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TABLE OF CONTENTS

Pg. 1 - Jedi Classes Revised

Pg. 3 - Jedi Student/Padawan Class

Jedi Knight Prestige Classes

Pg. 6 - Jedi Battlemaster

Pg. 8 - Jedi Beastmaster

Pg. 10 - Jedi Consular

Pg. 12 - Jedi Guardian

Pg. 14 - Jedi Healer

Pg. 16 - Jedi Mystic

Pg. 18 - Jedi Shadow

Jedi Master Prestige Class

Pg. 21 - Jedi Master


SWRPG Jedi Classes revised
By: Johannes M. Bowers

Here are new versions of the Jedi classes for the D20 SWRPG. Jedi characters can begin play (in whatever era) as
a Student/Padawan and aspire to achieve one (or more) of the Jedi Knight Prestige classes. All our familiar Jedi Knight types
are represented here, although not all may be suitable for a particular era of play. That of course is up to your particular GM’s
discretion and the makeup of your campaign. In this supplement you will find the Jedi Student/Padawan Class, and the
Prestige Classes for Battlemaster, Beastmaster, Consular, Guardian, Healer, Mystic, Shadow, and Master. You don’t just
“become” a Knight, or a Master for that matter. You have to earn it. And that is what the measure of a Prestige Class defines.
Jedi Master is a Prestige class set in a tier where you must have been a Jedi Knight in order to achieve the Prestige
class requirements. To foster the kind of worldly as well as spiritual experience and enlightenment one expects from a Jedi
Master, there is nothing wrong with taking up two or three of the other Knight Prestige classes in the process. Of course you
must still meet the individual Prestige Class requirements for each class you assume.
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For all Knighthoods, if your Student/Padawan fails to complete the construction of their own lightsaber by their 7
Student/Padawan level, they cannot become Jedi Knights. While they can remain Students of the Force and the Jedi Way,
even becoming quite formidable, they have failed a primary test of that Order. Note: for thoroughly alien Jedi like Master
Thon, unable to wield a lightsaber of their own, a reasonable substitution for this test would be to mentor a lesser Student
through the construction of their own Lightsaber. For those Student/Padawans that meet this requirement, there is one more.
If they have failed to achieve any of the Jedi Knight Prestige classes by the time they reach their 14th Student/Padawan level,
they have clearly demonstrated that they do not have what it takes to become Jedi Knights, and are barred from attaining any
of those Prestige Classes. They may continue to advance as Student/Padawans if they so desire. For the purposes of those
two tests, only the Jedi Student/Padawan Levels of your character are counted.
Here first is a listing of all the class skills for each of the Jedi types, and yes, they change as the character
progresses. To aspire to certain Jedi Knight Prestige classes, you will have to work through cross-class skills to meet the
requirements.

Class Skills C = Class Skill x = Cross-Class Skill


Key
Skill Untrained JP JBa JBe JC JG JH JMy JS JM
Ability
Bluff CHA Yes x x x C x x x C x
Climb STR Yes C C x x C x x C x
Computer Use INT Yes C x x C C C x C C
Craft INT Yes C C C C C C C C C
Diplomacy CHA Yes x x x C x x C C C
Disable Device INT No x x x x x x x C x
Disguise CHA Yes x x x x x x x C x
Gather Information CHA Yes C x x C x C C C C
Handle Animal CHA No x x C x x x C x C
Hide DEX Yes x C C x x x x C x
Intimidate CHA Yes x C C C C x x C C
Jump STR Yes C C C x C x x C x
Knowledge INT No C C C C C C C C C
Listen WIS Yes x C C x x x x C x
Move Silently DEX Yes x C C x x x x C x
Profession WIS No C x C C C C C C C
Read/Write Language N/A No x x x C x C C C C
Ride DEX Yes x x C x x x C x x
Search INT Yes x x C x x C x C C
Sense Motive WIS Yes x x x C x x C C C
Speak Language N/A No x x C C x C C C C
Spot WIS Yes C C C x x x C C x
Survival WIS Yes C x C x x C C C C
Treat Injury WIS Yes C C C C x C C x C
Tumble DEX No C C C x C x x C x

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Force Skills
Key
Skill Type* Untrained FA JP JBa JBe JC JG JH JMy JS JM**
Ability
Affect Mind Alter CHA No C 1/3/4 C C C C C C C C
Battlemind Control CON No 4 1/3/4 C C C C C C C C
Empathy Force WIS Yes C C C C C/E4 C C C/E4 C C
Enhance Ability Force CON No C C C C C C C C C C
Enhance Senses Sense WIS No 2 1/3/4 C C C C C C C C
Farseeing Sense WIS No 2 1/3/4 C C C C C C/E6 C C
Fear Sense WIS Yes 2 1/3/4 C C C C C C C C
Force Defense Control CON Yes 3 1/3/4 C C C C C C C C
Force Grip Alter INT Yes C 1/3/4 C C C C C C C C
Force Push Alter INT No C 1/3/4 C C C C C C C C
Force Stealth Control CON Yes 4 1/3/4 C C C C C C C C
Friendship Force CHA No C C C C C C C/E2 C C C
Heal Another Alter WIS Yes C 1/3/4 C C C C C/E5 C C C
Heal Self Control CON Yes 4 1/3/4 C C C C C/E7 C C C
Move Object Alter INT Yes C 1/3/4 C C C C C C C C
See Force Sense WIS Yes 2 1/3/4 C C C C C C/E2 C C
Telepathy Sense WIS No 2 1/3/4 C C/E7 C C C C C/E10 C
*Students must possess the prerequisite Feat in order to use the Force Skill. Until they reach the Student level awarding a
required Primary Force feat (C/S/A), ranks must be purchased as cross-class skills. (This should only be an issue with 1st level
Humans or characters multi-classing into the Jedi classes with pre-existing Force Feats and Skills)
** Jedi Masters get a Skill Emphasis Bonus Feat in a Force Skill of their choice at 6th level.

Force Skills are different from the rest of the skills available to characters. No character may take any ranks in these skills
unless he has the Proper Prerequisite Feat or Feats. Even with a prerequisite feat, Jedi characters treat them as Cross-class
skills until they reach the appropriate Student Padawan level as noted in the Student Padawan level progression table. For
example, a Human Student takes Control as her Class Primary Force Feat, and Sense as her Human bonus feat. Until
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electing Sense as her Primary Force Feat at 3 or 4 level, Force Skills with a Sense Pre-requisite are cross-class skills for
her.
All Jedi Knight Prestige Classes and the Jedi Master Prestige Class list the Force Skills as Class skills, in addition to the
mundane skills associated with each branch of the Order. Certain Jedi Knight Orders gain Skill Emphasis in specific Force
Skills as class abilities at certain levels.

Force Feats
Level ATTR
Feat Skill/Feat/Other Prerequisite
Prerequisite Prerequisite
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Alter Force 1 Force Sensitive
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Force Lightning Force 7 Force Sensitive, Alter
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Force Whirlwind Force 6 Int 13+ Force Sensitive, Alter, Move Object 5+
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Throw Lightsaber Force 3 Dex 13+ Force Sensitive, Alter, EWP (LS), Base Attack 4+
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Control Force 1 Force Sensitive
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Burst of Speed Force 3 Force Sensitive, Control
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Knight Speed Jedi 7 Dex 13+ Force Sensitive, Control, Burst of Speed
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Master Speed Jedi 13 Dex 13+ Force Sensitive, Control, Burst of Speed
rd
Dissipate Energy Force 3 Force Sensitive, Control
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Lightsaber Defense Force 3 Dex 13+ Force Sensitive, Control, EWP (LS), Base Attack 3+
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Knight Defense Jedi 7 Dex 13+ Force Sensitive, Control, EWP (LS), Base Attack 3+
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Master Defense Jedi 13 Dex 13+ Force Sensitive, Control, EWP (LS), Base Attack 3+
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Prolong Force Force 3 Con 13+ Force Sensitive, Control
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Force Mastery Force 7 Wis 15+ Force Sensitive
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High Force Mastery Force 13 Wis 17+ Force Sensitive, Force Mastery
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Sense Force 1 Force Sensitive
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Deflect Blasters Force 4 Dex 13+ Force Sensitive, Sense, EWP (LS), Base Attack 4+
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Force Mind Force 3 Wis 15+ Force Sensitive, Sense
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Knight Mind Jedi 7 Wis 15+ Force Sensitive, Sense, Force Mind
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Master Mind Jedi 13 Wis 15+ Force Sensitive, Sense, Force Mind
Level Prerequisites:
Force = Total levels in any Force Using Classes (Adept, Student/Padawan, Knight, Master)
Jedi = Total Levels in any Jedi Classes (Student/Padawan, Knight, Master)
The Force Sensitive feat is a prerequisite for all Force feats. The “Force” indicates levels in either of the Force-using classes
(Force Adept, Student/Padawan, Knight, Master). The term “Jedi” indicates total levels in Jedi classes (Student/Padawan,
Knight, Master).

