Previews07/05/2007


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Jedi

Jedi combine physical training with mastery of the Force. Jedi concentrate on battle prowess, defense, and lightsaber training. Additionally, they are ambassadors of the Jedi order, protecting the Republic from all dangers. Few are strong enough in the Force and have the devotion to walk the Jedi's path, but those few are awarded with a powerful ally. They walk in a larger world than those who neither feel nor heed the Force.

Exploits

All Jedi journey into the galaxy at large to further their own knowledge and to help those in need. They take their responsibility seriously, considering even mundane missions to be personal tests. Most Jedi follow the light side, but some become darksiders and use the Force for evil or selfish intent. Those imbued with the light side refrain from using the Force for every task, preferring to find other solutions and save the Force for when it is truly needed. Those who succumb to the dark side use every advantage at their disposal, wielding the Force to solve problems as a soldier would use a blaster to destroy a stingfly.

Table 3-2: The Jedi

LEVEL BASE
ATTACK

BONUS
CLASS FEATURES
1st 1 Defense bonuses, lightsaber, starting feats, talent
2nd 2 Bonus feat
3rd 3 Talent
4th 4 Bonus feat
5th 5 Talent
6th 6 Bonus feat
7th 7 Build lightsaber, talent
8th 8 Bonus feat
9th 9 Talent
10th 10 Bonus feat
11th 11 Talent
12th 12 Bonus feat
13th 13 Talent
14th 14 Bonus feat
15th 15 Talent
16th 16 Bonus feat
17th 17 Talent
18th 18 Bonus feat
19th 19 Talent
20th 20 Bonus feat

Class Skills (trained in 2 + Int modifier): Acrobatics, Endurance, Initiative, Knowledge (all skills, taken individually), Perception, Pilot, Use the Force

Characteristics

The Jedi's strength flows from the Force, granting her special powers. This character often masters the ability to feel the living Force in the world within her. Charisma and Wisdom are the most important abilities for a Jedi, although any of the other abilities are nearly as important.

Background

A Jedi typically starts out as a Padawan learner attached to a Jedi Master. (Prior to 1st level, the character trained as a student with the Jedi Council. She begins her heroic career at 1st level when she is selected as a Padawan learner.) The Jedi has a genuine desire to use the Force to help the people of the galaxy. A Jedi has a deep connection to her mentor and the Jedi order but often operates with only tangential contact with either master or order.

Still, not all who study the Jedi arts are actually members of the Jedi order. During the Old Sith Wars (thousands of years before the Battle of Yavin), many Sith acolytes and initiates are often members of this class before becoming a Sith apprentice under a particular Sith Lord (see page 224). This class is also common among other Force traditions with strong ties to the Jedi arts, such as the Jensaarai (see page 106).

Examples of Jedi in Star Wars

Luke Skywalker (after training under Obi-Wan Kenobi and Yoda), Obi-Wan Kenobi, Anakin Skywalker, Mace Windu, Bastila Shan, Quinlan Vos.

Game Rule Information

Jedi have the following game statistics.

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.

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 previous levels are lost.

Class Features

All of the following are features of the Jedi class.

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 (see Build Lightsaber, below).

Starting Feats

At 1st level, you gain the following bonus feats:
Force Sensitivity
Weapon Proficiency (lightsabers)
Weapon Proficiency (simple weapons)

Talents

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 indicated.

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.

Adept Negotiator: As a standard action, you can weaken the resolve of one enemy with your words. The target must have an Intelligence of 3 or higher, and it must be able to see, hear, and understand you. Make a Persuasion check; if the result equals or exceeds the target's Will Defense, it moves -1 step along the condition track (see Conditions, page 148). The target gets a +5 bonus to its Will Defense if it is highter level than you. If the target reaches the end of the track, it does not fall unconscious; instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.

Force Persuasion: You can use your Use the Force check modifier instead of your Persuasion check modifier when making Persuasion checks. You are considered trained in the Persuasion skill for purposes of using this talent. If you are entitled to a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

Prerequisite: Adept Negotiator.

Master Negotiator: If you successfully use the Adept Negotiator talent (see above), your target moves an additional -1 step along the condition track (-2 steps total). This is a mind-affecting effect.

Prerequisite: Adept Negotiator.

Skilled Advisor: You can spend a full-round action advising an ally, thereby granting her a +5 bonus on her next skill check. If you spend a Force Point, the bonus increases to +10. The target must be able (and willing) to hear and understand your advice. You cannot advise yourself. This is a mind-affecting effect.

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.

Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Acrobatics check to remain on your feet.

Battle Meditation: The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As a full-round action, you can spend a Force Point to give you and all allies within 6 squares of you a +1 insight bonus on attack rolls that lasts until the end of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from the Battle Meditation must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a mind-affecting effect.

Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. This penalty is in addition to the normal -5 penalty for firing into melee (see Shooting or Throwing into a Melee, page 161), making the penalty to target you -10.

Force Intuition: You can use your Use the Force check modifier instead of your Initiative modifier when making Initiative checks. You are considered trained in the Initiative skill for purposes of using this talent. If you are entitled to an Initiative check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

Resilience: You can spend a Force Point as a swift action to move +2 steps along the condition track (see Conditions, page 148).

JEDI SENTINEL TALENT TREE

The 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.

Clear Mind: You may reroll any opposed Use the Force check made to avoid being detected by other Force-users. You must take the result of the reroll, even if it is worse.

Dark Side Sense: Jedi following the path of the sentinel become exceptionally talented at rooting out evil. You may reroll any Use the Force check made to sense the presence and relative location of characters with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.

Dark Side Scourge: Against creatures with a Dark Side Score of 1 or higher, you deal extra damage on melee attacks equal to your Charisma bonus (minimum +1).

Prerequisite: Dark Side Sense.

Force Haze: You can spend a Force Point as a standard action to create a "haze" that hides you and your allies from the perceptions of others. You can hide a number of creatures in line of sight equal to your class level. Make a Use the Force check and compare the result to the Will Defense of any opponent that moves into line of sight of any creature hidden by your Force haze. If your check result beats the opponent's Will Defense, all hidden creatures are treated as if they had total concealment against that opponent.

The Force haze lasts up to 1 minute but is dismissed instantly if anyone hidden by the Force haze makes an attack.

Prerequisite: Clear Mind.

Resist the Dark Side: You gain a +5 Force bonus to all Defense scores against Force powers with the [dark side] descriptor and Force powers originating from any dark Force-user (that is, any Force-user whose Dark Side Score equals his Wisdom score).

Prerequisite: Dark Side Sense.

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.

Block: As a reaction, you may negate a melee attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed.

Deflect: As a reaction, you may negate a ranged attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire. If you succeed on the Use the Force check, you take half damage if the autofire attack hits and no damage if the autofire attack misses. This talent has no effect on other area attacks (such as grenades, missiles, and flamethrowers).

This talent cannot be used to negate attacks made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.

Lightsaber Defense: As a swift action, you can use your lightsaber to parry your opponents' attacks, gaining a +1 deflection bonus to your Reflex Defense until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you don't gain the deflection bonus if you are flat-footed or otherwise unaware of the incoming attack.

You can take this talent multiple times; each time you take this talent, the deflection bonus increases by +1 (maximum +3).

Weapon Specialization (lightsabers): You gain a +2 bonus on melee damage rolls with lightsabers.

Prerequisite: Weapon Focus (lightsabers) feat (see page 89).

Lightsaber Throw: You can hurl a lightsaber as a standard action, treating it as a thrown weapon. You are considered proficient with the thrown lightsaber, and you apply the normal range penalties to the attack roll (see Table 8-5: Range Penalties). The thrown lightsaber deals normal weapon damage if it hits.

If your target is no more than 6 squares away, you can pull your lightsaber back to your hand as a swift action by making a DC 20 Use the Force check.

Building a Lightsaber

You can build a lightsaber if you have at least seven heroic levels as well as the Force Sensitivity and Weapon Proficiency (lightsabers) feats. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours constructing the weapon. At the end of this time, make a DC 20 Use the Force check; you can't take 20 on this check. If the check succeeds, you complete the lightsaber's construction. If the check fails, you must spend another 24 hours dismantling and rebuilding the flawed weapon.

Once the lightsaber is constructed, you must spend a Force Point to attune it (a full-round action). From that point on, you gain a +1 bonus on attack rolls made with your scratch-built lightsaber. No one else who wields the weapon gains this bonus.

You can build a double-bladed lightsaber instead of a normal lightsaber, but the cost for components increases to 3,000 credits.

Redirect Shot: This talent allows you to redirect a deflected blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round when you successfully deflect a blaster bolt, you can make an immediate ranged attack against another target with which you have line of sight. Apply the normal range penalties to the attack roll (see Table 8-5: Range Penalties), not counting the distance the bolt traveled to reach you. If the attack succeeds, it deals normal weapon damage to the target. Only single blaster bolts can be redirected in this manner. Barrages from autofire weapons and other types of projectiles can't be redirected.

Prerequisites: Deflect, base attack bonus +5.

Build Lightsaber

At 7th level and beyond, you can build your own lightsaber (see the Building a Lightsaber sidebar).

Bonus Feats

At each even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.

Acrobatic Strike, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mobility, Quick Draw, Power Attack, Powerful Charge, Rapid Strike, Running Attack, Skill Focus, Skill Training, Strong in the Force, Triple Attack, Triple Crit, Weapon Finesse, Weapon Focus (lightsabers).

Credits

A 1st-level Jedi starts play with 3d4 x 100 credits.

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