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Saga Edition RPG Omnibus
Revision as of 01:04, 29 June 2025 by Tenor1411 (talk | contribs)

Jedi Knights at Large

Among the Jedi, those of the order who have proven capable, wise, self-sufficient, and stable are given the rank of Knight. A Jedi apprentice must learn to use the Force without instability or strain, build their own lightsaber, and show an understanding of the Code of the Jedi (though such understanding may shift from era to era, as the nature of the Jedi differs somewhat in each era). During most eras, a Jedi must pass a series of tests before becoming a Jedi Knight, which may be as simple as fulfilling a single important mission assigned by a Jedi Master, or as complex as a series of trials to test the Jedi’s mettle, ethics, and dedication. In a few times of chaos and uncertainty, Jedi apprentices are forced by circumstance to push themselves past the normal boundaries of their training and become Knights in function, if not in name, with no formal testing. In these rare cases, the ruling Jedi generally acknowledge the Jedi’s status as a Knight as soon as circumstances allow.

     Jedi Knights are trusted to teach apprentices, carry out missions with little aid or support, and use their best judgment when handling the unexpected. A Jedi Knight is expected to deal with any problem in a manner that reflects well on the Jedi as a whole, and carry out the Jedi goals of defending justice and maintaining peace. Jedi are the guardians of the galaxy, and the Jedi Knight is a skilled individual expected to uphold that trust.

Examples of Jedi Knights

Anakin Skywalker (Episode III), Barriss Offee, Bastila Shan, Kyle Katarn, Luke Skywalker (Episode VI),Nomi Sunrider, Ulic Qel-Droma

Requirements

To qualify to become a Jedi Knight, a character must fulfill the following criteria.

Class Rules & Traits

The Jedi Knight
Level BAB Class Features
1st +1 Defense bonuses
Talent
2nd +2 Force technique
3rd +3 Talent
4th +4 Force technique
5th +5 Talent
6th +6 Force technique
7th +7 Talent
8th +8 Force technique
9th +9 Talent
10th +10 Force technique

Jedi Knights have the following traits and requirements.

Hit Points

At each level, Jedi Knights gain 1d10 hit points + their Constitution modifier.

Force Points

Jedi Knights gain a number of Force points equal to 6 + 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.

Defense Bonuses

At 1st level, you gain a +2 class bonus to your Fortitude Defense, Reflex Defense, and Will Defense.

Talents

At every odd-numbered level (1st, 3rd, 5th, …), you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.

Talent Tree Talents
Alter Aversion, Disciplined Strike, Force Flow, Illusion, Illusion Bond, Influence Savant, Link, Masquerade, Move Massive Object, Supress Force, Telekinetic Power, teleprodigy, Telekinetic Savant, Telepathic Influence, Telepathic Link
Armor Specialist Armor Mastery, Armored Defense, Improved Armored Defense, Juggernaut, Second Skin, Shield Expert
Control Beast Trick, Channel Energy, Damage Reduction 10, Equilibrium, Force Exertion, Force Focus, Force Harmony, Force Recovery, Force Suppression, Indomitable Will, Telekinetic Stability, The Will to Resist
Dark Side
Dark Side Score: 1+
Consumed by Darkness, Dark Presence, Dark Preservation, Dark Side Savant, Drain Knowledge, Power of the Dark Side, Revenge, Swift Power, Transfer Essence, Wrath of the Dark Side
Duelist Force Fortification, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Improved Lightsaber Throw, Improved Redirect, Improved Riposte, Lightsaber Form Savant, Multiattack Proficiency (lightsabers), Severing Strike, Shoto Master, Thrown Lightsaber Mastery
Guardian Spirit Crucial Advice, Distracting Apparition, Guardian Spirit, Manifest Guardian Spirit, Vital Encouragement
Jedi Archivist Direct, Impart Knowledge, Insight of the Force, Master Advisor, Scholarly Knowledge
Jedi Artisan Call Weapon, Lightsaber Specialist, Masterwork Lightsaber, Perfect Attunement, Quick Modification
Jedi Battlemaster Defensive Circle, Force Revive, Jedi Battle Commander, Mobile Attack (lightsabers), Slashing Charge
Jedi Healer Force Treatment, Healing Boost, Improved Healing Boost, Soothe
Jedi Instructor Apprentice Boon, Share Force Secret, Share Force Technique, Share Talent, Transfer Power
Jedi Investigator Echoes in the Force, Jedi Quarry, Prepared for Danger, Sense Deception, Unclouded Judgment
Jedi Refugee Cover Your Tracks, Difficult to Sense, Force Veil, Jedi Network
Jedi Shadow Dark Deception, Improved Sentinel Strike, Improved Sentinel’s Gambit, Rebuke the Dark, Taint of the Dark Side
Jedi Watchman Force Warning, Improved Quick Draw (lightsabers), Sheltering Stance, Vigilance, Watchman’s Advance
Jedi Weaponmaster Combat Trance, Improvised Weapon Master, Shoto Pin, Twin Weapon Mastery, Twin Weapon Style
Light Side
Dark Side Score: 0
At Peace, Attuned, Focused Attack, Surge of Light
Lightsaber Combat Block, Cortosis Gauntlet Block, Deflect, Lightsaber Defense, Lightsaber Throw, Precise Redirect, Precision, Redirect Shot, Riposte, Shoto Focus, Weapon Specialization (lightsabers)
Lightsaber Forms Ataru, Djem So, jarkai, Juyo, Makashi, Niman, Shien, Shii-Cho, Sokan, Soresu, Tràkata, Vaapad
Sense Feel the Force, Force Perception, Force Pilot, Force Reflexes, Foresight, Guage Force Potential, Heightened Awareness, Instinctive Navigation, Motion of the Future, Psychometry, Shift Sense, Visions

Force Technique

You have learned improved techniques to attune yourself to the Force. At every even-numbered level (2nd, 4th, 6th, …), you gain one Force technique that, once selected, cannot be changed.