Jedi, Variant (3.5e Class)

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Making a Jedi Knight[edit]

The Jedi Knights are very similar to paladins and somewhat similar to monks. They cannot wear armor like monks but rather train their agile bodies in the ways of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities.

Abilities: A Jedi knight depends on Wisdom for AC and for Force abilities and the three physical attributes–-Strength, Dexterity and Constitution--for the usual reasons.

Races: Any race can become a Jedi. Contrary to popular belief, even the savage races may find a home with the Jedi Order.

Alignment: Jedi may not be evil or chaotic.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Table: The Jedi Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Lightsaber, Weapon Finesse, Jedi Mage Hand, Force Block
2nd +2 +0 +3 +3 Forceful Grace
3rd +3 +1 +3 +3 Jedi Mind Trick
4th +4 +1 +4 +4 Jedi Evasion, Uncanny Dodge
5th +5 +1 +4 +4 Force Blast
6th +6/+1 +2 +5 +5 Jedi Reflexes
7th +7/+2 +2 +5 +5 Throw Lightsaber
8th +8/+3 +2 +6 +6 Jedi Acrobatics
9th +9/+4 +3 +6 +6 Telekinesis
10th +10/+5 +3 +7 +7 Improved Jedi Evasion, Improved Uncanny Dodge
11th +11/+6/+1 +3 +7 +7 Jedi Meditation, Padawan Training
12th +12/+7/+2 +4 +8 +8 Improved Jedi Reflexes
13th +13/+8/+3 +4 +8 +8 Wholeness of Body
14th +14/+9/+4 +4 +9 +9 Improved Throw Lightsaber
15th +15/+10/+5 +5 +9 +9 Jedi Mind Clarity, Improved Force Blast
16th +16/+11/+6/+1 +5 +10 +10 Force Field
17th +17/+12/+7/+2 +5 +10 +10 Improved Telekinesis
18th +18/+13/+8/+3 +6 +11 +11 Greater Improved Jedi Reflexes
19th +19/+14/+9/+4 +6 +11 +11 Jedi Master
20th +20/+15/+10/+5 +6 +12 +12 One with the Force, Force Lightning/Energy Absorb (4/day)

Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Concentrate, Diplomacy, Escape Artist, Heal, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble.

Class Features[edit]

All of the following are class features of the Jedi Knight.

'Weapon and Armor Proficiency: Jedi knights are proficient with all simple weapons and their lightsaber (see below). However, they are not proficient with shields or armor of any kind.

Lightsaber: At 1st level, a Jedi Knight gains a lightsaber as his weapon. A Jedi can choose for his lightsaber to be either a bastard sword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 excpet against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Jedi can choose whatever design for a hilt and whatever color of a lightsaber he wishes.

Force Block At 1st level, if a Jedi concentrates (DC 10 + rounds concentrating + any damage taken), he can block any airborne object coming his way. A Jedi can block 10 pounds of matter per Jedi level. This ability can affect objects in a 30 foot radius from the Jedi. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 Jedi level + WIS mod).

Weapon Finesse (Su): A 1st level Jedi receives the Weapon Finesse feat with respect to his lightsaber. The Jedi Sentinel may use his Dexterity modifier instead of his Strength modifier as the bonus to his melee attacks when using his Lightsaber.

Jedi Mage Hand Starting at 1st level, a Jedi knight gains the ability to use Mage Hand once per Jedi Level + Wisdom modifier per day. They may use this to call their lightsaber, regardless of it's usual weight restrictions.

Forceful Grace (Ex): At 2nd level, a Jedi knight gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves and his AC. Forceful Grace does not apply if the user is immobile.

Jedi Mind Trick (Su): At 3rd level, once per day per point of Wis bonus, a Jedi knight is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, however Jedi are forbidden to use it for personal gain. Every time it is used for personal gain and not in the name of the Jedi Order, a Jedi gains one point of "Sith Taint". The save to resist a Jedi mind trick is 10 + 1/2 Jedi Knight level + Wisdom modifier.

Jedi Evasion (Ex) At 4th level, a Jedi gains the use of the Evasion ability.

Uncanny Dodge (Ex)At 4th level, a Jedi gains the use of the Uncanny Dodge ability.

Force Blast: At 5th level, a Jedi can launch a 30 foot cone of energy out from their palm, inflicting damage and moving objects in it's path. It deals 1d6 damage per 2 Jedi levels to all characters caught in the blast. If anyone does not succeed a reflex save (10+ 1/2 Jedi Level + Wisdom modifier) they are knocked prone. A Jedi can use this ability once every 1d4 round.

