Jedi (Pathfinder Class)
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A Jedi was a Force-sensitive individual, most often a member of the Jedi Order, who studied, served, and used the mystical energies of the Force; usually, the light side of the Force. Some
Making a Jedi
Jedi are more often front line combatants with several utility skills. The Knight archetype more heavily reinforces the combat abilities while giving up on much of the utility. While the Councilor archetype gives up many of the melee combat abilities, and increases their force abilities.
Alignment: Any lawful.
Starting Gold: 2d10×10 gp (110 gp).
|Saving Throws||Special||Force Powers Known|
|Fort||Ref||Will||Minor Powers||Major Powers|
|1st||+0||+0||+2||+0||Lightsaber training (Ex), Aligned (Ex), Force Powers (Su)||1||0|
Class Skills (6 + Int modifier per level)
All of the following are class features of the Jedi.
Lightsaber training (Ex): Jedi may use lightsabers (link needed) without the self harm chance, and become proficient with that weapon. At level 5, 10, 15, and 20, lightsabers deal an additional 1d4 damage for the Jedi.
Aligned (Ex): A Jedi can become aligned with the light side, dark side, or reside in between as a grey Jedi. This is not reflective of the character's alignment, but state of mind towards power. Light side Jedi believe in protection and supporting others, to help them better fight for themselves. Dark side gain power so they may fight better themselves. And Grey Jedi stand in between and try to accomplish both. Once chosen, this cannot be changed until level 3,6,9,12,15, or 18. Each gives special bonuses listed below. Some force powers will have additional effects based on this alignment.
Light Side: DC for light side powers are increased by 5, dark side powers have their DC reduced by 5. Grey: Neutral powers have their DC increased by 2. Dark Side: DC for dark side powers are increased by 5, light side powers have their DC reduced by 5.
Force Powers (Su): A Jedi's connection to the force allows them to accomplish a great deal of deeds. This connection is what truly makes them Jedi. They gain abilities based on the table above. All force powers require a standard action to activate and need to maintain concentration, unless stated otherwise. Using force powers provokes attack of opportunity.
Saving Throws: The DC for any saving throw for the Jedi's abilities are equal to 10 + the Jedi's Wisdom modifier + half the Jedi's class level.
Animal Friendship: Gain a +1 per Jedi level to animal handling. When using animal handling if the check is 30 or above the Jedi may attempt to take control of the animal with a successful opposed will check. This replicates the effect of dominate monster but with a duration of concentration + 1 round/level. Every round, at the end of the animal's turn it may attempt a new will save to break free. This is not perceived as an aggressive action by the animal. Dark aligned Jedi may not select this ability.
Battlemind: A Jedi steadies their resolve and raises their own morale. This takes a standard action to activate. As long as they spend a swift action every round to maintain this effect a Jedi gains +1 damage or +1 to hit per level. Whenever a Jedi takes damage they must succeed a DC 10+ damage taken will save to maintain this stance. Neutral DC to maintain is increased by 2, dark side increased by 5.
Improved Battlemind: When using Battlemind a Jedi may gain both the damage and hit bonus while maintaining this ability. However if this is done the DC is increased to 10 + twice the amount of damage taken. A Jedi must have Battlemind before gaining this ability.
Crucitorn: A Jedi can have a layer of force surround their body, taking some damage for them. This gives the Jedi 2 temp hp per level as long as they use a move or standard action to concentrate on it. This effect may only be used once per 1d4 minutes. This time only starts once the last effect ends.
Improved Crucitorn: When using Crucitorn the temp hp is increased from 2 to 4. A Jedi must have Crucitorn before gaining this ability.
Electric Judgement: A Jedi summons forth a non-lethal cone of electric power to try to knock out their foes. This cone has a range of 5 feet per level, and deals 1d6 non-lethal damage per two levels. A creature may attempt a will save for half. If this effect is maintained creatures who failed the last save take an accumulative -2 to their save.
Improved Electric Judgement: The cone for Electric Judgement becomes 10 ft per level. Every round on a creature's turn who starts out in electric judgement takes 1 non-lethal damage per Jedi level.
Enlightenment: A Jedi may focus themselves to increase the strength of their abilities. For the next 1d4+1 per four levels rounds a Jedi increases the DC of their force abilities by 1+1 per two levels. After the effect ends the dc of the abilities are reduced by twice the amount for the same amount of time.
Heal: By accelerating a creature's natural healing a Jedi can convert 1d4 points of damage per three levels into non-lethal for a creature they are touching.
Improved Heal: Once per day per Jedi level a Jedi may use force heal to heal damage rather than convert it.
Light: A Jedi summons a sphere of light in their palm that appears like the light spell. All creatures touched by the spell gain a +1 to all saves against spells.
Orb: A floating Orb of force rolls at the Jedi's direction. Any creature hit by this orb takes 1d6 points of damage per two jedi levels. This orb has a 5 foot diameter and, if the Jedi chooses, can be 5 feet wider for every 3 Jedi levels. This ball flies at a speed of 30 feet, and may be moved as a move action as long as the Jedi maintains conce[[Link title]]ntration. This is a force effect.
Projection: A Jedi may use whispering wind at will. At 10th level this may function as dream.
Protection: As long as the Jedi uses a move or standard action to this ability, they gain 5 resistance per three levels to all energy attacks.
Improved Protection: In addition to Protection's effect, they gain 11+level SR. A Jedi must have protection to gain this ability.
Mind Trick: A Jedi may use suggestion once per day per two Jedi levels.
