LordErebus12
2013-01-21, 02:06 AM
Jedi Guardian
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Force Sensitive.
Skills: Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake you as a padawan. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Guardians have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Charisma is good for social interactions, negotiations and certain force powers. Strength and Dexterity are good for Offense and Defense, respectively. Constitution is Great for endurance and survival in combat. Intelligence is less required...
Alignment: Any. Typically Any Lawful
Hit Die: d10.
Class Skills
The Jedi Guardian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (The Force) (Int)*, Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). (* new skill described below)
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=10}Table: Jedi Guardian Class
Level| BAB | Fort| Ref |Will| Special Abilities| Leap Distance| Damage Reduction| Force Level| Force Power Pool
1st |+1 |+2 |+2 |+0 | Force Leap, Way of the Lightsaber |10 ft. |1/--- |1st | 5
2nd |+2 |+3 |+3 |+1 | First Style Form |10 ft. |1/--- |1st | 5
3rd |+3 |+3 |+3 |+1 | Skirmish +1d6, +1 AC |20 ft. |2/--- |1st | 10
4th |+4 |+4 |+4 |+1 | Bonus Combat Feat |20 ft. |2/--- |1st | 10
5th |+5 |+4 |+4 |+2 | Skirmish +2d6, +2 AC |30 ft. |3/--- |2nd | 15
6th |+6/+1 |+5 |+5 |+2 | Second Style Form |30 ft. |3/--- |2nd | 15
7th |+7/+2 |+5 |+5 |+2 | Skirmish +3d6, +3 AC |40 ft. |4/--- |2nd | 20
8th |+8/+3 |+6 |+6 |+3 | Bonus Combat Feat |40 ft. |4/--- |2nd | 20
9th |+9/+4 |+6 |+6 |+3 | Skirmish +4d6, +4 AC |50 ft. |5/--- |3rd | 25
10th |+10/+5 |+7 |+7 |+3 | Third Style Form |50 ft. |5/--- |3rd | 25
[/table]
Class Features
All of the following are class features of the Jedi Guardian.
Weapon and Armor Proficiency:
Jedi Guardians are proficient with simple and martial weapons, plus with Lightsabers, Double Lightsabers and Lightwhips.
Jedi Guardians are proficient with light armor, but not with shields. Wearing medium, heavy armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Force Leap (Ex):
A Jedi Guardian can leap forward with intense power, closing the combat distance quickly and possibly dealing extra damage. Whenever a Jedi Guardian leaps forward out to his chosen distance, without rolling a jump check to designate the distance, attempting an attack that is considered a charge attempt.
1st - Way of the Lightsaber (Ex):
A Jedi Guardian's mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
3rd - Skirmish (Ex):
A Jedi Guardian relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet or such as when preforming a Force Leap. The extra damage applies only to attacks taken during the Jedi Guardian’s turn. This extra damage increases by 1d6 for every other level gained above 3rd (2d6 at 5th, 3d6 at 7th, and 4d6 at 9th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Jedi Guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Jedi Guardians can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a Jedi Guardian gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Jedi Guardian has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every other level gained above 3rd (+2 at 5th, +3 at 7th, and +4 at 9th level). A Jedi Guardian loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
==================================================
==================================================
==================================================
Jedi Sentinel
ENTRY REQUIREMENTS
Feats: Force Sensitive.
Skills: Bluff 8 ranks or Diplomacy 8 ranks, Hide 8 ranks or Move Silently 8 ranks, Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake you as a padawan. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Sentinels have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Charisma is good for social interactions, negotiations and certain force powers. Strength and Dexterity are good for Offense and Defense, respectively. Constitution is Great for endurance and survival in combat. Intelligence is a bonus, but with their high skill point average, less required...
Alignment: Any. Typically Any Lawful
Hit Die: d8.
Class Skills
The Jedi Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (The Force) (Int)*, Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). (* new skill described below)
Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.
