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Saga Edition RPG Omnibus

Jedi at Large

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.

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.

Examples of Jedi

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

Jedi Class Traits

The Jedi
Level BAB 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

Jedi have the following game statistics.

Abilities

A Jedi should be gifted in all abilities, but Wisdom and Charisma are the 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.

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 the Build Lightsaber section below).

Skills

Jedi start with 2 + their Intelligence modifier in trained skills chosen from the following class skills: Acrobatics, Endurance, Initiative, Jump, Knowledge (taken individually), Mechanics, Perception, Pilot, Use the Force.

Starting Feats

At 1st level, you gain the following bonus feats:

Bonus Feats

At each even-numbered level (2nd, 4th, 6th, …), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites (if any) for that feat: Acrobatic Strike, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery (I, II, and III), Great Cleave, Improved Charge, Improved Disarm, Martial Arts (I, II, and 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).

Talents

At 1st level and every odd-numbered level thereafter, (3rd, 5th, 7th, …), 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. 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
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
Guardian Spirit Crucial Advice, Distracting Apparition, Guardian Spirit, Manifest Guardian Spirit, Vital Encouragement
Jedi Consular Adept Negotiator, Adversary Lore, Aggressive Negotiator, Cleanse Mind, Collective Visions, Consular’s Vitality, Consular’s Wisdom, Entreat Aid, Force of Will, Force Persuasion, Guiding Strikes, Improved Consular’s Vitality, Know Weakness, Master Negotiator, Recall, Renew Vision, Skilled Advisor, Visionary Attack, Visionary Defense, WatchCircle Initiate
Jedi Guardian Acrobatic Recovery, Battle Meditation, Close Maneuvering, Cover Escape, Defensive Acuity, Elusive Target, Exposing Strike, Force Intuition, Forceful Warrior, Grenade Defense, Guardian Strike, Hold the Line, Immovable, Improved Battle Meditation, Mobile Combatant, Resilience
Jedi Sentinel Clear Mind, Dampen Presence, Dark Retaliation, Dark Side Bane, Dark Side Scourge, Dark Side Sense, Force Haze, Gradual Resistance, Master of the Great Hunt, Persistent Haze, Prime Target, Reap Retribution, Resist the Dark Side, Sense Primal Force, Sentinel Strike, Sentinel’s Gambit, Sentinel’s Observation, Steel Resolve, Unseen Eyes
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)
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

Build Lightsaber

At 7th level and beyond, you can build your own lightsaber as long you have at least 7 heroic levels and both the Force Sensitivity and Weapon Proficiency (lightsaber) 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 cannot take 20 on this check. If the check succeeds, you complete the lightsaber’s construction. If the check fails, you may spend another 24 hours dismantling and rebuilding the flawed weapon.

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

     For more advanced features (such as double-bladed, long-haft, or custom crystal), see the Lightsaber Construction page.

Credits

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