Malacia: A Jedi may throw off a creature's balance, possibly incapacitating them. As long as the Jedi maintains concentration, those who fail a Will save at the start of the ability are affected by one of several conditions based on how badly they failed their will save. This has a range of medium.
|Failed the check by||Effect|
|3-4||Staggered and Sickened|
|5-6||Staggered, Sickened, and Stunned|
Plant Surge: A Jedi may use the spell entangle at will. At 5th level this may be used to cast spike growth as well. At 7th level this may work as plant growth. A Jedi does not need to maintain concentration on this ability.
Revitalize: A touched creature may ignore blinded, fatigue, exhaustion, sickened, deafened, nauseated, paralyzed, staggered, and stunned for 1/round per level. This only suspends the duration of any effects that cause these rather than removing them.
Barrier: A Jedi may construct a 5 foot +5 foot per level foot wall of force within close range. This wall has a hardness of 10 and hp of 5 per level. Once a barrier is destroyed the Jedi may not construct a new one for 1d4 minutes.
Battle Protection: Allies within 30 feet per level gain +1 deflection bonus to AC per two Jedi levels.
Improved Battle Protection: Battle Protection's range is increased to 60 feet per level and gains a +1 deflection bonus per Jedi level. A Jedi must have battle protection before gaining this ability.
Body: As a free action a Jedi may increase their damage, attack bonus, strength score, and dexterity score by an amount equal to their Jedi level. This does not provoke attacks of opportunity. This effect lasts for one round. Whenever this ability is used, the Jedi drains their own vitality by pushing their body past it's limits and dealing twice the Jedi's level as damage to their self.
Deflection: While wielding a lightsaber, a Jedi gains a deflection bonus against ranged attacks equal to their class level. This is a passive ability.
Improved Deflection: Whenever a Jedi is targeted by a ranged attack, they may attempt an Acrobatics check or melee attack to deflect the incoming projectile. The DC to block the attack is equal to or greater than the attacking creatures' total attack bonus. If successful the Jedi may redirect the attack to another target or back at the same target, using the same deflection attack bonus the Jedi used to deflect the this attack. This may be done once per round per Jedi level. This is a passive ability. A Jedi must have Deflection before gaining this ability.
Illusion: The Jedi may use Silent Image at will.
Improved Illusion: The Jedi may use Major Image at will. The Jedi must have Illusion before selecting this ability.
Telekinesis: A Jedi may use the spell Telekinesis at will. This has a weight limit of 5 pounds per level.
Improved Telekinesis: The Telekinesis force ability now has a weight limit of 20 pounds per level.
Greater Telekinesis: The Telekinesis force ability now has a weight limit of 50 pounds per level.
Absorb: Whenever a Jedi would take damage that is absorbed by the Jedi's resistances while using protection, they gain as much health as they would have been dealt. If a spell fails to bypass a Jedi's SR, the Jedi gains HP equal to 3 times the spell level. A Jedi must have Improved Protection before selecting this power.
Improved Absorb: A Jedi may use a full round action to give the effect of Protection and Improved Protection to all allies within 100 feet per level rather than just their self. The Jedi gains the effect of Absorb, but heals from all allies rather than them self. Any damage dealt to the Jedi ends this effect. Any damage taken during this time deals twice as much damage.
Army Mind: A Jedi's Battlemind can affect all allies within 100 feet per Jedi level rather than just self. This takes a full-round action to maintain and provokes attack of opportunity when using this version. Any damage taken immediately cancels this ability. While using this ability, a Jedi is unaware of their surroundings and take double damage from any source.
Resurrection: By expending a use of Improved Force Heal, a Jedi may revive a creature who has recently died. The creature must have died within the last 1 round per Jedi level. This replicates the effect of Resurrection without needing the components but with the restriction of time.
Ghost: Only a light or neutral Jedi of level 10 or higher may select this ability. Whenever a Jedi with this ability is slain they may revive 1d4 days after their death as a ghost. A ghost Jedi may use Greater Teleport to teleport adjacent to any creature who considers it an ally once per day, using their Jedi level in place of spell level.
Wall of Light: A Jedi, using their Light ability, may cause all creatures and objects touched by the light to be affected by Dispel Magic. This only works against harmful effects. This is considered a 3rd level light spell for the purpose of dispelling spells like Darkness. If two or more Jedi with this ability use it and the light overlaps, the areas it overlap are an anti magic zone. This zone does not affect the Jedi using Wall of Light. A Jedi must have Light before gaining Wall of Light.
Greater Malacia: Malacia now has a range increase to long. A Jedi may affect 5 creatures per Jedi level with Malacia. A Jedi must have Malacia before selecting this ability
Battle Deflection: Any melee attacks that miss an ally affected by Battle Protection causes the attacker to take half the damage they would have dealt. If a ranged attack misses an ally affected by this ability, it will be deflected to hit an enemy within 5 feet of them. The enemy may make a reflex save to avoid damage from this ability. Battle Protection's range is increased to 100 feet per level.
Shatterpoint: A jedi may concentrate on the weaknesses of a single creature or object, seeing the weaknesses on them. While attacking a creature who has been affected by this ability, a jedi's critical multiplier is doubled. When attacking items the jedi may treat the item's hardness as 1 less per jedi level, and deal double damage to the item. This stacks with feats such as improved critical. Once a jedi has seen the weak points they gain the benefits of this effect for 1 minute per jedi level against that target.
Transfer: A jedi takes a stance that causes them to become connected to their enemy. Whenever activating this ability a jedi may choose one enemy withing medium range. As long as the jedi spends a standard or move action to maintain this ability, whenever the jedi would take damage, the target must make a fortitude save or take the damage instead. This does not provoke an attack of opportunity but whenever a jedi takes damage they must succeed at a will save DC= the damage taken to continue using this ability. Once this ability has ended it cannot be used for 1d4 rounds.
Favored Class Bonuses are not finalized and require more races to be added