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Jedi Student/Padawan
Era Notes: The Jedi Student/Padawan
The Jedi Student/Padawan is available as a character class in all eras, but anyone playing in the Rebellion time
frame must adhere to certain restrictions. During the times of the Tales of the Jedi and the Rise of the Empire, all versions of
the Jedi exist and the Jedi Council remains active, so student characters are abundant (at least for Jedi). In the New Jedi
Order period, Luke Skywalker’s Jedi academy has again opened the door to characters who want to start as 1st level Jedi
students.
In the Rebellion and early New Republic era, higher level characters from an earlier era may still be around (Ben
Kenobi, Alaric Brandl), but no hero may begin play as a Jedi student during this time of turmoil. A hero who wishes to become
a Jedi must begin as a member of some other class. At any time after gaining 2nd level as a character, the hero may (if he has
the Force Sensitive Feat) choose to begin advancing as a Jedi Student/padawan.
For example, a fringer selects Force Sensitive as his 1st level feat. Upon reaching 3rd level he decides to become a 2nd level
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Fringer/1 level Jedi Student

Characteristics: A Jedi Student/Padawan will begin having demonstrated mastery of one of the aspects of the Force, either
the ability to feel the Living Force around them (Sense Feat), to affect the Living Force within themselves (Control Feat), or the
ability to manipulate the external world (Alter Feat).

Background: A Jedi Student/Padawan typically starts out attached to a higher-ranking Jedi Knight or Jedi Master. The Jedi
Student/Padawan finds that one or more groups of powers (Control/Sense/Alter) come more easily to him or her, and this
character has a committed wish to use the Force to help the people of the galaxy. A Jedi Student/Padawan has a deep
connection to his or her mentor and the Jedi Order, but often operates with only tangential contact with either Master or Order.

Game Rule Information


Abilities: A Jedi should be gifted in all abilities, with an eye towards what kind of Knighthood the Student/Padawan is aspiring
towards. Wisdom and Intelligence are the backbone of important Force Skills, Strength, Dexterity, and Constitution are
important for Jedi who intend to rely back on their combat abilities. Charisma is important for Jedi who intend to interact
regularly or intensely with others.

Vitality: 1D8 + Constitution Modifier Per Level

Jedi Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +1 +2 +2 Starting Feats, Lightsaber +0d8 +3 +0
2 +2 +2 +3 +3 Exotic Weapon (Lightsaber) +0d8 +4 +0
3 +3 +2 +3 +3 Primary Force Feat +0d8 +4 +1
4 +4 +2 +4 +4 Primary Force Feat +0d8 +4 +1
5 +5 +3 +4 +4 +0d8 +5 +1
6 +6/+1 +3 +5 +5 +1d8 +5 +2
7* +7/+2 +4 +5 +5 Force Feat +1d8 +6 +2
8 +8/+3 +4 +6 +6 +1d8 +6 +2
9 +9/+4 +4 +6 +6 +1d8 +6 +3
10 +10/+5 +5 +7 +7 +1d8 +7 +3
11 +11/+6/+1 +5 +7 +7 +2d8 +7 +3
12 +12/+7/+2 +6 +8 +8 +2d8 +8 +4
13 +13/+8/+3 +6 +8 +8 Force Feat +2d8 +8 +4
14** +14/+9/+4 +6 +9 +9 +2d8 +8 +4
15 +15/+10/+5 +7 +9 +9 +2d8 +9 +5
16 +16/+11/+6/+1 +7 +10 +10 +3d8 +9 +5
17 +17/+12/+7/+2 +8 +10 +10 +3d8 +10 +5
18 +18/+13/+8/+3 +8 +11 +11 +3d8 +10 +6
19 +19/+14/+9/+4 +8 +11 +11 +3d8 +10 +6
20 +20/+15/10+/+5 +9 +12 +12 +3d8 +11 +6
*Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a Student/Padawan
cannot attain any of the Jedi Knight Prestige classes.
**Special = If a Student/Padawan cannot achieve one of the Jedi Knight Prestige classes by the time they reach their 14th level
as a Student/Padawan, they cannot attain any of the Jedi Knight Prestige Classes.

Starting Age: Young Adult +1d4

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Class skills
Skill Points at 1st Level: (6 + Int Mod) X 4
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JP Force Skill Type* Untrained JP*
Ability Ability
Climb STR Yes C Affect Mind Alter CHA No 1/3/4
Computer Use INT Yes C Force Grip Alter INT Yes 1/3/4
Craft INT Yes C Force Push Alter INT No 1/3/4
Gather Information CHA Yes C Heal Another Alter WIS Yes 1/3/4
Jump STR Yes C Move Object Alter INT Yes 1/3/4
Knowledge INT No C Battlemind Control CON No 1/3/4
Profession WIS No C Force Defense Control CON Yes 1/3/4
Spot WIS Yes C Force Stealth Control CON Yes 1/3/4
Survival WIS Yes C Heal Self Control CON Yes 1/3/4
Treat Injury WIS Yes C Empathy Force WIS Yes C
Tumble DEX No C Enhance Ability Force CON No C
Friendship Force CHA No C
Enhance Senses Sense WIS No 1/3/4
Farseeing Sense WIS No 1/3/4
Fear Sense WIS Yes 1/3/4
See Force Sense WIS Yes 1/3/4
Telepathy Sense WIS No 1/3/4
*Students must possess the prerequisite Feat in order to use
the Force Skill. Until they reach the Student level awarding a
required Primary Force feat (C/S/A), ranks must be
purchased as cross-class skills. (This should only be an
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issue with 1 level Humans or characters multi-classing into
the Jedi classes with pre-existing Force Feats and Skills)

Class Features

Starting Feats: The Jedi Padawan/Student begins play with the following:
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Blaster Weapons)
Force Sensitive
1 Primary Force Feat (Control / Sense / Alter)

Lightsaber: At 1st level a Jedi Student/Padawan receives a Lightsaber from his teacher, however, until he gains the Exotic
Weapon Proficiency (lightsaber) feat he can only use the lightsaber at a –4 penalty.
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Exotic Weapon (lightsaber): At 2 level, the Jedi Padawan/Student gains the Exotic Weapon (lightsaber) feat.

Primary Force Feat: At 3rd level, the Jedi Padawan/Student gains another of the Primary Force Feats (Control / Sense / Alter)
as a bonus, as well as access to the Force Skills governed by that Feat.

Primary Force Feat: At 4th level, the Jedi Padawan/Student gains the last of the Primary Force Feats (Control / Sense / Alter)
as a bonus, as well as access to the Force Skills governed by that Feat.
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Force Feat: At 7 level, the Jedi Padawan/Student gains a bonus Force Feat. The student must meet the prerequisites for a
feat before selecting it.

