 2: +1 Force to Hit
Level 3: May do 2D4+Wisdom damage.
Level 4: +1 Force to Hit
Level5: , May do 3d4+Wisdom Damage.
Level 6:+1 Force to Hit
Level 7: May do 5d8+Wisdom Damage to two Opponents.
Level 8:+1 Force to Hit
Level 9: +1 Force to Hit
Level 10: May do 5d12Wisdom Damage to all Opponents.
Light
Force Stun:
Level 1: 1 Opponent may be stunned. (Force to hit vs Mental AC)
Level 2:+1 Force to Hit
Level 3: 1Opponent may be stunned.
Level 4: +1 Force to Hit. May use twice per battle.
Level 5: 1 Opponent may be stunned.
Level 6: +1 Force to Hit
Level 7: 1 Opponent may be stunned.
Level 8: +1 Force to Hit. May use three times per battle.
Level 9: +1 Force to Hit. May use four times per battle.
Level 10: Abilities of force stun apply to all opponents
Darkside:
Force Choke:
Level 1: May do 1D4+ wisdom to opponent upon first round. If hit, opponent is stunned for one round.
Level 2: +1 Force to Hit
Level 3: May do 2D4+Wisdom damage upon third round, If hit, opponent is stunned for one round.
Level 4: +1 Force to Hit: May Use Ability twice per battle.
Level5: , May do 3d4+Wisdom Damage upon Fifth round, If hit, opponent is stunned for one round.
Level 6:+1 Force to Hit.
Level 7: May do 5d8+Wisdom Damage to two Opponents upon Seventh round, If hit, opponent is stunned for one round.
Level 8:+1 Force to Hit. May use ability three times per battle.
Level 9: +1 Force to Hit. May use ability four times per battle.
Level 10: May do 5d12Wisdom Damage to all Opponent.
Force Lightning:
Level 1: 1 opponent may takes 1d8 +Wisdom Damage.
Level 2: +1 Force to Hit
Level 3: 1 Opponent may takes 2d8+Wisdom Damage.
Level 4: +1 Force to Hit
Level 5: 1 Opponents may takes 3d8+Wisdom damage.
Level 6: +1 Force to Hit
Level 7: 1 Opponent may take 4D8+Wisdom .
Level 8: +1 Force to Hit
Level 9: +1 Force to Hit
Level 10: Abilities of Force lightning apply to all opponents and take 5D8+wisdom