{table=head]{colsp=8}Table: Jedi Sentinel Class
Level| BAB | Fort| Ref |Will| Special Abilities| Force Level| Force Power Pool
1st |+0 |+0 |+2 |+2 | Way of the Lightsaber |1st | 5
2nd |+1 |+0 |+3 |+3 | First Style Form |1st | 10
3rd |+2 |+1 |+3 |+3 | Sneak Attack +1d6 |2nd | 15
4th |+3 |+1 |+4 |+4 | Stealth Adept |2nd | 20
5th |+3 |+1 |+4 |+4 | Sneak Attack +2d6 |3rd | 25
6th |+4 |+2 |+5 |+5 | Second Style Form |3rd | 30
7th |+5 |+2 |+5 |+5 | Sneak Attack +3d6 |4th | 35
8th |+6/+1 |+3 |+6 |+6 | Evasion, Uncanny Dodge |4th | 40
9th |+6/+1 |+3 |+6 |+6 | Sneak Attack +4d6 |5th | 45
10th |+7/+2 |+3 |+7 |+7 | Force Stealth |5th | 50
[/table]
Class Features
All of the following are class features of the Jedi Sentinel.
Weapon and Armor Proficiency:
Jedi Sentinels are proficient with simple and martial weapons, plus with Lightsabers and Double Lightsabers.
Jedi Sentinels are proficient with no armor and no shields. Wearing armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Way of the Lightsaber (Ex):
A Jedi Sentinel mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
4th - Stealth Adept (Ex):
Jedi Sentinels are incredibly aware of their movements when attempting to remain undiscovered, the Jedi Sentinel adds one half their Jedi Sentinel levels to their hide and move silently skill checks.
8th - Evasion (Ex):
At 8th level, a Jedi Sentinel can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Jedi Sentinel is wearing no armor. A helpless Jedi Sentinel does not gain the benefit of evasion.
8th - Uncanny Dodge (Ex):
Starting at 8th level, a Jedi Sentinel can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Jedi Sentinel already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
10th - Force Stealth (Su):
Starting at 10th level, a Jedi Sentinel can use the force itself to distort their appearance, giving the appearance as if they were wearing active camouflage. Treat this as being under the Invisibility spell for all purposes, gaining a large bonus to hide (+40 if stationary, +20 if moving) and total concealment. A Jedi Sentinel can activate this ability a number of times per day equal to their Jedi Sentinel levels + their Wisdom Modifier. Activating this ability is a move action that provokes no attack of opportunity.
==================================================
==================================================
==================================================
Jedi Counselor
ENTRY REQUIREMENTS
Feats: Force Sensitive.
Skills: Diplomacy 8 ranks, Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake your training. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Counselors have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Intelligence is important for their abilities and skills. Charisma is good for social interactions, negotiations and certain force powers. Dexterity is good for Defense. Constitution and Strength are often less important.
Alignment: Any. Typically Any Lawful
Hit Die: d6.
Class Skills
The Jedi Counselor's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]{colsp=8}Table: Jedi Counselor Class
Level| BAB | Fort| Ref |Will| Special Abilities| Force Level| Force Power Pool
1st |+0 |+0 |+0 |+2 | Way of the Lightsaber |1st | 10
2nd |+1 |+0 |+0 |+3 | Style Form |2nd | 20
3rd |+1 |+1 |+1 |+3 | Battle Meditation +2 |3rd | 30
4th |+2 |+1 |+1 |+4 | Inner Power (Empower) |3rd | 40
5th |+2 |+1 |+1 |+4 | Force Adept |4th | 50
6th |+3 |+2 |+2 |+5 | Battle Meditation +4 |5th | 60
7th |+3 |+2 |+2 |+5 | Inner Power (Enlarge) |6th | 70
8th |+4 |+3 |+3 |+6 | Force Mastery |6th | 80
9th |+4 |+3 |+3 |+6 | Battle Meditation +6 |5th | 90
10th |+5 |+3 |+3 |+7 | Inner Power (Sudden) |7th | 100
[/table]
Class Features
All of the following are class features of the Jedi Counselor.
Weapon and Armor Proficiency:
Jedi Counselors are proficient with simple and martial weapons, plus with Lightsabers.