Force Feat: At 13th level, the Jedi Padawan/Student gains a bonus Force Feat. The student must meet the prerequisites for a
feat before selecting it.
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Credits: A 1 level Jedi Padawan/Student starts play with (2d6+2) x 100 credits

Era Notes (All Jedi)


Exploits: From Student/Padawan to the Trials –
As Student/Padawans begin their worldly journeys, the real tests begin. These early years would be full of teaching
him information and knowledge of the world around him, arming him with the knowledge to make the right decisions
under the many different situations throughout the galaxy.
Intense advanced training in the Force occurs at this level, plus lightsaber construction techniques and other
advanced skills. The Padawan stage of training (TOTJ/TPM) is traditionally no less than 10 years in length, and
otherwise lasts as long as necessary.
The beginning 1st Level Student/Padawan enters his young adulthood venturing into the real world to gain practical
experience. During this time, the Padawan himself starts testing his world and it's rules. His mind begins to set into it's

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own way of thinking and doing things. The Master must remain vigilant to answer his growing questions and steer him
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down the proper path. The fundamental difference between the Jedi Student who begins training from an early age (1
character level) and a Student who enters the Jedi ranks later in life (Multi-classing) is certainly reflected in the rules for
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starting a character and starting a new class. A 1 Character level Jedi Student has completed about 1/3 of the
traditional Student/Padawan phase of the Jedi Order, as is reflected by their starting skill points. Characters entering the
Jedi Order later in life do indeed face a long road before them.

The Trials –
The Trials are intended to be a crucible, a test of character as well as ability. The Trials are not set in stone; they are
custom fitted to each Padawan. They are part and parcel tests of the Jedi's commitment, ability, and moral grounds. The
Student/Padawan's fears, their hidden wants and needs, their passions, or their tragedies, all are weighed and
somewhere among their Psyche lays the key, the measure by which the Council can judge their worthiness. How they
deal with the trial, as much as whether or not they physically succeed or fail is the true trial, the true test. For some,
accepting failure may be the greatest trial.
Normally the Trials are only given to those without the taint of the Dark Side (no DSP’s), in the hopes that no more
than one mistake will be sufficient warning to drive home the dangers and responsibilities of being a Jedi.
Completing the trials without temptation (IE: no Dark Side Points) could be considered an "A" grade. One Dark Side
Points would be a "B" or "C" grade, and 2 or more would receive a "D" or "F".
Although one would think that a ranked A+ Padawan would be the most desirable outcome, this is not completely the
case. The straight “A” student will have problems of their own - since without failure, there is no chance to learn from your
mistakes. These Jedi, although noble and heroic figures, have a fundamental lack of understanding of the Dark Side, and
how easy it could be to be lured in. Even if through the course of training or in the aftermath of the trials, they atone for
the stain of evil on their soul gained during the Trials, the experience will have greater value to them and yield a better
Jedi in the long run than if they never had to face those kinds of risks.

The Failure of a Student/Padawan –


If for some reason, a Student/Padawan fails the Jedi trials repeatedly and the master "gives up" and will teach him no
more, the Jedi Council or Master Skywalker (depending on era) may assign another master to that student. If the failure
is the Student/Padawan's fault (frustration at the teachers, an inability to cope with the personal restrictions and
hardships of Jedi life), and they do not fall to the Dark Side, they may choose to abandon the Jedi way to serve the
Republic. (in a civil service manner similar to a temple dropouts) These characters would be closely monitored by Jedi
Knights, (due to their potent Force Abilities) most often Mystics or Consulars.
If a Padawan's repeated failures are due to the taint of the Dark Side, and they abandon the Jedi way and are turned,
then monitoring of their activities is assumed by the Jedi Shadows, who will carry out their duties and kill the fallen
Padawan IF REQUIRED. Only if they are an active threat to order and stability, or a threat to innocents by their direct
actions, will this extreme measure be taken. If they prey on the Underworld (harming goons and flunkies, willful
henchman and the like) the Shadows will likely not interfere, and merely direct Sector Rangers, CORSEC, or other local
law enforcement agents in response to criminal activity. If Force use against innocents is a direct contributor to that
activity, a Jedi Shadow may step in and carry out their duty.

Beyond the Trials –


If they are successful in the Trials, then the Student/Padawan is granted the title of Jedi Knight. They are given
permanent accommodations at the Jedi Temple (if any), and receive assignments according to the era in which they are
active.**

**
TOTJ-Rise of the Empire = the Jedi Council, the Senate, or the Supreme Chancellor of the Republic.
The Rebellion-New Republic = their Master, the Rebellion/New Republic, or the Empire
NJO = Their Master, Master Skywalker, or the Senate
**

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Prestige Classes (Jedi Knights)

Jedi Battlemaster (Knight)


Force-users trained in the Jedi tradition, characters of this Prestige Class combine physical training with mastery of
the Force. Jedi Battlemasters concentrate almost exclusively on battle prowess, defense, lightsaber combat, unarmed combat
training, and physical activities. If Jedi Guardians are the defenders of the Republic, Jedi Battlemasters are the warriors,
protecting the Republic and the Order from all dangers. The road of the Battlemaster is never easy, as combat experts are
more readily tempted by the Dark Side of the Force. Many Jedi Battlemasters take up not one, but two lightsabers in battle, to
lethal effect. Still others eschew the use of all weapons, in favor of hand to hand combat as a means of controlling the deadly
power at their fingertips more securely.
All Jedi Battlemasters journey into the galaxy at large to further their own knowledge, to seek perfection in martial
prowess, and to help those in need. Their undertaking is a most serious one. For them even mundane missions are
considered to be personal tests. Jedi Battlemasters walk a razor edge between dark and light. Most surviving Jedi
Battlemasters follow the Light Side, but many who seek the field of battle 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 needed. Those who succumb to the Dark Side use every advantage, wielding the Force
against challenges as a soldier would use a blaster to destroy a stingfly.
The Jedi Battlemaster strength flows from the Force, granting the Jedi Battlemaster special powers. The Jedi
seeking to become a Battlemaster usually first masters the ability to feel the living Force in the world within them, as typified by
the Control Feat. Constitution and Dexterity as the most important attributes for the Jedi Battlemaster, followed by Strength.
A Jedi Battlemaster typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi
Master. The Jedi Battlemaster finds that the Control powers come more easily to him or her, and this character has a driving
need to use the Force to help the people of the galaxy. A Jedi Battlemaster has a deep connection to his or her mentor and
the Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Battlemaster is available as a Prestige class in all eras. During the times of the Tales of the Jedi and the
Rise of the Empire, all versions of the Jedi Knight Prestige classes exist and the Jedi Council remains active, so Battlemaster
characters are present. Note that due to the hazards involved in such an aggressive position, Jedi Battlemasters are not
abundant. In the New Jedi Order period, Luke Skywalker’s Jedi academy has again opened the door to characters who want
to progress as Battlemasters. In the Rebellion and early New Republic era, higher level characters from an earlier era may
still be around. A hero who wishes to become a Jedi Battlemaster must meet the requirements for that Prestige class.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +2 +2 +1 Weapon Focus +1d8 +2 +0
2 +2 +3 +3 +2 Uncanny Dodge (Dex Defense) +1d8 +3 +1
3 +3 +3 +3 +2 +1d8 +3 +0
4 +4 +4 +4 +2 Weapon Specialization +1d8 +4 +1
5 +5 +4 +4 +3 +2d8 +4 +0
6 +6 +5 +5 +3 Uncanny Dodge (Can’t be Flanked) +2d8 +5 +1
7 +7 +5 +5 +4 +2d8 +5 +0
8 +8 +6 +6 +4 Improved Two Weapon Fighting +2d8 +6 +1
9 +9 +6 +6 +4 +3d8 +6 +0
10 +10 +7 +7 +5 Deadly Strike +3d8 +7 +1

Requirements
Base Attack Bonus = +8

Skills = Climb 5+
Jump 9+
Sense Motive 3+
Tumble 7+

Feats = Force Sensitive


Martial Artist
Two-Weapon Fighting

Force Feats = Control


Sense
Alter
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi

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Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

Class Skills
Skill points at each additional level: 4 + Int Mod
Key Key
Skill Untrained JBa Force Skill Type* Untrained JBa
Ability Ability
Climb STR Yes C Affect Mind Alter CHA No C
Craft INT Yes C Force Grip Alter INT Yes C
Hide DEX Yes C Force Push Alter INT No C
Intimidate CHA Yes C Heal Another Alter WIS Yes C
Jump STR Yes C Move Object Alter INT Yes C
Knowledge INT No C Battlemind Control CON No C
Listen WIS Yes C Force Defense Control CON Yes C
Move Silently DEX Yes C Force Stealth Control CON Yes C
Spot WIS Yes C Heal Self Control CON Yes C
Treat Injury WIS Yes C Empathy Force WIS Yes C
Tumble DEX No C Enhance Ability Force CON No C
Friendship Force CHA No C
Enhance Senses Sense WIS No C
Farseeing Sense WIS No C
Fear Sense WIS Yes C
See Force Sense WIS Yes C
Telepathy Sense WIS No C

Class Features

Vitality = 1D10 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. At 1st level a Jedi Knight has a pool of
+25% (round down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for
Force Skills and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force
skills and feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular
vitality points, but only AFTER all regular vitality is recovered.