Jedi Reflexes At 6th level, a Jedi knight is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge."

Throw Lightsaber: At 7th level, a Jedi knight as a full-round action may throw his lightsaber 10ft + 10ft per 2 Wis bonus modifiers. The lightsaber is treated as having the "Returning" special ability.

Jedi Acrobatics (Ex): At 8th level, a Jedi knight no longer requires a running start to perform a Jump skill check without penalty.

Telekinesis (Sp): At 9th level, a Jedi gains the use of the spell telekinesis as a spell-like ability once every Jedi level per day.

Improved Evasion (Ex) at 10th level, a Jedi gains the use of the Improved Evasion ability.

Improved Uncanny Dodge (Ex) At 10th level, a Jedi gains the use of the Improved Uncanny Dodge ability, as the barbarian.

Padawan Training: At 11th level, the Jedi Knight gains the Leadership feat. However, the Jedi Knight's cohort is another Jedi Knight, and he does not gain followers, unless he takes the leadership feat again. The cohort acts as a student to the Jedi Knight's mentor.

Jedi Meditation: At 11th level, a Jedi gains the ability to meditate during a battle. This meditation sends out waves of positive energy to allies, and negative energy to enemies. Affected area is a 20ft radius from the Jedi. This is a standard action with effects lasting until the beginning of the Jedi's next turn. Allies get a +2 morale bonus to attacks, damage, armor class, and saves. Enemies with a hit dice lower than the Jedi's must run away. Enemies with equal or greater hit dice than the Jedi's get a -2 to attacks, damage, armor class, and saves. The save DC(Will based) is 10+1/2 the Jedi's level+his Wisdom modifier.

Improved Jedi Reflexes At 12th level, a Jedi knight is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Wholeness of Body At 13th level, a Jedi can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Jedi level each day, and he can spread this healing out among several uses.

Improved Throw Lightsaber At 14th level, a Jedi knight can now throw his lightsaber as a standard action instead of a full-round action.

Jedi Mind Clarity At 15th level, a Jedi mind is so pure that he becomes immune to mind affecting spells.

Improved Force Blast At 15th level, Force Blast becomes a cone 60 feet long and inflicts damage of 1d8 per 2 Jedi levels to all characters caught in the blast. All saves and other effects remain the same as before.

Force Field At 16th level, a Jedi knight gains spell resistance equal to 10 + 1/2 Jedi level + wisdom modifier.

Improved Telekenesis At 17th level, the Jedi knight may now manipulate double the amount of weight that can normally be manipulated.

Greater Improved Jedi Reflexes At 18th level, a Jedi knight is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Jedi Master (Su): When Jedi knights reach level 19, they attain the status of Jedi Master, which confers the ability to have the spell Freedom of Movement perpetually on.

Force Absobtion At 20th level, a Jedi gain the ability to absorb all lightning-type damage that targets him. He must not be flat-footed against the attacker. He may ignore his own spell resistance for the purpose of absorbing this energy. There need not be any save, since no damage is given. The spell can then be cast back immediately, at the same caster level as the original caster. This can be done 4 times per day.

One With the Force (Su): Upon reaching 20th level, a Jedi has grown so close to the Force that they can listen to it more clearly than other Jedi. A Jedi gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will.

Making a Sith Apprentice[edit]

The Sith Apprentice are very similar Jedi but have turned to the dark side. They can wear Heavy armor unlike Jedi and train their tough bodies in the ways of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities.

Abilities: A Sith Apprentice depends on Strenth for Force abilities unlike the jedi that requires Wisdom.

Races: Any race can become a Sith. In most cases Sith will attempt to trick a race before enslaving it, because it is easier to do so.

Alignment: Sith must be evil.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Table: The Sith Apprentice

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Lightsaber, Weapon Focus, Sith Mage Hand, Force Block
2nd +2 +3 +3 +0 Force Strenth
3rd +3 +3 +3 +1 Jedi Mind Trick
4th +4 +4 +4 +1 Jedi Evasion, Uncanny Dodge
5th +5 +4 +4 +1 Force Blast
6th +6/+1 +5 +5 +2 Jedi Reflexes
7th +7/+2 +5 +5 +2 Throw Lightsaber
8th +8/+3 +6 +6 +2 Jedi Acrobatics
9th +9/+4 +6 +6 +3 Telekinesis
10th +10/+5 +7 +7 +3 Improved Jedi Evasion, Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3 Force Choke, Dark Command
12th +12/+7/+2 +8 +8 +4 Improved Jedi Reflexes
13th +13/+8/+3 +8 +8 +4 Wholeness of Body
14th +14/+9/+4 +9 +9 +4 Improved Throw Lightsaber
15th +15/+10/+5 +9 +9 +5 Sith Mind Poison, Improved Force Blast
16th +16/+11/+6/+1 +10 +10 +5 Force Field
17th +17/+12/+7/+2 +10 +10 +5 Improved Telekinesis
18th +18/+13/+8/+3 +11 +11 +6 Greater Improved Jedi Reflexes
19th +19/+14/+9/+4 +11 +11 +6 Sith Lord
20th +20/+15/+10/+5 +12 +12 +6 One with the Force, Force Lightning/Energy Absorb (4/day)

Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Concentrate, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble.

