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](../time/history/wisdom.html) and [Charisma](../time/history/charisma.html) are most important. [Strength](./strength.html) and [Dexterity](./dexterity.html) are also useful. ;Hit Points: Jedi begin play at 1st level with a number of hit points equal to 30 + their [Constitution](./constitution.html) 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](./intelligence.html) modifier of trained skill chosen from the following list of class skills - [Acrobatics](./acrobatics.html), [Athletics](./athletics.html), [Endurance](./endurance.html), [Initiative](./initiative.html), [Knowledge](./knowledge.html) (all skills, taken individually), [Perception](./perception.html), [Pilot](./pilot.html), and [Use the Force](./use-the-force.html). ;[Force Points](../time/history/force-points.html): 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](../credits.html): 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](./fortitude-defense.html), [Reflex Defense](../things/reflex-defense.html), and [Will Defense](./will-defense.html).

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