Weapon Focus Feat = At 1st level, the Jedi Battlemaster gains the Weapon Focus feat. This feat is usually taken in lightsaber
but the Battlemaster may elect to focus in any melee weapon they are proficient in, to include Unarmed. A Battlemaster
cannot focus in a ranged weapon unless it is a thrown weapon

Uncanny Dodge = At 2nd Level, the Jedi Battlemaster gains the extraordinary ability to react to danger before his senses
would allow him to do so. At 2nd level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being
caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized). At 6th level, the
Jedi Battlemaster can no longer be flanked, as he can react to opponents on opposite sides of him as easily as he can react to
a single attacker. This ability denies Scoundrels, Bounty Hunters, and Jedi Shadows the ability to use flank attacks to Sneak
Attack the Jedi Battlemaster.
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Weapon Specialization Feat = At 4 level, the Jedi Battlemaster gains weapon specialization. Weapon Specialization adds
+2 damage bonus with a chosen weapon. The Jedi Battlemaster must have Weapon Focus with that weapon to take Weapon
Specialization. The weapon cannot be a ranged weapon unless it is a thrown weapon.
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Improved Two Weapon Fighting Feat = At 8 level the Jedi Battlemaster gains this bonus Feat.

Deadly Strike = At 10th Level the Jedi Battlemaster gains the ability to execute a deadly strike with any weapon he wields (or
unarmed attack). Making a deadly strike is a full-round action. (The hero can take a 2-meter step, but cannot make any other
action or movement). The Jedi Battlemaster uses his normal base attack bonus (including all relevant modifiers), with an
additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals
maximum possible damage (regardless whether it is a normal hit or a critical hit). Only the base damage for the weapon is
maximized, all other bonuses (Sneak attack, Force weapon, Jedi Level/Lightsaber bonus) are rolled as normal.

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Jedi Beastmaster (Knight)
The Jedi Beastmaster uses the Force for knowledge and nurturing, seeking the most natural solutions to every
problem. As Force Users trained in the Jedi tradition, characters of this hardy Prestige class concentrate more on the Living
Force, environmental pursuits, and the spiritual side of the Force through physical activities. Mentors and teachers hope to
instruct others and pass on what they have learned. Embodiments of the natural world, Jedi Beastmasters seek to embrace
the Force through the way it is entwined with life. Jedi Beastmasters are often found on the fringes of civilized space, on
wilderness worlds and frontier settlements throughout the Outer rim.
Jedi Beastmasters see their role as protectors and activists, using their position and skills to help those in need as
well as those in the way of the “civilized” galaxy. Most Jedi Beastmasters 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 needed. Those who succumb to the Dark Side use every
advantage, wielding the Force against challenges and twisting the natural world to suit their whims.
The typical Jedi Beastmaster is one who first masters the ability to feel the living Force in the world around them.
Those seeking to become Beastmasters usually lead off with the Sense Feat. Wisdom and Charisma are the most important
abilities for the Jedi Beastmaster, followed closely by Intelligence.
A Jedi Beastmaster typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi
Master. The Jedi Beastmaster finds that the Sense powers come more easily to him or her, and this character has a genuine
love of living things and the natural world. Some Beastmasters want to teach, others to learn. A Jedi Beastmaster has a deep
connection to his or her mentor and the Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Beastmaster is available as a Prestige class in all eras. During the times of the Tales of the Jedi and the
Rise of the Empire, all versions of the Jedi Knight Prestige classes exist and the Jedi Council remains active, so Beastmaster
characters are abundant. In the New Jedi Order period, Luke Skywalker’s Jedi academy has again opened the door to
characters who want to progress as Beastmasters. In the Rebellion and early New Republic era, higher level characters from
an earlier era may still be around. A hero who wishes to become a Jedi Beastmaster must meet the requirements for that
Prestige class.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +2 +1 +0 Comprehend Beast Speech +1d8 +1 +0
2 +2 +3 +2 +0 Skill Emp. (Animal Hand.) +1d8 +2 +1
3 +3 +3 +2 +1 Beast Speech +1d8 +2 +0
4 +4 +4 +2 +1 +1d8 +2 +1
5 +5 +4 +3 +1 Skill Emp. (Survival) +1d8 +3 +0
6 +6 +5 +3 +2 Track +2d8 +3 +1
7 +7 +5 +4 +2 Skill Emphasis (Telepathy) +2d8 +4 +0
8 +8 +6 +4 +2 Comprehend Beast Speech +2d8 +4 +1
9 +9 +6 +4 +3 Uncanny Dodge (Dex Defense) +2d8 +4 +0
10 +10 +7 +5 +3 Beast Speech +2d8 +5 +1

Requirements
Skills = Animal Handling 9+
Empathy 5+
Survival 5+

Feats = Force Sensitive


Animal Affinity

Force Feats = Control


Sense
Alter

Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
th
Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

8
Class Skills
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JBe Force Skill Type* Untrained JBe
Ability Ability
Craft INT Yes C Affect Mind Alter CHA No C
Handle Animal CHA No C Force Grip Alter INT Yes C
Hide DEX Yes C Force Push Alter INT No C
Intimidate CHA Yes C Heal Another Alter WIS Yes C
Jump STR Yes C Move Object Alter INT Yes C
Knowledge INT No C Battlemind Control CON No C
Listen WIS Yes C Force Defense Control CON Yes C
Move Silently DEX Yes C Force Stealth Control CON Yes C
Profession WIS No C Heal Self Control CON Yes C
Ride DEX Yes C Empathy Force WIS Yes C
Search INT Yes C Enhance Ability Force CON No C
Speak Language N/A No C Friendship Force CHA No C
Spot WIS Yes C Enhance Senses Sense WIS No C
Survival WIS Yes C Farseeing Sense WIS No C
Treat Injury WIS Yes C Fear Sense WIS Yes C
Tumble DEX No C See Force Sense WIS Yes C
Telepathy Sense WIS No C/E7

Class Features

Vitality = 1D6 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st th
Comprehend Beast Speech = At 1 and again at 8 level, the Jedi Beastmaster gains the extraordinary ability to understand
a number of Beast languages equal to his Int modifier.

Skill Emphasis (Animal Handling) = At 2nd level the Jedi Beastmaster gains this bonus Feat.

Beast Speech = At 3rd and again at 10th level, the Jedi Beastmaster gains the extraordinary ability to speak a number of Beast
languages equal to his Int modifier
th
Skill Emphasis (Survival) = At 5 level the Jedi Beastmaster gains this bonus Feat.

Track = At 6th level the Jedi Beastmaster gains this bonus Feat.
th
Skill Emphasis (Telepathy) = At 7 level the Jedi Beastmaster gains this bonus Feat.

Uncanny Dodge = At 9th level, the Jedi Beastmaster gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 9th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-
footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.

