Jedi Guardian (D20 Modern Base Class)
From D&D Wiki
|Editing:||Grateful for any ideas|
The force is strong with this one. Jedi Guardian are warriors who are focus on their fighting ability. The focus on the force is for the inward advancement of their own natural abilities. Unlike like their counterparts (Sentinels & Consulars) the have no daily allotment of Force Powers they are strictly a physical fighter.
Races: All who are in-tuned with the force.
Starting Age: Moderate.
|1st||+1||+2||+2||+0||Lightsaber Finesse, Run, Lightsaber|
|9th||+9/+4||+6||+6||+2||Greater Lightsaber Focus, Guardian Training|
|12th||+12/+7/+2||+8||+8||+3||Greater Lightsaber Specialization, Guardian Training|
|13th||+13/+8/+3||+8||+8||+4||Improved Uncanny Dodge|
Class Skills (4+ Int modifier per level, ×4 at 1st level)
All of the following are class features of the Jedi Guardian.
Weapon and Armor Proficiency: Jedi Guardians are proficient with Lightsabers. Jedi Guardians are not proficient in any shields.
AC Bonus (SRD:Special Abilities Overview): A Jedi Guardian is highly trained in the force granting him a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered,a Jedi Guardian adds his Wisdom bonus (if any) to his Armor Class. This ability does not stack with the monk or ninja AC bonus ability (a Jedi Guardian with levels of monk or ninja do not add the bonus twice). In addition, a Jedi Guardian gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Jedi Guardian levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when a Jedi Guardian is flat-footed. The character loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Lightsaber Finesse: A 1st level Jedi Guardian receives the Saber Finesse ability. The Jedi Guardian may use his Dexterity modifier instead of his Strength modifier as the bonus to his melee attacks when using his Lightsaber.
Run: A 1st level Jedi Guardian receives the Run feat.
Lightsaber: A 1st level Jedi Guardian chooses his Lightsaber. The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Jedi Guardian can choose whatever design for a hilt and whatever color of a crystal he wishes. His choice of Lightsaber are 1 handed [1d8], or dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 19-20 x2 critical
Lightsaber Focus: A 2nd level Jedi Guardian gains a +1 attack with his lightsaber.
Guardian Training: At level 3 and every 3 levels after a Jedi Guardian receives additional training A Jedi Guardian receives a +1 Jump and +1 Tumble. Every three levels after these skills increased by +1 (e.g.. A Jedi Guardian at Level 15 gains a (+5 Jump, + 5 Tumble)
Endurance: A 4th level Jedi Guardian gains the endurance feat.
Lightsaber Specailization: A 5th level Jedi Guardian gains a +2 damage with his lightsaber.
Uncanny Dodge: At 7th level, a Jedi Guardian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Great Leap: At 8th level and higher, a Jedi Guardian always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if he is wearing no armor and is carrying no more than a light load.
Greater Lightsaber Focus: A 9th level Jedi Guardian gains an additional +1 attack with his lightsaber.
Jedi Deflection: A 10th level Jedi Guardian gains Jedi Deflection Through the use of his lightsaber, a Jedi Guardian may deflect one projectile per round that would have hit him otherwise, but only if he was not flat-footed.
Evasion: A Jedi Guardian of 11th level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a Jedi Guardian is wearing no armor.
Greater Lightsaber Specialization: A 12th level Jedi Guardian gains an additional +2 damage with his lightsaber.
Improved Uncanny Dodge: At 13th level and higher, a Jedi Guardian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Jedi Guardian by flanking him, unless the attacker has at least four more rogue levels than the target has Jedi Guardian levels.
Jedi Heal: At the 14th level a Jedi Guardian gains Jedi Heal Three times a day, if a Jedi Guardian can rest uninterrupted for one hour, he gains back a number of hit points equal to his HEAL skill + double his constitution bonus. If interrupted he gains only a portion of hit points back which is proportional to the amount of time spent healing. A Jedi Guardian must not being wearing any armor or encumbered to use this ability.
Lightsaber Mastery:A 16th level Jedi Guardian gains an additional +2 attack and +2 damage with his lightsaber.
Force Sense: At the 17th level Jedi Guardian gains the ability to use the force for his sense out to 40 feet. His senses become so acute that he can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Jedi Guardian must have line of effect to a creature or object to discern it.
Jedi Reflection: At the 19th level a Jedi Guardian gains Jedi Reflection Through the feverous training Jedi Guardian has learned to not only to deflect incoming projectiles but to reflect them as well. Once per round a Jedi Guardian way reflect one projectile back at the original attacker. 30ft maximum range for the returning projectile.
Lightsaber Supremacy: A 20th level Jedi Guardian gains supremacy to his lightsaber and recieves the following bonuses: a) +4 bonus to avoid being Disarmed; b) if Grappled, you may still attack with the chosen weapon as a Standard Attack or a Full Round Attack without penalty; c) when you make a Full Round Attack, you may assign a +5 bonus on any attack roll after the 1st; d) you may “Take 10” on your attack roll, once per round; and e) +1 bonus to AC.
|21st||Epic Guardian Training|
|24th||Epic Guardian Training|
|27th||Epic Guardian Training|
|30th||Epic Guardian Training|
4 + Int modifier skill points per level.
Epic Guardian Training: At level 21 and every 3 levels after a Epic Jedi Guardian receives (+1 Jump, +1 Tumble)
Bonus Feats: The epic Jedi Guardian gains a bonus feat (selected from the list of epic bonus feats) every 3 levels after 21st.
Epic Jedi Guardian Bonus Feat List: (Blinding Speed, Extended Life Span, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Speed, Epic Toughness, Epic Weapon Focus, Epic Weapon Sepcialization, Epic Will, Fast Healing, Improved Combat Reflexes, Perfect Health, Perfect Two-Weapon Fighting, Two-Weapon Rend) or Jedi specific feats*- Epic Force Destruction, Improved Sense Force, Improved Jedi Deflection.
- Jedi Specific Feats Described Below
Epic Force Destruction: This feat may be taken multiple times. Add 4 dice of damage to each Force Power.
Improved Force Sense: Force Sense is increased to a range of 100ft
Improved Jedi Reflection: This feat may be taken multiple times. One additional reflection may be done each round.