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

Dex 13, Dodge, Mobility

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

~Force Persuasion

The Force is your ally in your negotiations.

Adept Negotiator Core

~Master Negotiator

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

~Force Haze

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

~Dark Side Scourge

You are a powerful weapon against creatures of the Dark Side.

Dark Side Sense Core

~Resist the Dark Side

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

~Redirect Shot

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