9
Jedi Consular (Knight)
The Jedi Consular uses the Force for knowledge and negotiation, seeking the most peaceful solutions to every
problem. As Force Users trained in the Jedi tradition, characters of this class concentrate more on diplomacy, scholarly
pursuits, and the spiritual side of the Force than on more physical activities. Mentors and teachers hope to instruct others and
pass on what they have learned. Negotiators and mediators are skilled at bargaining and striking compromises. Consulars
train themselves to be versatile, able to handle many situations without reaching for a weapon.
Jedi Consulars see their role as mediators and councilors, using their position and skills to help those in need. Most
Jedi Consulars 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
needed. Those who succumb to the Dark Side use every advantage, wielding the Force against challenges as a soldier would
use a blaster to destroy a stingfly.
The typical Jedi Consular is one who first masters the ability to feel the living Force in the world around them. Those
seeking to become Consulars usually lead off with the Sense Feat. Wisdom and Charisma are the most important abilities for
the Jedi Consular, followed closely by Intelligence.
A Jedi Consular typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi Master.
The Jedi Consular finds that the Sense powers come more easily to him or her, and this character has a genuine love of
scholarly pursuits and diplomatic endeavors. Some Consulars want to teach, others to learn. A Jedi Consular has a deep
connection to his or her mentor and the Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Consular makes a fine character choice during the times of the Tales of the Jedi and the Rise of the Empire,
or New Jedi Order eras. In the earlier time frame, all versions of the Jedi Knight Prestige classes exist and the Jedi Council
remains active, so Consular characters are abundant. In the New Jedi Order period, Luke Skywalker’s Jedi academy has
again opened the door to characters who want to progress as Consulars. However there is little faith in the service they can
provide.
In the Rebellion and early New Republic era, The Jedi Consular is not normally available as a Prestige class. During
that volatile time, the few remnants of the Jedi Order still in existence were still in hiding or on the run. Higher level characters
from an earlier era may still be around, but no one is available to train a new generation of Jedi Consular character while the
war against tyranny rages on.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +0 +0 +1 +2 Trustworthy +1d8 +1 +1
2 +1 +0 +2 +3 +1d8 +2 +1
3 +2 +1 +2 +3 Comprehend Speech +1d8 +2 +0
4 +3 +1 +2 +4 Skill Emp. (Empathy) +1d8 +2 +1
5 +3 +1 +3 +4 Leadership +1d8 +3 +1
6 +4 +2 +3 +5 +2d8 +3 +0
7 +5 +2 +4 +5 Skill Emp. (Discern Motive) +2d8 +4 +1
8 +6 +2 +4 +6 +2d8 +4 +1
9 +6 +3 +4 +6 Uncanny Dodge (Dex Defense) +2d8 +4 +0
10 +7 +3 +5 +7 +2d8 +5 +1

Requirements
Skills = Diplomacy +8
Knowledge (Jedi Lore) +8

Feats = Force Sensitive

Force Feats = Control


Sense
Alter

Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
th
Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

Reputation = 5

10
Class Skills
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JC Force Skill Type* Untrained JC
Ability Ability
Bluff CHA Yes C Affect Mind Alter CHA No C
Computer Use INT Yes C Force Grip Alter INT Yes C
Craft INT Yes C Force Push Alter INT No C/E4
Diplomacy CHA Yes C Heal Another Alter WIS Yes C
Gather Information CHA Yes C Move Object Alter INT Yes C
Intimidate CHA Yes C Battlemind Control CON No C
Knowledge INT No C Force Defense Control CON Yes C
Profession WIS No C Force Stealth Control CON Yes C
Read/Write Language N/A No C Heal Self Control CON Yes C
Sense Motive WIS Yes C Empathy Force WIS Yes C
Speak Language N/A No C Enhance Ability Force CON No C
Treat Injury WIS Yes C Friendship Force CHA No C
Enhance Senses Sense WIS No C
Farseeing Sense WIS No C
Fear Sense WIS Yes C
See Force Sense WIS Yes C
Telepathy Sense WIS No C

Class Features

Vitality = 1D6 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st
Trustworthy = At 1 level The Jedi Consular gains this bonus Feat.

Comprehend Speech = At 3rd level the Jedi Consular gains the Force Ability to comprehend any spoken language, the Jedi
Consular cannot speak any languages through this ability, only understand them.

Skill Emphasis (Empathy) = At 4th level the Jedi Consular gains this bonus Feat.

Leadership = At 5th level the Jedi Consular can direct the actions of others to insure success. This requires a Diplomacy
check (DC 10 + the number of allies to be assisted) and a full-round action. A success grants a competence bonus on all his
allies skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). This bonus is equal to the
leader’s Charisma bonus. All allies to be affected must be within sight and voice range of the Jdi Consular, and must be able
to understand him.

Skill Emphasis (Discern Motive) = At 7th level the Jedi Consular gains this bonus Feat.

Uncanny Dodge = At 9th level, the Jedi Consular gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 9th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-
footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.

11
Jedi Guardian (Knight)
Force-users trained in the Jedi tradition, characters of this Prestige Class combine physical training with mastery of
the Force. Jedi Guardians concentrate more on battle prowess, defense, lightsaber training, and physical activities. If Jedi
Consulars are the ambassadors of the Jedi Order, Jedi Guardians are the defenders, 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.
All Jedi Guardians journey into the galaxy at large to further their own knowledge and to help those in need. They
take their undertaking seriously, considering even mundane missions to be personal tests. Most Jedi Guardians 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 needed. Those who
succumb to the Dark Side use every advantage, wielding the Force against challenges as a soldier would use a blaster to
destroy a stingfly.
The Jedi Guardian’s strength flows from the Force, granting the Jedi Guardian special powers. The Jedi seeking to
become a Guardian usually first masters the ability to feel the living Force in the world within them, as typified by the Control
Feat. Constitution and Dexterity as the most important attributes for the Jedi Guardian, followed by Intelligence.
A Jedi Guardian typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi Master.
The Jedi Guardian finds that the Control powers come more easily to him or her, and this character has a genuine desire to
use the Force to help the people of the galaxy. A Jedi Guardian has a deep connection to his or her mentor and the Jedi
Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Guardian is available as a Prestige class in all eras. During the times of the Tales of the Jedi and the Rise
of the Empire, all versions of the Jedi Knight Prestige classes exist and the Jedi Council remains active, so Guardian
characters are abundant (at least for Jedi). In the New Jedi Order period, Luke Skywalker’s Jedi academy has again opened
the door to characters who want to progress as Guardian. In the Rebellion and early New Republic era, higher level
characters from an earlier era may still be around. A hero who wishes to become a Jedi Guardian must meet the
requirements for that Prestige class.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +2 +1 +2 +1d8 +2 +1
2 +2 +3 +2 +3 Feat (Soldier or Force) +1d8 +3 +1
3 +3 +3 +2 +3 Weapon Focus (Lightsaber) +1d8 +3 +0
4 +4 +4 +2 +4 Feat (Soldier or Force) +1d8 +4 +1
5 +5 +4 +3 +4 +2d8 +4 +1
6 +6 +5 +3 +5 Feat (Soldier or Force) +2d8 +5 +0
7 +7 +5 +4 +5 Weapon Spec. (Lightsaber) +2d8 +5 +1
8 +8 +6 +4 +6 Feat (Soldier or Force) +2d8 +6 +1
9 +9 +6 +4 +6 +3d8 +6 +0
10 +10 +7 +5 +7 Uncanny Dodge (Dex Defense) +3d8 +7 +1

Requirements
Base Attack Bonus = +6

Skills = Knowledge 6+
Diplomacy 3+

Feats = Force Sensitive

Force Feats = Control


Sense
Alter
Deflect Blasters

Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

Reputation = 3

12
Class Skills
Skill points at each additional level: 4 + Int Mod
Key Key
Skill Untrained JG Force Skill Type* Untrained JG
Ability Ability
Climb STR Yes C Affect Mind Alter CHA No C
Computer Use INT Yes C Force Grip Alter INT Yes C
Craft INT Yes C Force Push Alter INT No C
Intimidate CHA Yes C Heal Another Alter WIS Yes C
Jump STR Yes C Move Object Alter INT Yes C
Knowledge INT No C Battlemind Control CON No C
Profession WIS No C Force Defense Control CON Yes C
Tumble DEX No C Force Stealth Control CON Yes C
Heal Self Control CON Yes C
Empathy Force WIS Yes C
Enhance Ability Force CON No C
Friendship Force CHA No C
Enhance Senses Sense WIS No C
Farseeing Sense WIS No C
Fear Sense WIS Yes C
See Force Sense WIS Yes C
Telepathy Sense WIS No C

Class Features

Vitality = 1D10 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
nd
Bonus Feats = At 2 level and every two levels thereafter, the Jedi Guardian gains a Bonus Feat that must be drawn from
either the Soldier or Force Feat list. The Jedi Guardian must meet any prerequisites in order to select these feats.