Jedi Counselors are proficient with no armor and no shields. Wearing armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Way of the Lightsaber (Ex):
A Jedi Counselor's mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
3rd - Battle Meditation (Su): (debating whether or not this needs a concentration check, or whether incoming attacks break the trance)
As a standard action, a Jedi Counselor can kneel or sit, meditating to calm themselves into a trance. The following round, they can activate an aura of influence upon both enemies and allies within 60 ft.
The bonus received by allies is a moral bonus to all attacks, damage, and saves while in combat; while the enemies receive a morale penalty to those same three checks, for as long as the Jedi Counselor remains prone and takes no other actions plus an additional three rounds after the Jedi Counselor ends the effect.
At 3rd level the bonus is +2, which then increases to +4 at 6th level and finally to +6 at 9th level.
4th - Inner Power (Ex):
Akin to metamagic feats, this ability allows the Jedi Counselor to modify his force powers in different ways; empowering damage dealing force powers, enlarging the effect radius, or allowing a quickened force power. This ability requires a Concentration check of DC 12 + Force power level to decide whether or not the effect manifests correctly. However, this fuction can only be used a number of times each day equal to the Jedi Counselor's wisdom modifier.
5th - Force Adept (Ex):
The Jedi Counselor holds deeper reservoirs of power to draw upon to improve his force powers and has the mental acuity to know how to best use it. Add his Intelligence modifier on all numeral rolls on force powers dealing in life gain/damage, such as Force Heal or Force Lightning.
8th - Force Mastery (Ex):
The Jedi Counselor's mastery over his force powers increases again. Add his Jedi Counselor levels, in addition to his Intelligence modifier on all numeral rolls on force powers dealing in life gain/damage, such as Force Heal or Force Lightning.
ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Force Sensitive.
Skills: Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake you as a padawan. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Guardians have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Charisma is good for social interactions, negotiations and certain force powers. Strength and Dexterity are good for Offense and Defense, respectively. Constitution is Great for endurance and survival in combat. Intelligence is less required...
Alignment: Any. Typically Any Lawful
Hit Die: d10.
Class Skills
The Jedi Guardian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (The Force) (Int)*, Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). (* new skill described below)
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]{colsp=10}Table: Jedi Guardian Class
Level| BAB | Fort| Ref |Will| Special Abilities| Leap Distance| Damage Reduction| Force Level| Force Power Pool
1st |+1 |+2 |+2 |+0 | Force Leap, Way of the Lightsaber |10 ft. |1/--- |1st | 5
2nd |+2 |+3 |+3 |+1 | First Style Form |10 ft. |1/--- |1st | 5
3rd |+3 |+3 |+3 |+1 | Skirmish +1d6, +1 AC |20 ft. |2/--- |1st | 10
4th |+4 |+4 |+4 |+1 | Bonus Combat Feat |20 ft. |2/--- |1st | 10
5th |+5 |+4 |+4 |+2 | Skirmish +2d6, +2 AC |30 ft. |3/--- |2nd | 15
6th |+6/+1 |+5 |+5 |+2 | Second Style Form |30 ft. |3/--- |2nd | 15
7th |+7/+2 |+5 |+5 |+2 | Skirmish +3d6, +3 AC |40 ft. |4/--- |2nd | 20
8th |+8/+3 |+6 |+6 |+3 | Bonus Combat Feat |40 ft. |4/--- |2nd | 20
9th |+9/+4 |+6 |+6 |+3 | Skirmish +4d6, +4 AC |50 ft. |5/--- |3rd | 25
10th |+10/+5 |+7 |+7 |+3 | Third Style Form |50 ft. |5/--- |3rd | 25
[/table]
Class Features
All of the following are class features of the Jedi Guardian.
Weapon and Armor Proficiency:
Jedi Guardians are proficient with simple and martial weapons, plus with Lightsabers, Double Lightsabers and Lightwhips.
Jedi Guardians are proficient with light armor, but not with shields. Wearing medium, heavy armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Force Leap (Ex):
A Jedi Guardian can leap forward with intense power, closing the combat distance quickly and possibly dealing extra damage. Whenever a Jedi Guardian leaps forward out to his chosen distance, without rolling a jump check to designate the distance, attempting an attack that is considered a charge attempt.
