Jedi Knight

Jedi Knights are members of the Jedi Order who have passed the trials and been knighted by the Jedi Council. They form the backbone of the Jedi Order and are expected to perform many of the day-to-day tasks and missions that are required to keep the Order running smoothly. Each Jedi Knight is expected to uphold the Jedi Code, to support the Order in word and deed, and to serve as a guardian of peace and justice. Jedi Knights are also responsible for training the next generation of Padawans, though taking on an apprentice has never been a requirement.
Although all Jedi Knights are techn ically equals, seniority among the Knights plays a large part in determining an unspoken pecking order. Individual ability and accomplishment also figure prominently into a Knight’s standing among his comrades. Relatively young Jedi Knights who are accomplished in the use of the Force, or who are responsible for performing great deeds, are often treated with as much deference as older more experienced Knights.
During the days of the Old Republic, the Jedi were far more common, and their exploits were often lauded by the public. As time passed and their numbers thinned, the supposed shortcomings of the Jedi Order became more apparent. Though they were capable warriors, the Knights were too few to wage wars alone on behalf of the Republic. When that scarcity was combined with careful smear campaigns engineered by the minions of Palpatine, a enrage citizens began to look upon the Jedi Knights with less favor.
A Jedi is often distinguished by his simple robes and his lightsaber, which is the weapon of a Jedi Knight. Following the Jedi purge, most surviving Jedi went underground. Many of those who refused to hide were destroyed by the Emperor’s servants. Even those Jedi who sought to conceal their identities were hard pressed to avoid the Empire’s concerted effort to find the and wipe them out.
Jedi Knight Encounters
Jedi Knights are the most numerous members of the Jedi Order, and as such are often the most visible. Since they are responsible for carrying out missions on behalf of the Order and the Republic, Jedi Knights will often be encountered in the course of fulfilling these duties.
By their nature, Jedi Knights are contemplative warriors who rarely rush into a conflict. They are patient, using violence only as a last resort or in the defense of innocent life. Once unleashed, a Jedi Knight will fight tirelessly to defeat his enemies. Though a Jedi Knight’s most powerful weapon is the Force, he never uses his powers in a craven, cruel, or self-serving manner.
Since the lightsaber is his primary mode of defense, a Jedi Knight prefers to close to melee range with opponents in an attempt to end a fight swiftly. Incoming blaster fire is deflected or redirected back at opponents, and in the face of overwhelming odds, a Jedi Knight will never hesitate to withdraw in order to readdress his plans.
Jedi Knight (CL 1)
Threats of the Galaxy, page 42.
Medium Jedi 7 / Jedi Knight 5 NPC
Force: 6
Initiative: +13; Senses: Perception +9
Languages: Basic, 1 other
Defenses: Ref 26 (flat-footed 24, Lightsaber Defense 27), Fort 26, Will 27; Deflect
Hit Points: 104; Damage Threshold: 26
Speed: 6 squares
Melee: lightsaber +15 (2d8+7) or
Melee: lightsaber +13 (3d8+7) with Rapid Strike or
Melee: lightsaber +12 (2d8+7) and
lightsaber +12 (2d8+7) with Double Attack
Base Attack: +12; Grapple: +14
Attack Options: Battle Meditation, Cleave, Double Attack (lightsabers), Power Attack, Rapid Strike
Special Actions: Lightsaber Defense, Redirect Shot, Soresu
Force Powers (known) (Use the Force +11): battle strike (2), farseeing, Force thrust, mind trick, move object, surge (2)
Force Techniques: Force Point Recovery, Force Power Mastery (mind trick)
Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Special Qualities: build lightsaber
Talents: Battle Meditation, Deflect, Force Fortification, Lightsaber Defense, Multiattack Proficiency (lightsabers), Redirect Shot, Soresu
Feats: Cleave, Double Attack (lightsabers), Force Sensitivity, Force Training (2), Power Attack, Rapid Strike, Skill Training (Endurance), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills: Acrobatics +13, Endurance +13, Initiative +13, Perception +9, Use the Force +11
Possessions: lightsaber (self-built), encrypted comlink, Jedi robes
Jedi Archivist
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Jedi Battlemaster
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Jedi Healer
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Jedi Instructor
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Nonplayer character archetype (CL 1)
Clone Wars Campaign Guide, page 284.