Weapon Focus Feat = At 3rd level, the Jedi Guardian gains the Weapon Focus (Lightsaber) feat.

Weapon Specialization Feat = At 7th level, the Jedi Guardian gains the Weapon Specialization (lightsaber) feat. Weapon
Specialization adds +2 damage bonus with a chosen weapon. The Jedi Guardian must have Weapon Focus with that weapon
to take Weapon Specialization.

Uncanny Dodge = At 10th Level, the Jedi Guardian gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 10th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-
footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).

13
Jedi Healer (Knight)
The Jedi Healer uses the Force to preserve life wherever possible and to seek knowledge. As Force Users trained in
the Jedi tradition, characters of this Prestige class concentrate more on medical arts and the spiritual side of the Force than on
more physical activities. Doctors and teachers hope to instruct others and pass on what they have learned. Always vigilant in
both study and service Jedi Healers train themselves to be versatile, and study the anatomies of many of the galaxy’s races to
be able to handle any injuries or illnesses their skills are needed for. While they are capable of combat, they avoid causing
harm whenever they can. Even taking up humbler and less destructive weapons than lightsabers (albeit imbued with the
Force) in order to cause less harm.
Jedi Healers see their role as medics and surgeons, using their position and skills to help those in need. Most Jedi
Healers 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
needed. Those who succumb to the Dark Side use every advantage, wielding the Force to create twisted mockeries life..
The typical Jedi Healer is one who first masters the ability to affect the world around them. Those seeking to become
Healers usually lead off with the Alter Feat. Wisdom and Charisma are the most important abilities for the Jedi Healer,
followed closely by Intelligence.
A Jedi Healer typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi Master. The
Jedi Healer finds that the Alter powers and skills come more easily to him or her, and this character has a genuine love of life
and its preservation. Some Healers want to teach, others to learn. A Jedi Healer has a deep connection to his or her mentor
and the Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Healer is available as a Prestige class in all eras. During the times of the Tales of the Jedi and the Rise of
the Empire, all versions of the Jedi Knight Prestige classes exist and the Jedi Council remains active, so Healer characters are
abundant (at least for Jedi). In the New Jedi Order period, Luke Skywalker’s Jedi academy has again opened the door to
characters who want to progress as Healers. In the Rebellion and early New Republic era, higher level characters from an
earlier era may still be around. A hero who wishes to become a Jedi Healer must meet the requirements for that Prestige
class.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +0 +1 +1 +2 Healing +0d8 +1 +1
2 +1 +2 +2 +3 Skill Emp. (Friensdship) +0d8 +2 +1
3 +1 +2 +2 +3 Skill Emp. (Treat Injury) +0d8 +2 +0
4 +2 +2 +2 +4 +0d8 +2 +1
5 +2 +3 +3 +4 Skill Emp. (Heal Another) +0d8 +3 +1
6 +3 +3 +3 +5 Force Weapon (+1d4) +1d8 +3 +0
7 +3 +4 +4 +5 Skill Emp. (Heal Self) +1d8 +4 +1
8 +4 +4 +4 +6 +1d8 +4 +1
9 +4 +4 +4 +6 Skill Mastery (Treat Injury) +1d8 +4 +0
10 +5 +5 +5 +7 Force Weapon (+2d4) +1d8 +5 +1

Requirements
Skills = Treat Injury 6+
Profession 4+
Empathy 4+

Feats = Force Sensitive

Force Feats = Control


Sense
Alter

Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

14
Class Skills
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JH Force Skill Type* Untrained JH
Ability Ability
Computer Use INT Yes C Affect Mind Alter CHA No C
Craft INT Yes C Force Grip Alter INT Yes C
Gather Information CHA Yes C Force Push Alter INT No C
Knowledge INT No C Heal Another Alter WIS Yes C
Profession WIS No C Move Object Alter INT Yes C
Read/Write Language N/A No C Battlemind Control CON No C
Search INT Yes C Force Defense Control CON Yes C
Speak Language N/A No C Force Stealth Control CON Yes C
Survival WIS Yes C Heal Self Control CON Yes C
Treat Injury WIS Yes C Empathy Force WIS Yes C
Enhance Ability Force No C
Friendship Force CHA No C/E2
Enhance Senses Sense WIS No C/E5
Farseeing Sense WIS No C/E7
Fear Sense WIS Yes C
See Force Sense WIS Yes C
Telepathy Sense WIS No C

Class Features

Vitality = 1D8 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st
Healing = At 1 level the Jedi Healer may add his Treat Injury skill rank to any skill check made to rejuvenate or heal either
himself or another with the Force.

Skill Emphasis (Friendship) = At 2nd level the Jedi Healer gains this bonus Feat

Skill Emphasis (Treat Injury) = At 3rd level the Jedi Healer gains this bonus Feat

Skill Emphasis (Heal Another) = At 5th level the Jedi Healer gains this bonus Feat

Force Weapon (+1d4) = At 6th level the Jedi Healer can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Healer wields personally. It takes a full-round action to imbue the
weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
character’s Jedi Healer level. The weapon’s damage is increased by +1d4. At 10th level the weapon’s damage increases by
an additional +1d4.

Skill Emphasis (Heal Self) = At 7th Level the Jedi Healer gains this bonus Feat

Skill Mastery (Treat Injury) = At 9th level the Jedi Healer selects a number of healing skills (Treat Injury, Heal Another, Heal
Self) up to his Intelligence modifier. When making a skill check with one of these skills, the Jedi Healer may take 10 even if
stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use it reliably
even under adverse conditions.

15
Jedi Mystic (Knight)
The Jedi Mystic uses the Force to seek knowledge and enlightenment. As Force Users trained in the Jedi tradition,
characters of this Prestige class concentrate more on exploration, scholarly pursuits, and the spiritual side of the Force than on
more physical activities. Mentors and teachers hope to instruct others and pass on what they have learned. Recruiters and
observers are skilled at seeking new students and gathering information. Mystics train themselves to be versatile, able to
handle many situations without reaching for a weapon. Where Jedi Guardians are the defenders of the Republic, the Jedi
Mystics are the lorekeepers. They walk in a larger world than those who neither feel nor heed the Force.
Jedi Mystics are often seen as scouts and sages, using their knowledge and skills to help those in need. Most Jedi
Mystics 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
needed. Those who succumb to the Dark Side use every advantage, wielding the Force against challenges as a soldier would
use a blaster to destroy a stingfly.
The typical Jedi Mystic is one who first masters the ability to feel the living Force in the world around them. Those
seeking to become Mystics usually begin with the Sense Feat. Wisdom and Charisma are the most important abilities for the
Jedi Mystic, followed closely by Intelligence.
A Jedi Mystic typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi Master. The
Jedi Mystic finds that the Sense powers come more easily to him or her, and this character has a genuine love of scholarly
pursuits and exploratory endeavors. Some Mystics want to teach, others to learn. A Jedi Mystic has a deep connection to his
or her mentor and the Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Mystic makes a fine character choice during the times of the Tales of the Jedi, the Rise of the Empire, or
New Jedi Order eras. In the earlier time frame, all versions of the Jedi Knight Prestige classes exist and the Jedi Council
remains active, so Mystic characters are abundant. In the New Jedi Order period, Luke Skywalker’s Jedi academy has again
opened the door to characters who want to progress as Mystics. However there is little faith in the service they can provide.
In the Rebellion and early New Republic era, The Jedi Mystic is not normally available as a Prestige class. During
that volatile time, the few remnants of the Jedi Order still in existence were still in hiding or on the run. Higher level characters
from an earlier era may still be around, but no one is available to train a new generation of Jedi Mystic characters while the
war against tyranny rages on.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +0 +0 +1 +2 +0d8 +1 +1
2 +1 +0 +2 +3 Skill Emp. (See Force) +0d8 +2 +1
3 +2 +1 +2 +3 Force Weapon (+1d4) +0d8 +2 +0
4 +3 +1 +2 +4 Skill Emp. (Empathy) +0d8 +2 +1
5 +3 +1 +3 +4 +0d8 +3 +1
6 +4 +2 +3 +5 Skill Emp. (Farseeing) +1d8 +3 +0
7 +5 +2 +4 +5 Force Weapon (+2d4) +1d8 +4 +1
8 +6 +2 +4 +6 Uncanny Dodge (Dex Defense) +1d8 +4 +1
9 +6 +3 +4 +6 +1d8 +4 +0
10 +7 +3 +5 +7 Force Weapon (+3d4) +1d8 +5 +1

Requirements
Attributes = Wis 15+

Base Attack Bonus = +4

Skills = Gather Information 7+


Sense Motive 3+

Feats = Force Sensitive

Force Feats = Control


Sense
Alter
Force Mastery

Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.