Class Features[edit]

All of the following are class features of the Sith Apprentice.

'Weapon and Armor Proficiency: Sith are proficient with all simple weapons and their lightsaber (see below). However, they are not proficient with shields but are proficient with all armor.

Lightsaber: At 1st level, a Sith Apprentice gains a lightsaber as his weapon. A Sith can choose for his lightsaber to be either a bastard sword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 except against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a lightsaber he wishes but prefer red.

Force Block At 1st level, if a Sith concentrates (DC 10 + rounds concentrating + any damage taken), he can block any airborne object coming his way. A Sith can block 10 pounds of matter per Sith level. This ability can affect objects in a 30 foot radius from the Sith. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 Sith level + STR mod).

Weapon Focus (Su): A 1st level Sith receives the Weapon Focus feat with respect to his lightsaber. The Sith Apprentice has a +1 bonus on all Attacks with its lightsaber.

Sith Mage Hand Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Strenth modifier per day. They may use this to call their lightsaber, regardless of it's usual weight restrictions.

Force Strenth (Ex): At 2nd level, a Sith Apprentice gains an insight bonus equal to his Strenth modifier on all Disguise, Intimidate, Sleight of Hand checks as well as Fortitiude saves and his AC.

Jedi Mind Trick (Su): At 3rd level, once per day per point of Str bonus, a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, Unlike Jedi, Sith can use this for personal gain.

Sith Evasion (Ex) At 4th level, a Sith gains the use of the Evasion ability.

Uncanny Dodge (Ex)At 4th level, a Sith gains the use of the Uncanny Dodge ability.

Force Blast: At 5th level, a Sith can launch a 30 foot cone of energy out from their palm, inflicting damage and moving objects in it's path. It deals 1d6 damage per 2 Jedi levels to all characters caught in its blast. If anyone does not succeed a reflex save (10+ 1/2 Sith Level + Strenth modifier) they are knocked prone. A Sith can use this ability once every 1d4 rounds.

Jedi Reflexes At 6th level, a Sith is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge."

Throw Lightsaber: At 7th level, a Sith as a full-round action may throw his lightsaber 10ft + 10ft per 2 Wis bonus modifiers. The lightsaber is treated as having the "Returning" special ability.

Jedi Acrobatics (Ex): At 8th level, a Sith no longer requires a running start to perform a Jump skill check without penalty.

Telekinesis (Sp): At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once every Sith level per day.

Improved Evasion (Ex) at 10th level, a Sith gains the use of the Improved Evasion ability.

Improved Uncanny Dodge (Ex) At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as the barbarian.

Dark Command: At 11th level, the Sith gains the Leadership feat. The Sith can now Gain An Apprentice that can provide help to the Sith if needed

Force Choke: At 11th level, a Sith gains the ability to use Force Choke. This Attack Deals 2d8+STR mod. This is a ranged touch attack, effective up to 20 feet. This can be combined with a telekinetic push of 5 feet in any direction (normal Telekinesis restrictions apply).

Improved Sith Reflexes At 12th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Wholeness of Body At 13th level, a Sith can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Jedi level each day, and he can spread this healing out among several uses.

Improved Throw Lightsaber At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Blast At 15th level, Force Blast now launches a cone 60 feet long and does damage of 1d8 per 2 Sith levels to all characters caught in the blast. Saves and other effects are the same as before.

Sith Mind poison At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy. This Spell Acts like the Command Undead Spell but works on all Races

Force Field At 16th level, a Sith gains spell resistance equal to 10 + 1/2 Jedi level + Strenth modifier.

Improved Telekenesis At 17th level, the Sith may now manipulate double the amount of weight that can normally be manipulated.

Greater Improved Sith Reflexes At 18th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Sith Lord (Su): When Sith Apprentices reach level 19, they attain the status of Sith Lord, which confers the ability to have the spell Freedom of Movement perpetually on.

