Jedi Guardian

Jedi Guardian

Class Skills: Balance (Dex), Climb (Str), Computer Use (Int), Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), and Tumble (Dex)
Skill Ranks per Level: 4+ Intelligence modifier, Vitality Dice: 1d10, Starting Credits: 1d4 x250
Starting Feats: Exotic Weapon Proficiency (Lightsabers), Force Sensitive, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Simple Weapons)
Bonus Feats: Acrobatic, Athletic, Attuned, Combat Reflexes, Mettle, Power Attack, Quickness, Toughness, Weapon Finesse
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
-Meditation-can enter a meditative state at will that gives them a bonus equal to 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 +1 +2 +2 +1 Force Training, Deflect (defense +1) +3 +1
2nd +2 +3 +3 +2 Bonus Feat, Meditation +3 +1
3rd +3 +3 +3 +2 Force Training, Deflect (attack -4) +4 +1
4th +4 +4 +4 +2 Force Training +4 +1
5th +5 +4 +4 +3 Increase Lightsaber Damage (3d8) +5 +2
6th +6 +5 +5 +3 Deflect (Extend attack and defense) +5 +2
7th +7 +5 +5 +4 Jedi Knight +6 +2
8th +8 +6 +6 +4 Bonus Feat +6 +2
9th +9 +6 +6 +4 Deflect (defense +2), Block +7 +3
10th +10 +7 +7 +5 Increase Lightsaber Damage (4d8) +7 +3
11th +11 +7 +7 +5 Deflect (attack -3) +8 +3
12th +12 +8 +8 +6 Bonus Feat +8 +3
13th +13 +8 +8 +6 Deflect (defense +3) +9 +4
14th +14 +9 +9 +6 +9 +4
15th +15 +9 +9 +7 Increase Lightsaber Damage (5d8) +10 +4
16th +16 +10 +10 +7 Deflect (attack -2) +10 +4
17th +17 +10 +10 +8 Deflect (defense +4) +11 +5
18th +18 +11 +11 +8 Bonus Feat +11 +5
19th +19 +11 +11 +8 Deflect (attack -1) +12 +5
20th +20 +12 +12 +9 Increase Lightsaber Damage (6d8) +12 +5

Jedi Guardian Talent Trees

Jedi Swordsman (Jedi Guardian) -Profession (Wis) no longer counts as a class skill, gain 1 free skill point in one of the following Craft (Light saber) (Int), Jump (Str), or Tumble (Dex)
-At 10th Level gain +1 to all attack and damage rolls with Light sabers

-Acrobatic Recovery-after being knocked prone with a successful Tumble check (DC 18) you may move 5m in any direction (This can include a jump) and land on your feet
-Battle Meditation (2 Vitality +1 per ally affected)-you and all allies within 10m of you gain +1 to all combat rolls this round. (Minor action)
-Exposing Strike (1 Vitality)-after successfully damaging an opponent with a light-saber your opponent takes a -2 penalty to all saving rolls next round (Minor action)
-Improved Vitality-Gain +1 Vitality for every Jedi Guardian level you have
-Force Initiative +4 to your Initiative

Jedi Sentinel (Jedi Guardian)-Pilot (Dex) no longer counts as a class skill, gain 1 free skill point in one of the following Balance (Dex), Intimidate (Cha), or Knowledge (Sith or Jedi Lore) (Int)
-At 10th Level gain +2 to all Knowledge (Sith and Jedi Lore) Checks and you gain a +1 to hit and damage against dark side characters

-Clear Mind (1 Vitality)-may force an another force user to re-roll a successful force detection
-Dark Side Sense (1 Vitality)-may re-roll a failed detect Dark-Side check
-Dark Side Scourge (Dark Side Sense)-Deal 1d6 additional damage against Dark-Side characters in melee (2d6 after attaining a 11th Level Jedi Guardian)
-Force Haze (Clear Mind) (3 +2 Vitality per Creature affected by Haze)-with a successful Illusion check (DC 18 +1 per Creature Affected) you may hide you and your companions from sight, until you attack (Attack action)
-Resist the Dark Side (Dark Side Sense) +5 to Defense against Dark Side Attacks

Master of the Force (Jedi Guardian)-Computer Use (Int) no longer counts as a class skill, gain 1 free skill point in one of the following Balance (Dex), Knowledge (Force Lore) (Int), or Tumble (Dex)
-At 10th Level gain +1 to hit when attacking with Force Powers and add 5 to your Vitality

-Force Surge (2 Vitality) (Powerful Force User)-After a successful force attack deal additional d4 damage to the target
-Force Guided (3 Vitality)-spend a minor action before using any force power to gain a +3 to that roll
-May the Force Guide you (3 Vitality) (Force Guided)-spend a minor action before an ally with 10m makes a roll, they get a +2 to that roll
-Powerful Force User-When you use a Force point to regain Vitality you add your Jedi Consular Level divided by three (rounded up) to that roll
-The power of the Force (Force Surge)-After a successful force attack, regain 1d4-1 vitality (once per round) (may not regain vitality points greater to than the number you expended)

Jedi Guardian

Fall of the Old Republic benjamin1 benjamin1