16
Class Skills
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JMy Force Skill Type* Untrained JMy
Ability Ability
Craft INT Yes C Affect Mind Alter CHA No C
Diplomacy CHA Yes C Force Grip Alter INT Yes C
Gather Information CHA Yes C Force Push Alter INT No C
Handle Animal CHA No C Heal Another Alter WIS Yes C
Knowledge INT No C Move Object Alter INT Yes C
Profession WIS No C Battlemind Control CON No C
Read/Write Language N/A No C Force Defense Control CON Yes C
Ride DEX Yes C Force Stealth Control CON Yes C
Sense Motive WIS Yes C Heal Self Control CON Yes C
Speak Language N/A No C Empathy Force WIS Yes C/E4
Spot WIS Yes C Enhance Ability Force CON No C
Survival WIS Yes C Friendship Force CHA No C
Treat Injury WIS Yes C Enhance Senses Sense WIS No C
Farseeing Sense WIS No C/E6
Fear Sense WIS Yes C
See Force Sense WIS Yes C/E2
Telepathy Sense WIS No C

Class Features

Vitality = 1D6 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
nd
Skill Emphasis (See Force) = At 2 level the Jedi Mystic gains this bonus Feat.

Force Weapon (+1d4) = At 3rd level the Jedi Mystic can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Healer wields personally. It takes a full-round action to imbue the
weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
character’s Jedi Mystic level. The weapon’s damage is increased by +1d4. At 7th level and again at 10th level the weapon’s
damage increases by an additional +1d4.
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Skill Emphasis (Empathy) = At 4 level the Jedi Mystic gains this bonus Feat.

Skill Emphasis (Farseeing) = At 6th level the Jedi Mystic gains this bonus Feat.
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Uncanny Dodge = At 8 Level, the Jedi Mystic gains the extraordinary ability to react to danger before his senses would allow
him to do so. At 8th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-footed
or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).

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Jedi Shadow (Knight)
Force-users trained in the Jedi tradition, characters of this Prestige Class combine physical and espionage training
with mastery of the Force. Jedi Shadows concentrate almost exclusively on information gathering, defense, lightsaber
combat, unarmed combat training, and physical activities. If Jedi Guardians are the defenders of the Republic, Jedi Shadows
are the secret police, protecting the Republic and the Jedi Order from themselves. Their work makes them somewhat
suspicious of others, since they have discovered the Dark Side in places no one would ever have dreamed, even in the midst
of the Jedi Knights. The road of the Shadow is never easy, as they commit themselves to walk within arm’s reach of those
who practice the Dark Side of the Force. Some Jedi Shadows eschew the use of all weapons, in favor of hand to hand
combat as a means of controlling the deadly power at their fingertips more securely, and to avoid revealing themselves as Jedi
to their enemies. Jedi Shadows are the watchdogs and executioners, ever alert for enemies and traitors alike.
All Jedi Shadows journey into the galaxy at large to devote most of their time to gathering evidence on the activities of
those who ascribe themselves to the Dark Side of the Force, most notably the Sith. Often these Jedi must steal into the heart
of enemy territory under the cover of darkness or disguise. Their undertaking is the most deadly earnest one. For them there
are no mundane missions. Jedi Shadows walk beyond the razor edge between dark and light to face evil where it is strongest.
The few surviving Jedi Shadows follow the Light Side, but many who entered the shadow of darkness 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 needed. Those who succumb to the Dark Side use every advantage,
wielding the Force against challenges as a soldier would use a blaster to destroy a stingfly.
The Jedi Shadow’s strength flows from the Force, granting the Jedi Shadows special powers. The Jedi seeking to
become a Shadow usually first masters the ability to feel the living Force in the world within them, as typified by the Control
Feat. Light on their feet, consummate actors, and quick witted, Charisma and Dexterity are important attributes for the Jedi
Shadow, followed by Wisdom.
A Jedi Shadow typically starts out as a Student/Padawan attached to a higher-ranking Jedi Knight or Jedi Master.
The Jedi Shadow finds that the Control powers come more easily to him or her, and this character has an unquenchable
desire to hunt down the dark side at every opportunity. A Jedi Shadow has a deep connection to his or her mentor and the
Jedi Order, but often operates with only tangential contact with either Master or Order.

Era Notes: The Jedi Prestige Classes


The Jedi Shadow is available as a Prestige class in all eras. During the times of the Tales of the Jedi and the Rise of
the Empire, all versions of the Jedi Knight Prestige classes exist and the Jedi Council remains active, however, due to both the
nature of their secret society within the Jedi order, as well as the very real dangers of their assignments, Jedi Shadows have
never been numerous. In the New Jedi Order period, Luke Skywalker’s Jedi academy has again opened the door to
characters seeking all positions in the Jedi Order. Also in the New Jedi Order period, Luke Skywalker’s Jedi academy again
faces the demand for Jedi capable of policing their own ranks, so the numbers of Shadows, while never numerous and always
secretive, are again on the rise. In the Rebellion and early New Republic era, higher level characters from an earlier era may
still be around. A hero who wishes to become a Jedi Shadow must meet the requirements for that Prestige class.

Knight Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +1 +2 +1 Martial Arts +1d8 +1 +0
2 +2 +2 +3 +2 Sneak Attack (+1d6) +1d8 +2 +1
3 +3 +2 +3 +2 +1d8 +2 +0
4 +4 +2 +4 +2 Uncanny Dodge (Dex Defense) +1d8 +2 +1
5 +5 +3 +4 +3 Sneak Attack (+2d6) +1d8 +3 +0
6 +6 +3 +5 +3 +2d8 +3 +1
7 +7 +4 +5 +4 Force Weapon (+1D4) +2d8 +4 +0
8 +8 +4 +6 +4 Sneak Attack (+3D6) +2d8 +4 +1
9 +9 +4 +6 +4 +2d8 +4 +0
10 +10 +5 +7 +5 Skill Emp. (Telepathy) +2d8 +5 +1

Requirements
Base Attack Bonus = +6

Skills = Force Stealth 9+


Knowledge (Sith Lore) 4+
Knowledge (Jedi Lore) 5+
Sense Motive 5+

Feats = Force Sensitive


Stealthy

Force Feats = Control


Sense
Alter

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Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
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Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
A Shadow must be hand picked for their duties by the leadership of the Jedi Order of their era. (Jedi Council, Shadow
Masters, The Emperor*, or Master Skywalker). The Shadows are a secret organization whose ranks are only open to those
chosen for exemplary service and unswerving dedication. Additionally, that approving authority must review the Jedi Shadow
prior to each level advancement within the Prestige class. If they determine that there is any question or danger posed by the
Shadow, further advancement within Shadow ranks is forbidden.

* In the Age of Rebellion the Emperor fielded his own Dark Jedi Shadows in the form of his Hands and Inquisitors. Light side
Shadows only exist as individual students of surviving experienced Shadows from earlier eras.

Class Skills
Skill points at each additional level: 8 + Int Mod
Key Key
Skill Untrained JS Force Skill Type* Untrained JS
Ability Ability
Bluff CHA Yes C Affect Mind Alter CHA No C
Climb STR Yes C Force Grip Alter INT Yes C
Computer Use INT Yes C Force Push Alter INT No C
Craft INT Yes C Heal Another Alter WIS Yes C
Diplomacy CHA Yes C Move Object Alter INT Yes C
Disable Device INT No C Battlemind Control CON No C
Disguise CHA Yes C Force Defense Control CON Yes C
Gather Information CHA Yes C Force Stealth Control CON Yes C
Hide DEX Yes C Heal Self Control CON Yes C
Intimidate CHA Yes C Empathy Force WIS Yes C
Jump STR Yes C Enhance Ability Force CON No C
Knowledge INT No C Friendship Force CHA No C
Listen WIS Yes C Enhance Senses Sense WIS No C
Move Silently DEX Yes C Farseeing Sense WIS No C
Profession WIS No C Fear Sense WIS Yes C
Read/Write Language N/A No C See Force Sense WIS Yes C
Search INT Yes C Telepathy Sense WIS No C/E10
Sense Motive WIS Yes C
Speak Language N/A No C
Spot WIS Yes C
Survival WIS Yes C
Tumble DEX No C

Class Features

Vitality = 1D8 + Constitution Modifier

Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.

