Jedi Consular

Jedi Consular

Class Skills: Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language* (none), Sense Motive (Wis), Speak Language* (none), and Treat Injury (Wis)
Skill Ranks per Level: 6+ Intelligence modifier, Vitality Dice: 1d8, Starting Credits: 1d4 x250
Starting Feats: Exotic Weapon Proficiency (Lightsabers), Force Sensitive, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Simple Weapons)
Bonus Feats: Alertness, Aware, Cautious, Compassion, Combat Expertise, Fame, Persuasive, Sharp-Eyed, Trustworthy
Other Special Abilities:
-Force Training-gain one of the following Force Feats: Alter, Control, Sense
-Deflect (Defense)-may expend a minor action to gain the defensive bonus listed for the entire round, need a lightsaber to use
-Deflect (Attack)-may expend their move action for their next turn to deflect all shots that miss them by less than 5 and redirect the shot at a target within 1 range increment of them by making an attack roll with the appropriate modifiers. Can only deflect a number of shots equal to their Jedi level divided by two, rounded up, per round, need a lightsaber to use
-Deflect (Extend Attack and Defense)-extends the range of your Deflect (Attack) and Deflect (Defense) to all allies within 2m of your position, need a lightsaber to use
-Block-don’t need to be carrying a lightsaber to use Deflect (Defense)
-Jedi Knight-gain one of the following Feats: Burst of Speed, Knight Speed, Dissipate Energy, Lightsaber Defense, Knight Defense, Force Mastery, Force Mind, Knight Mind, Weapon Focus (lightsaber)
-Increase Lightsaber Damage-increases the amount of damage your lightsaber does
-Skill Emphasis-gain the skill emphasis feat in a skill you are trained in
-Healing-may increase damage healed by a successful Heal Self or Heal Another skill check by 1 vitality point for every additional 2 vitality points they spend or by 1 wound point for every 3 vitality points they spend
-Force Consular-may expend force points to up the rolls on an ally but if so increase is only equal to what a non-force user of their level would roll (may expend force points in this way per day equal to their Jedi Consular level)
-Meditation-can enter a meditative state at will that gives them a bonus equal to twice your level to all Farseeing, See Force, and Telepathy checks made while meditating. Meditating counts as non-strenuous activity for the purpose of regaining vitality except in meditation you gain back vitality at twice the normal rate.

Level Base Attack Bonus Fort Save Ref. Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +2 +1 +2 Force Training, Deflect (defense +1), Meditation +3 +1
2nd +1 +3 +2 +3 Force Consular, Bonus Feat +3 +1
3rd +2 +3 +2 +3 Force Training, Deflect (attack -4) +4 +1
4th +3 +4 +2 +4 Force Training +4 +2
5th +3 +4 +3 +4 Increase Lightsaber Damage (3d8) +5 +2
6th +4 +5 +3 +5 Deflect (Extend attack and defense) +5 +2
7th +5 +5 +4 +5 Jedi Knight +6 +2
8th +6 +6 +4 +6 Healing +6 +3
9th +6 +6 +4 +6 Skill Emphasis +7 +3
10th +7 +7 +5 +7 Deflect (defense +2), Block_ +7 +3
11th +8 +7 +5 +7 Bonus Feat +8 +3
12th +9 +8 +6 +8 Increase Lightsaber Damage (4d8) +8 +4
13th +9 +8 +6 +8 Deflect (attack -3) +9 +4
14th +10 +9 +6 +9 Skill Emphasis +9 +4
15th +11 +9 +7 +9 Deflect (Defense +3) +10 +4
16th +12 +10 +7 +10 Bonus Feat +10 +5
17th +12 +10 +8 +10 Deflect (attack -2) +11 +5
18th +13 +11 +8 +11 Increase Lightsaber Damage (5d8) +11 +5
19th +14 +11 +8 +11 Skill Emphasis +12 +5
20th +15 +12 +9 +12 Deflect (defense +4) +12 +6

Jedi Consular Talent Trees

Jedi Negotiator (Jedi Consular)-Treat Injury (Wis) no longer counts as a class skill, gain 1 free skill point in one of the following Bluff (Cha), Diplomacy (Cha), or Sense Motive (Wis)
-At 10th Level gain a +2 bonus to Diplomacy and Sense Motive Checks

-Adept Negotiator +2 to Diplomacy Checks
-Force Negotiator (Adept Negotiator) +2 to Affect Mind Checks
-Improved Vitality-Gain +1 Vitality for every Jedi Consular level you have
-Master Negotiator (Adept Negotiator) +2 to Diplomacy Checks and +1 to all sense motive checks
-Skilled Advisor (Adept Negotiator)-When you spend a force point to up the roll of an ally you roll as if you were a force user, rather than a non-force user

Jedi Healer (Jedi Consular)-Intimidate (Cha) no longer counts as a class skill, gain 1 free skill point in one of the following Craft (Medical Equipment) (Int), Knowledge (Medicine) (Int), or Treat Injury (Wis)
-At 10th Level gain a +2 bonus to Treat Injury and all Force Heal Checks

-Transfer Energy-May sacrifice your vitality points to give vitality points equal to the number you lost to an adjacent ally (Minor action) (The amount of vitality points you can sacrifice in this way per day is equal to double your Jedi Consular Level)
-Force Healer +2 to all Force Heal checks
-Master Healer (Force Healer) +2 to all Force Heal Checks and +1 to all Treat Injury Checks
- Healing Touch (Transfer Energy)-May sacrifice your vitality points to give wounds points equal to half the number of vitality points (rounded down) you lost to an adjacent ally (Minor action) (The amount of vitality points you can sacrifice in this way per day is equal to double your Jedi Consular Level)
-Force Shield (4 Vitality +2 vitality per round)-with a successful Force Defense check (DC 20) may project a 5m round shield within 10m of themselves, that lasts as long as the Force Comsuler continues to spend vitality and remains within 10m of it. The shield and has a DR of 12, no person may move through the shield and no force powers may be used through it (Attack Action to create-minor action to maintain)

Jedi General (Jedi Consular)-Diplomacy (Cha) no longer counts as a class skill, gain 1 free skill point in one of the following Bluff (Cha) (Int), Intimidate (Cha), or Knowledge (Military Tactics) (Int)
-At 10th level, once per day you may guide an ally with the force (free immediate action-after any ally with 20m fails a roll-1 vitality), the ally may immediately reroll and gets a +5 bonus to their reroll-they may keep whichever roll is better

-May the Force be with You-May spend a Force Point to up the rolls of all allies within 25m by +1 for a number of rounds equal to your Jedi Consular Level divided by three (rounded up) (Minor Action)
-Improved Deflection-You get +1 to all Light Saber Deflection Attacks
-Behind me Troops (Improved Deflection)-When wielding a Light saber and you spend your attack action to improve your defense you also improve the defense of all allies within 5m of you by +3
-Inspire Bravery (1 Vitality +2 Vitality per Ally affected)-All allies within 25m of you gain a +5 to all will power checks for rounds equal to your Jedi Consular Level divided by three (rounded up) (Minor action)
-Force Commander-With a successful Gather Information check (DC 18) made before combat, if the check is successful grants +2 to your Initiative and to +1 to the initiative to a number of allies equal to your Jedi Consular Level for that combat

Jedi Consular

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