1st - Way of the Lightsaber (Ex):
A Jedi Guardian's mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
3rd - Skirmish (Ex):
A Jedi Guardian relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet or such as when preforming a Force Leap. The extra damage applies only to attacks taken during the Jedi Guardian’s turn. This extra damage increases by 1d6 for every other level gained above 3rd (2d6 at 5th, 3d6 at 7th, and 4d6 at 9th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Jedi Guardian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Jedi Guardians can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a Jedi Guardian gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Jedi Guardian has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every other level gained above 3rd (+2 at 5th, +3 at 7th, and +4 at 9th level). A Jedi Guardian loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
==================================================
==================================================
==================================================
Jedi Sentinel
ENTRY REQUIREMENTS
Feats: Force Sensitive.
Skills: Bluff 8 ranks or Diplomacy 8 ranks, Hide 8 ranks or Move Silently 8 ranks, Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake you as a padawan. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Sentinels have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Charisma is good for social interactions, negotiations and certain force powers. Strength and Dexterity are good for Offense and Defense, respectively. Constitution is Great for endurance and survival in combat. Intelligence is a bonus, but with their high skill point average, less required...
Alignment: Any. Typically Any Lawful
Hit Die: d8.
Class Skills
The Jedi Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (The Force) (Int)*, Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). (* new skill described below)
Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.
{table=head]{colsp=8}Table: Jedi Sentinel Class
Level| BAB | Fort| Ref |Will| Special Abilities| Force Level| Force Power Pool
1st |+0 |+0 |+2 |+2 | Way of the Lightsaber |1st | 5
2nd |+1 |+0 |+3 |+3 | First Style Form |1st | 10
3rd |+2 |+1 |+3 |+3 | Sneak Attack +1d6 |2nd | 15
4th |+3 |+1 |+4 |+4 | Stealth Adept |2nd | 20
5th |+3 |+1 |+4 |+4 | Sneak Attack +2d6 |3rd | 25
6th |+4 |+2 |+5 |+5 | Second Style Form |3rd | 30
7th |+5 |+2 |+5 |+5 | Sneak Attack +3d6 |4th | 35
8th |+6/+1 |+3 |+6 |+6 | Evasion, Uncanny Dodge |4th | 40
9th |+6/+1 |+3 |+6 |+6 | Sneak Attack +4d6 |5th | 45
10th |+7/+2 |+3 |+7 |+7 | Force Stealth |5th | 50
[/table]
Class Features
All of the following are class features of the Jedi Sentinel.
Weapon and Armor Proficiency:
Jedi Sentinels are proficient with simple and martial weapons, plus with Lightsabers and Double Lightsabers.
Jedi Sentinels are proficient with no armor and no shields. Wearing armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Way of the Lightsaber (Ex):
A Jedi Sentinel mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
4th - Stealth Adept (Ex):
Jedi Sentinels are incredibly aware of their movements when attempting to remain undiscovered, the Jedi Sentinel adds one half their Jedi Sentinel levels to their hide and move silently skill checks.
8th - Evasion (Ex):
At 8th level, a Jedi Sentinel can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Jedi Sentinel is wearing no armor. A helpless Jedi Sentinel does not gain the benefit of evasion.
8th - Uncanny Dodge (Ex):
Starting at 8th level, a Jedi Sentinel can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Jedi Sentinel already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
10th - Force Stealth (Su):
Starting at 10th level, a Jedi Sentinel can use the force itself to distort their appearance, giving the appearance as if they were wearing active camouflage. Treat this as being under the Invisibility spell for all purposes, gaining a large bonus to hide (+40 if stationary, +20 if moving) and total concealment. A Jedi Sentinel can activate this ability a number of times per day equal to their Jedi Sentinel levels + their Wisdom Modifier. Activating this ability is a move action that provokes no attack of opportunity.
==================================================
==================================================
==================================================
Jedi Counselor
ENTRY REQUIREMENTS
Feats: Force Sensitive.
Skills: Diplomacy 8 ranks, Knowledge (The Force) 4 ranks.