Martial Arts = At 1st level the Jedi Shadow gains improved ability to fighting while unarmed. He can deal more damage with
unarmed strikes (1d6 Medium, 1d4 Small) and is capable of inflicting Critical Hits (20).
nd
Sneak Attack (+1d6) = At 2 level if a Jedi shadow can catch an opponent who is unable to defend himself effectively from
his attack, he can strike a vital spot for extra damage. Basically, any time the Jedi Shadow’s target would be denied his
Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the Shadow flanks the target, the Jedi
Shadow’s attack deals extra damage. The damage is an additional +1d6 at 2nd level, an additional +1d6 at 5th level (+2d6),
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and an additional +1d6 at 8 level (+3d6). Ranged attacks can only count as Sneak Attacks if the target is within 10 meters.
The Jedi Shadow cannot strike with deadly accuracy beyond that range. A Jedi Shadow can only make Sneak Attacks against
living targets with discernable anatomies. Additionally, any target that is immune to Critical Hits is also immune to Sneak
Attacks. The Jedi Shadow must be able to see the target well enough to pick out a vital spot and must be able to reach a vital
spot. The Jedi Shadow can’t Sneak Attack while striking a target with Concealment or striking the limbs of a target whose
vitals are beyond reach. Sneak Attack can be combined with See Force (to defeat Concealment), Force Push, *Force Grip,
and *Force Lightning for targets with vitals within 10 meters.

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Uncanny Dodge = At 4th level the Jedi Shadow gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 4th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-
footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).

Force Weapon (+1d4) = At 7th level the Jedi Shadow can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Shadow wields personally. It takes a full-round action to imbue
the weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
character’s Jedi Shadow level. The weapon’s damage is increased by +1d4.
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Skill Emphasis (Telepathy) = At 10 level the Jedi Shadow gains this bonus Feat.

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Prestige Class (Master)
Era Notes: The Jedi Master Prestige Class
The Jedi Master makes a fine character choice during the times of the Tales of the Jedi and the Rise of the Empire,
or New Jedi Order eras. In the earlier time frame, all versions of the Jedi Knight Prestige classes exist and the Jedi Council
remains active, so Master characters are abundant. In the New Jedi Order period, Luke Skywalker’s Jedi academy has again
opened the door for characters to achieve Mastery of the Force.
In the Rebellion and early New Republic era, The Jedi Master is not normally available as a Prestige class. During
that volatile time, the few remnants of the Jedi Order still in existence were still in hiding or on the run. Higher level characters
from an earlier era may still be around, but no one is available to confirm a new generation of Jedi Master characters while the
war against tyranny rages on.

Jedi Master
The transition from Jedi Knight to Jedi Master is more than simply taking on a Student/padawan. The Knight's first
Student/Padawan must complete his training, before the Knight can assume the title of Master. However, one must point out
the distinction between the title "master" as used by the Student when addressing his mentor, and "Jedi Master", the title used
between fully trained Jedi and outside the Jedi hierarchy.
A Jedi Knight without a current Student/Padawan is encouraged to make an annual visit the Temple (if any) to watch the
current crop of initiates. They have the option of not selecting a Student/Padawan, but they must periodically appear and
review the available candidates.

Master Base Attack Fort Ref Will Lightsaber Defense Reputation


Special
Level Bonus Save Save Save Damage Bonus Score
1 +1 +1 +2 +2 Uncanny Dodge (Dex Defense) +1d8 +2 +1
2 +2 +2 +3 +3 Skill Emp (Knowledge), Jedi Spirit +1d8 +3 +1
3 +3 +2 +3 +3 Healing +1d8 +3 +0
4 +4 +2 +4 +4 +1d8 +4 +1
5 +5 +3 +4 +4 Uncanny Dodge (Can’t be Flanked) +1d8 +4 +1
6 +6 +3 +5 +5 Skill Emp (Force Skill) +2d8 +5 +0
7 +7 +4 +5 +5 +2d8 +5 +1
8 +8 +4 +6 +6 +2d8 +6 +1
9 +9 +4 +6 +6 Skill Mastery (Force Skills) +2d8 +6 +0
10 +10 +5 +7 +7 +2d8 +7 +1

Requirements
Attributes = Wis 13+

Base Attack Bonus = +10

Skills = Knowledge (Jedi Lore) +16


Pilot +5

Feats = Force Sensitive


Weapon Focus (usually Lightsaber, but it can be another weapon, or Unarmed/Martial Arts)

Force Feats = Control


Sense
Alter
Deflect Blasters
Burst of Speed, Lightsaber Defense, or Force Mind
Knight Speed, Knight Defense, or Knight Mind
Master Speed, Master Defense, or Master Mind

Special = A Jedi Knight must successfully guide a Jedi Student/Padawan into the ranks of one of the Knight Prestige
Classes. The Knight must also be confirmed/approved by either at least two (2) other Jedi Masters (Living or Spirit) or
acknowledged as Master by at least five (5) Knights junior to him or her.

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Class Skills
Skill points at each additional level: 6 + Int Mod
Key Key
Skill Untrained JM Force Skill Type* Untrained JM
Ability Ability
Computer Use INT Yes C Affect Mind Alter CHA No C
Craft INT Yes C Force Grip Alter INT Yes C
Diplomacy CHA Yes C Force Push Alter INT No C
Gather Information CHA Yes C Heal Another Alter WIS Yes C
Handle Animal CHA No C Move Object Alter INT Yes C
Intimidate CHA Yes C Battlemind Control CON No C
Knowledge INT No C Force Defense Control CON Yes C
Profession WIS No C Force Stealth Control CON Yes C
Read/Write Language N/A No C Heal Self Control CON Yes C
Search INT Yes C Empathy Force WIS Yes C
Sense Motive WIS Yes C Enhance Ability Force CON No C
Speak Language N/A No C Friendship Force CHA No C
Survival WIS Yes C Enhance Senses Sense WIS No C
Treat Injury WIS Yes C Farseeing Sense WIS No C
Fear Sense WIS Yes C
See Force Sense WIS Yes C
Telepathy Sense WIS No C

Class Features

Vitality = 1D8 + Constitution Modifier

Force Pool = Jedi Masters are able to better use the force than other Force Users. A Jedi Master has a pool of +75% (round
down) of their Vitality as a “Force Vitality pool”. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the character’s vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.

Uncanny Dodge = At 1st Level, the Jedi Master gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 1st level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-
footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized). At 5th level, the Jedi
Master can no longer be flanked, as he can react to opponents on opposite sides of him as easily as he can react to a single
attacker. This ability denies Scoundrels, Bounty Hunters, and Jedi Shadows the ability to use flank attacks to Sneak Attack
the Jedi Master.
nd
Skill Emphasis (Knowledge) = At 2 level the Jedi Master gains this bonus Feat.

Jedi Spirit = At 2nd level the Jedi Master’s spirit can visibly manifest to other Force Sensitive characters after his death a
number of times equal to his total Force User level. In death, his body vanishes if he is without Dark Side Points.

Healing = At 3rd level the Jedi Master may add his Treat Injury skill rank to any skill check made to rejuvenate or heal either
himself or another with the Force.
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Skill Emphasis (Force Skill) = At 6 level the Jedi Master gains this bonus Feat.
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Skill Mastery (Force Skills) = At 9 level the Jedi Master selects a number of Force Skills equal to his Wisdom modifier.
When making a skill check with one of these skills, the Jedi Healer may take 10 even if stress and distractions would normally
prevent him from doing so. He becomes so certain in his skill that he can use it reliably even under adverse conditions.

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