Medium nonheroic 4 NPC
Initiative: +; Senses: Perception +
Languages: Basic
Defenses: Ref (flat-footed ), Fort , Will
Hit Points: ; Damage Threshold:
Speed: 6 squares
Base Attack: +; Grapple: +
Abilities: Str , Dex , Con , Int , Wis , Cha
Feats:
Skills:
Jedi Shadow
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Jedi Duelist
The lightsaber, chosen weapon of the Jedi, is the symbol of everything that the Jedi Order stands for. It is an elegant weapon for a more civilized age, and those Jedi Knights who focus on its use, called Jedi duelists, can perform amazing feats when using the weapon. Jedi duelists dedicate much of their careers to the study of the lightsaber. Where other Jedi might excel at investigation or negotiation, a Jedi duelist is called in when violence is the most likely solution to the problem. Jedi duelists have a great deal of prowess in other areas as well, but their skill with the lightsaber makes them stand out.
Jedi duelists are among the most knowledgeable about lightsaber fighting styles in the entire Order. Some duelists specialize in a single lightsaber style (the Jedi duelist presented here is an Ataru master), while others dedicated themselves to the study of all lightsaber forms in the hope of better understanding how the weapon can be used. Jedi duelists often see the lightsaber as an implement of spirituality and use practice of the various lightsaber forms as a kind of meditation. When lost in lightsaber practice, a Jedi duelist finds himself opening up to the Force completely, nearly surrendering his very will to the Force as it guides the humming blade of the weapon.
Jedi Duelist Encounters
When a Jedi duelist is the primary character in an encounter, he is usually supported by other Jedi, in order to keep the duelist from becoming the sole target. Additionally, other Jedi who specialize in controlling the combat arena with Force powers—such as Force slam and Force thrust—make excellent companions for a Jedi duelist because they keep the battlefield open and allow the duelist to approach enemies with greater ease.
Jedi Duelist (CL 1)
Threats of the Galaxy, page 44.
Medium Jedi 7 / Jedi Knight 6 NPC
Force: 6
Initiative: +10; Senses: Perception +10
Languages: Basic
Defenses: Ref 28 (flat-footed 25), Fort 25, Will 29; Block, Deflect
Hit Points: 90; Damage Threshold: 25
Speed: 6 squares
Melee: lightsaber +18 (2d8+13) or
Melee: lightsaber +16 (3d8+13) with Rapid Strike or
Melee: lightsaber +18 (3d8+13) with Mighty Swing or
Melee: lightsaber +13 (2d8+13) and
lightsaber +13 (2d8+13) with Double Attack
Base Attack: +13; Grapple: +16
Attack Options: Acrobatic Strike, Ataru, Double Attack (lightsabers), Mighty Swing, Rapid Strike
Special Actions: Redirect Shot
Force Powers (known) (Use the Force +11): battle strike (3), Force disarm, Force slam, Force thrust, negate energy, rebuke, surge (2)
Force Techniques: Force Point Recovery, Improved Force Trance, Improved Sense Force
Abilities: Str 15, Dex 17, Con 10, Int 10, Wis 18, Cha 10
Special Qualities: build lightsaber
Talents: Ataru, Block, Deflect, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Redirect Shot, Weapon Specialization (lightsabers)
Feats: Acrobatic Strike, Double Attack (lightsabers), Force Sensitivity, Force Training (3), Mighty Swing, Rapid Strike, Skill Training (Acrobatics), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills: Acrobatics +14, Initiative +14, Use the Force +11
Possessions: Jedi robes, lightsaber (self-built)
Jedi Refugee
With the fall of the Republic and the rise of the Empire, the Jedi found themselves on the wrong side of galactic authority and were all but wiped out at the conclusion of the Clone Wars. Despite the deft machinations of Emperor Palpatine, a few Jedi survived this purge and continued to live on in the galaxy. Some Jedi, such as Obi-Wan Kenobi and Yoda, went into hiding to protect themselves until it was time to fulfill their destinies. Others, however, chose not to stand by and watch as the ga laxy descended farther into darknes, and took a more active hand in defending the galaxy against evil.