Special: Must go before the Jedi Council with a Jedi Knight willing to undertake your training. Typically the applicant must undertake three trials given by the Jedi Council; each measuring your determination, reasoning skills, and bravery. These trials are often completely different, based on the applicant more than any set regimen.
GAME RULE INFORMATION
Jedi Counselors have the following game statistics.
Abilities: Wisdom holds importance for their skills, certain force powers and several class abilities. Intelligence is important for their abilities and skills. Charisma is good for social interactions, negotiations and certain force powers. Dexterity is good for Defense. Constitution and Strength are often less important.
Alignment: Any. Typically Any Lawful
Hit Die: d6.
Class Skills
The Jedi Counselor's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Lightsaber; typically) (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
{table=head]{colsp=8}Table: Jedi Counselor Class
Level| BAB | Fort| Ref |Will| Special Abilities| Force Level| Force Power Pool
1st |+0 |+0 |+0 |+2 | Way of the Lightsaber |1st | 10
2nd |+1 |+0 |+0 |+3 | Style Form |2nd | 20
3rd |+1 |+1 |+1 |+3 | Battle Meditation +2 |3rd | 30
4th |+2 |+1 |+1 |+4 | Inner Power (Empower) |3rd | 40
5th |+2 |+1 |+1 |+4 | Force Adept |4th | 50
6th |+3 |+2 |+2 |+5 | Battle Meditation +4 |5th | 60
7th |+3 |+2 |+2 |+5 | Inner Power (Enlarge) |6th | 70
8th |+4 |+3 |+3 |+6 | Force Mastery |6th | 80
9th |+4 |+3 |+3 |+6 | Battle Meditation +6 |5th | 90
10th |+5 |+3 |+3 |+7 | Inner Power (Sudden) |7th | 100
[/table]
Class Features
All of the following are class features of the Jedi Counselor.
Weapon and Armor Proficiency:
Jedi Counselors are proficient with simple and martial weapons, plus with Lightsabers.
Jedi Counselors are proficient with no armor and no shields. Wearing armor or when wielding a shield causes you to lose the ability to use most combat-based or movement-based force powers.
1st - Way of the Lightsaber (Ex):
A Jedi Counselor's mental focus and skill in predicting the movements of foes makes them capable of using their Wisdom modifier instead of their strength modifiers for melee attack rolls or their dexterity for attack rolls made with thrown Lightsabers.
2nd - Style Forms (Ex): not finished, only laid out roughly.
3rd - Battle Meditation (Su): (debating whether or not this needs a concentration check, or whether incoming attacks break the trance)
As a standard action, a Jedi Counselor can kneel or sit, meditating to calm themselves into a trance. The following round, they can activate an aura of influence upon both enemies and allies within 60 ft.
The bonus received by allies is a moral bonus to all attacks, damage, and saves while in combat; while the enemies receive a morale penalty to those same three checks, for as long as the Jedi Counselor remains prone and takes no other actions plus an additional three rounds after the Jedi Counselor ends the effect.
At 3rd level the bonus is +2, which then increases to +4 at 6th level and finally to +6 at 9th level.
4th - Inner Power (Ex):
Akin to metamagic feats, this ability allows the Jedi Counselor to modify his force powers in different ways; empowering damage dealing force powers, enlarging the effect radius, or allowing a quickened force power. This ability requires a Concentration check of DC 12 + Force power level to decide whether or not the effect manifests correctly. However, this fuction can only be used a number of times each day equal to the Jedi Counselor's wisdom modifier.
5th - Force Adept (Ex):
The Jedi Counselor holds deeper reservoirs of power to draw upon to improve his force powers and has the mental acuity to know how to best use it. Add his Intelligence modifier on all numeral rolls on force powers dealing in life gain/damage, such as Force Heal or Force Lightning.
8th - Force Mastery (Ex):
The Jedi Counselor's mastery over his force powers increases again. Add his Jedi Counselor levels, in addition to his Intelligence modifier on all numeral rolls on force powers dealing in life gain/damage, such as Force Heal or Force Lightning.