Jedi
Base Level | Attack Bonus | Class Features |
---|---|---|
1 |
+1 |
Defense Bonuses, Starting Lightsaber, Jedi Starting Feats, Jedi Talent |
2 |
+2 |
Jedi Bonus Feat |
3 |
+3 |
Jedi Talent |
4 |
+4 |
Jedi Bonus Feat |
5 |
+5 |
Jedi Talent |
6 |
+6 |
Jedi Bonus Feat |
7 |
+7 |
Jedi Talent |
8 |
+8 |
Jedi Bonus Feat |
9 |
+9 |
Jedi Talent |
10 |
+10 |
Jedi Bonus Feat |
11 |
+11 |
Jedi Talent |
12 |
+12 |
Jedi Bonus Feat |
13 |
+13 |
Jedi Talent |
14 |
+14 |
Jedi Bonus Feat |
15 |
+15 |
Jedi Talent |
16 |
+16 |
Jedi Bonus Feat |
17 |
+17 |
Jedi Talent |
18 |
+18 |
Jedi Bonus Feat |
19 |
+19 |
Jedi Talent |
20 |
+20 |
Jedi Bonus Feat |
Starting Features
- Abilities
- A Jedi should be gifted in all abilities, but Wisdom and Charisma are most important. Strength and Dexterity are also useful.
- Hit Points
- Jedi begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, Jedi gain 1d10 hit points + their Constitution modifier.
- Class Skills
- Jedi begin play at 1st level with 2 + their Intelligence modifier of trained skill chosen from the following list of class skills - Acrobatics, Athletics, Endurance, Initiative, Knowledge (all skills, taken individually), Perception, Pilot, and Use the Force.
- Force Points
- Jedi gain a number of Force Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force Points left over from the previous levels are lost.
- Credits
- A 1st-level Jedi starts play with 3d4 x 100 credits.
Class Features
Jedi Defense Bonuses
At 1st level, you gain a +1 class bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Lightsaber
You start play with a lightsaber provided by your Master. Later, you can build your own lightsaber.
Jedi Starting Feats
At 1st level, you gain the following bonus feats- Force Sensitivity, Force Training, Weapon Proficiency (lightsabers), Weapon Proficiency simple weapons.
Jedi Bonus Feat
At each even-number level (2nd, 4th, 6th, etc.) you gain a bonus feat. This feat must be selected from the following, and you must meet any prerequisites for that feat.
Bonus Feat | Prerequisites | Benefit |
---|---|---|
Acrobatic Strike |
Trained in Acrobatics |
Gain +5 bonus on next attack against opponent you tumble past. |
Cleave |
Str 13, Power Attack |
Extra melee attack after dropping target. |
Combat Reflexes |
|
Gain additional attacks of opportunity. |
Dodge |
Dex 13 |
Gain a + 1 dodge bonus to Reflex Defense against a selected target. |
Double Attack |
Base attack bonus +6, proficient with weapon |
Make extra attack during full attack, -5 penalty to all attacks |
Dual Weapon Mastery I |
Dex 13, base attack bonus + 1 |
Take a -5 penalty on attacks when attacking with two weapons or both ends of a double weapon. |
Dual Weapon Mastery II |
Dex 15, base attack bonus +6, Dual Weapon Mastery I |
Take a -2 penalty on attacks when attacking with two weapons or both ends of a double weapon. |
Dual Weapon Mastery III |
Dex 17, base attack bonus + 11, Dual Weapon Mastery I, Dual Weapon Mastery II |
Take no penalty on attacks when attacking with two weapons or both ends of a double weapon. |
Force Training | Force Sensitivity |
Gain knowledge of 4 new Force Powers, or improve existing ones. |
Great Cleave |
Str 13, Power Attack, Cleave, base attack bonus +4 |
No limit to cleave attacks each round. |
Improved Charge |
You can charge without moving in a straight line. | |
Improved Disarm |
Int 13, Melee Defense |
Gain +5 bonus on melee attacks to disarm an opponent. |
Martial Arts I |
|
Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense. |
Martial Arts II | Martial Arts I, base attack bonus +3 |
Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense. |
Martial Arts III | Martial Arts I, Martial Arts II, base attack bonus +6 |
Increase damage from unarmed attacks by one die step; gain + 1 dodge bonus to Reflex Defense. |
Melee Defense |
Int 13 |
Trade attack bonus on melee attacks for a dodge bonus to Reflex Defense. |
Mobility |
Dex 13, Dodge |
Gain +5 dodge bonus to Reflex Defense against some attacks of opportunity. |
Power Attack |
Str 13 |
Trade attack bonus for damage on melee attacks (up to your base attack bonus). |
Powerful Charge |
Medium or larger size, base attack bonus + 1 |
Gain +2 bonus on your attack roll while charging and deal extra damage. |
Quick Draw |
Base attack bonus + 1 |
Draw weapon as a swift action. |
Rapid Strike |
Dex 13, base attack bonus + 1, proficient with weapon |
Take a -2 penalty on a melee attack roll to deal +1 die of damage. |
Running Attack |
Dex 13 |
Move before and after making an attack. |
Skill Focus |
|
Gain +5 competence bonus on skill checks with one trained skill. |
Skill Training |
|
You become trained in one class skill. |
Strong in the Force |
|
Roll d8s instead of d6s when you spend a Force Point. |
Triple Attack |
Base attack bonus +9, Double Attack (chosen weapon), proficient with chosen weapon |
Make second extra attack during full attack, additional -5 penalty to all attacks |
Triple Crit |
Proficient with weapon, base attack bonus +8 |
Deal triple damage on a critical hit. |
Weapon Finesse |
Base attack bonus + 1 |
Use Dex modifier instead of Str modifier on attack rolls with light melee weapons and lightsabers. |
Weapon Focus (Lightsaber) |
Proficiency with weapon |
+ 1 bonus on attack rolls with selected weapon |
Jedi Talent
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicted.