Force Lightning At 20th level, a Sith gains the force lightning ability. Sith gain the ability to cast lightning bolt as a spell-like ability once every 1d4 rounds. The DC for a saving throw against a Sith’s lightning bolt is 10 + the Sith’s Strenth modifier+ half of the Sith's level. This can be done 4 times per day.

One With the Force (Su): Upon reaching 20th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will

Playing a Jedi Alterinive[edit]

Jedi Alternitives should act like you would prescribe them as. Jedi should be helpful and are natural born leaders, while sith should be greedy and have a lust for power.

Religion: Jedi Alternitives should worshop the force.

Other Classes: Martial classes are amazed at the skill and finesse wielded by a Force Weilder, while arcane casters are academically curious at best and jealous at worst. Druids and Jedi knights get along well, because they both have a respect for the natural order of the world. Rogues are ambivalent to Jedi knights. Clerics and paladins distrust Force Weilders--even though they're on the same side--due to their powers being divine in nature, yet not tied to a deity; to them Jedi are an anathema. The sith try to ear trust of all classes


Combat: Dancing in and out of combat, Jedi knights can surprise a combatant with a sudden burst of telekinetic power. But Brute force is the stradegy sith use with fighting trying to find the best way to kill him

Advancement: Jedi knights usually stay Jedi knights, but some may take levels in monk, so long as they follow the code of the Jedi Order. Sith usually stay sith, and can take levels in anything that they think will grant them more power.

Force Wielders in the World[edit]

Most Force Wielders fit in well amongst the people, because no one knows what they truly are. Upon learning what they are, confusion sets in. Common questions are "Are you a paladin?" or "Where's your monastery located, stranger?", simply due to the unfamilar nature of a Force Weilder abilities. Those who do know of Force Weilders are usually scholars or heard it from a scholar

Daily Life: Jedi: Meditation and training, if not on a quest to root out the Sith, defend the weak or uphold justice. Sith: Little meditation, usually on a quest for power

Organizations: The Jedi Order, The Sith, any other group can be established

NPC Reactions: Almost all NPCs treat Jedi as they hope to be treated when on mission: just another normal Joe going about his business from point A to point B. Those who know of the Jedi Order treat their members with the utmost respect. Sith are usually unknown so are unnoticed but those who do now them generally stay far way from them.

Jedi knight Lore[edit]

Characters with ranks in some appropriate skill can research Jedi knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana, history or religion)
DC Result
20 Jedi knights are unarmored fighters who move like the wind using special powers.
25 Jedi knights believe in an energy that permeates all life in the universe, simply called the Force.
30 The Jedi Order stands for the good or light side of the Force. The Jedi stand in opposition to the Sith, purveyors of the dark side of the Force. The battles between them have forced the realms into conflict more than once.
(Note: the researcher knows how many wars by name that Jedi have been involved per the number the Knowledge check exceeds the DC. Ex.: a Knowledge check of 33 will reveal three wars involving members of the Jedi Order.)
45 The Jedi believe that one day there will be a being who will bring balance to the Force, called the Chosen One.

Sith Lore[edit]

Characters with ranks in some appropriate skill can research Sith to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana, history or religion)
DC Result
20 An evil warriors that move fast and use special powers.
25 Sith believe in an energy that permeates all life in the universe, simply called the Force.
30 The Sith want crave power and will do anything to get it. there sworn enemy is the Jedi, Warriors of equall power that fight for the "Light Side". When a sith kills a jedi he will keep his lightsaber as a trophy
45 The Sith plan to enslave all races and use them tto kill the Jedi

Force Weilder in the Game[edit]

Adaptation: Making a forceblade, beam sabre or laser blade a martial weapon for a Force Weilder would complete the feel. Of course, you'd have to make such weapons part of your campaign world and not just a one-off for your pet NPC or PC. Then you'd have to include cortosis weave metal and such adaptation becomes far more complicated. It's best to stick to standard D&D weapons, because it keeps the game from breaking. The closest thing D&D has to a lightsaber would be a brilliant energy longsword--a +5 weapon enhancement(bling bling!)--and it doesn't work on undead or constructs, so lightsabers are straight-up Nerfed.

Sample Encounter: The Grand Tyrant's stormtroopers rolled up in the Jedi temple lookin' to drink beer and kill Jedi knights. They're all out of Yuengling, so it's time to stomp some younglings! And what's with the goblin and the teenager in the corner?

EL variable: The goblin mentioned above is Jedi Grand Master Yoda (LG old male goblin Jedi knight 20). He has held this particular padawan--Jet Zookasa--safe from the Grand Tyrant's decree that all Jedi should be put to death. Master Yoda hopes to make the defeat of these defilers a test for the young padawan learner.



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