These Jedi refugees take on many roles. Some attempt to fight the Empire and the dark side in clandestine fashion, keeping a low profile and making sure that no one can connect them to their Jedi heritage. These Jedi refugees work behind the scenes, subtly manipulating events to stymie the Empire at every turn. If they must use the Force or their lightsabers, they do so in a way that draws no attention to themse lves, trying to ensure that the Empire never learns of their involvement. Surviving Jedi who act in this manner know that they cannot hope to tackle the Empire on their own, and, believing that all other Jedi are dead, they strugg le against the forces of evil while trying to preserve the Jedi tradition.
Other Jedi refugees take a more active hand, such as Jedi Master Rahm Kota, who formed his own militia to take the fight to the Empire. These Jedi seek out like-minded individuals and launch overt attacks against Imperial installations and resources, infl icting as much damage as possible in an attempt to show the galaxy that the monolithic Empire can be defeated. These Jedi are almost constantly on the run, because they take no pains to hide their abilities or affiliation from the prying eyes of the Empire. With Darth Vader and the Emperor’s agents always close on their heels, these Jedi refugees strike hard and fast before retreating back into the shadows until the Jedi hunters let down their guard once more.
Jedi Refugee Encounters
Jedi refugees make excellent mentors and allies for any heroes in the Dark Times or the Rebellion era. Unless the heroes are upstanding citizens of the Empire, they might cross paths with one or more Jedi refugees at any point during their careers. Most Jedi refugees are wary about new allies at first, given the Empire’s many attempts to infiltrate their inner circle, but once a potential ally proves to be loyal, they are quick to return the sentiment.
Jedi refugees are rarely found in the presence of other Force-users. Most encounters with Jedi refugees will include a small number of allies, usually soldiers or other rebellious agents who help the Jedi fur ther his or her goals. Jedi refugees work well with soldiers who can provide ranged at tacks and cover fire as the Jedi moves into melee. Additionally, a Jedi refugee encounter might include a pilot and a fast vehicle, allowing the Jedi to flee quickly in case the empire shows up.
Jedi Refugee (CL 1)
Threats of the Galaxy, page 43.
Medium nonheroic 4 NPC
Force: 5
Initiative: +13; Senses: Perception +13
Languages: Basic, Bothan, Sullustese
Defenses: Ref 26 (flat-footed 24), Fort 24, Will 26; Dodge, Black, Deflect
Hit Points: 86; Damage Threshold: 24
Speed: 6 squares
Melee: lightsaber +11 (2d8+6) or
Melee: lightsaber +9 (2d8+6) with Rapid Strike
Base Attack: +10; Grapple: +12
Attack Options: Combat Reflexes, Dastardly Strike, Improved Disarm, Melee Defense, Rapid Strike
Special Actions: Force Haze
Force Powers (known) (Use the Force +14): battle strike, farseeing, Force disarm, Force stun, mind trick, rebuke, ''surge (2)
Force Techniques: Improved Sense Force
Abilities: Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 16
Special Qualities: build lightsaber
Talents: Block, Clear Mind, Dastardly Strike, Deflect, orce Fortification, Force Haze, Shii-Cho
Feats: Combat Reflexes, Dodge, Force Sensitivity, Force Training (3), Improved Disarm, Melee Defense, Rapid Strike, Skill Training (Deception), Weapon Proficiency (lightsabers, pistols, simple)
Skills: Deception +14, Initiative +13, Knowledge [galactic lore] +13, Perception +13, Use the Force +14 (can reroll when avoid ing detection by the Force, must take second result)
Possessions: lightsaber (self-built), loose-fitting clothes, comlink