Jedi Consular Talent Tree
Jedi that follow the path of the consular are skilled negotiators and talented ambassadors. You prefer to use the strength of your words and the wisdom that the force provides to solve conflicts.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Adept Negotiator |
You are adept at finding non-violent solutions to your problems. |
- | Core |
The Force is your ally in your negotiations. | Adept Negotiator | Core | |
You are a master at finding non-violent solutions to your problems. | Adept Negotiator | Core | |
Skilled Advisor |
You are a powerful asset and advisor to your friends and allies. |
- | Core |
Aggressive Negotiator |
|
| LE 26 |
Cleanse Mind |
|
| TFU 24 |
Collective Visions |
|
| KotOR 24 |
Consular's Vitality |
|
| TCW 22 |
Consular's Wisdom |
|
| LE 26 |
Entreat Aid |
|
| LE 26 |
Force of Will |
|
| TFU 24 |
Improved Consular's Vitality |
|
| TCW 22 |
Renew Vision |
|
| KotOR 25 |
Visionary Attack |
|
| KotOR 24 |
Visionary Defense |
|
| KotOR 25 |
WatchCircle Initiate |
|
|
KotOR 25
|
Jedi Guardian Talent Tree
Jedi that follow the path of the guardian are more combat-oriented than other Jedi, honing their skills to become deadly combatants.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Acrobatic Recovery |
You are difficult to knock down. |
- | Core |
Battle Meditation |
You can use the Force to guide the flow of battle. |
- | Core |
Elusive Target |
You are a difficult target to hit. |
- | Core |
Force Intuition |
You can use the Force to speed your reactions. |
- | Core |
Resilience |
You can use the Force to empower your recovery. |
- | Core |
Defensive Acuity |
|
| LE 27 |
Exposing Strike |
|
| TCW 22 |
Forceful Warrior |
|
| TFU 24 |
Guardian Strike |
|
| TCW 22 |
Improved Battle Meditation |
|
| KotOR 25 |
Mobile Combatant |
|
| TFU 24 |
Jedi Sentinel Talent Tree
Jedi that follow the path of the sentinel are the true enemies of the dark side, hunting down evil and stopping the spread of darkness wherever they go. You are a master of subtlety and difficult to tempt with the dark side, even when constantly confronted with its power.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Clear Mind |
You can hide yourself in the Force. |
- | Core |
You can hide yourself and others with the Force. | Clear Mind | Core | |
Dark Side Sense |
You are adept at sensing the presence of the Dark Side.. |
- | Core |
You are a powerful weapon against creatures of the Dark Side. | Dark Side Sense | Core | |
You are strong against the power of the Dark Side. | Dark Side Sense | Core | |
Dampen Presence |
|
| TFU 24 |
Dark Retaliation |
|
| KotOR 25 |
Dark Side Bane |
|
| LE 27 |
Persistent Haze |
|
| S&V 13 |
Sentinel Strike |
|
| KotOR 25 |
Sentinel's Gambit |
|
| KotOR 25 |
Sentinel's Observation |
|
| TCW 22 |
Steel Resolve |
|
| TFU 24 |
Unseen Eyes |
|
| TCW 22 |
Lightsaber Combat Talent Tree
The lightsaber is the chosen weapon of the Jedi. Not as clumsy or random as a blaster, the lightsaber is an elegant weapon for a more civilized combatant. The following talents allow you to improve your prowess with a lightsaber.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Block |
You are trained in blocking melee attacks with your lightsaber. |
- | Core |
Deflect |
You are trained in deflecting ranged attacks with your lightsaber. |
- | Core |
You are capable of redirecting ranged attacks deflected into your enemies. | Deflect, base attack bonus +5 | Core | |
Lightsaber Defense |
You are a skilled defensive lightsaber duelist. |
- | Core |
Weapon Specialization (Lightsaber) |
You are adept with striking for the most damage with you lightsaber. | Weapon Focus(Lightsaber) | Core |
Lightsaber Throw |
You are capable of throwing and recalling your lightsaber. |
- | Core |
Cortosis Gauntlet Block |
|
| LE 27 |
Precision |
|
| LE 27 |
Riposte |
|
| KotOR 25 |