House Jedi Class Medj'K'ai Nebula Star Wars

by Halfbat

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House Jedi Classes

A player character in the Medj'K'ai Nebula can elect to join the Jedi Order. If they wish, they may use one of the base classes outlined in the RCRB. Preferably, however, they will use the balanced Jedi class below. Any character following the base Jedi class electing to take the Jedi Weapons Master or Jedi Master PrC must follow the amendments to those Prestige Classes below in order that the character and game remains balanced.

These rules were formulated as a result of discusison on the WotC message boards between Mælstrøm, Micah and Halfbat. Some specific amendments have been to them to support subsequent discussions and my own preferences (in BAB, for example, and Def).

- Jedi Padawan/Knight - Weapons Master Amendment - Jedi Master Amendment -


Jedi (Padawan and Knight)

In theory, a Jedi should use the Force for knowledge and negotiation. He should be seeking peaceful solutions to a problem. Although Jedi are taught very spiritually, learning about the fine art of diplomacy and scholarly pursuits, the padawans still undergo a rigorous physical training, honing their physical prowess as well as their skills with the lightsaber. It is ultimately their decision whether they want to expand on their passive, scholarly side or rather go out and become formidable warriors. No one is forced to take on a role he doesn't want.

Healers and researchers seek to better understand the nature of the Force and their connection to it. Mentors and teachers hope to instruct others and pass on what they have learned. Negotiators and mediators are skilled at bargaining and striking compromises. More martially inclined Jedi decide to become active guardians of the people and the Republic, defending and protecting its people with their lightsabers and their physical abilities from all dangers.

Few are strong enough in the Force and have the devotion to walk the Jedi's path, but those few are awarded with a powerful ally. They walk in a larger world than those who neither feel nor heed the Force.

Technically, a Jedi is called a Jedi Knight for all intents and purposes. But since the "knighthood" has to be earned by facing the Trials, before that the Jedi is effectively a padawan. Rules-wise, this is addressed as:
1st level through 6th level: Jedi Padawan (JP)
7th level through 20th level: Jedi Knight (JK)
When a Jedi gains an apprenctice or with 1st class in Jedi Master PrC: Jedi Master (JM).

Game Rule Information

Jedi have the following game statistics.

Abilities
Jedi should be gifted in all abilities, but Wisdom and Constitution are the most important. Depending on their subsequent development, either Strength/Dexterity or Intelligence/Wisdom will become important. Charisma is important for negotiators.

Vitality: Jedi gain 1d8 vitality points per level. The character’s constitution modifier applies.

Class Skills

The Jedi's class skills, and the key ability for each skill, are as follows (see Chapter Four of the RCR for skill descriptions):

Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int),
Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str),
Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language (none),
Sense Motive (Wis), Speak Language (none), Treat Injury (Wis), Tumble (Dex).

Skill Points at 1st level: (6 + Int. modifer) x 4

Skill Points at each additional level: 6 + Int. modifer

In the progression table following, the figures in brackets are Medj'K'Ai Nebula figures

Progression Table: Jedi Padawan/Knight
Base LevelAttackFort SaveRef SaveWill SaveSpecialDef. BonusRep'n Bonus
1st+1 +2 +1+2 Force Training, deflect(defense +1)+3+1
2nd+2 +3 +2+3 Force Training +4 [+3]+1
3rd+3 +3 +2+3 Force Training, Defl (ext. def/att) +4 +1
4th +3 +4 +2+4 Bonus Feat +4 +2
5th+4+4 +3+4 Deflect (attack-4) +5 +2
6th+5 +5 +3+5 Increase Lightsaber damage +1d8 +5 +2
7th +6 +5 +4+5 (Knight) Jedi Knight Feat, Block +6 +2
8th+6 +6 +4+6 Bonus Feat +6 +3
9th+7 +6 +4+6 Skill Emphasis +6 [+7]+3
10th+8 +7 +5+7 Deflect (defense +) +7 +3
11th+9 +7 +5+7 Bonus Feat +7 [+8]+3
12th+9 +8 +6+8 Increase Lightsaber damage +1d8 +8 +4
13th+10 +8 +6+8 Deflect (attack -) +8 [+9]+4
14th+11 +9 +6+9 Skill Emphasis +8 [+9]+4
15th+12 +9 +7+9 Deflect (defense +) +9 [+10]+4
16th+12 +10+7+10 Bonus Feat +9 [+10]+5
17th+13+10+8+10 Deflect (attack -) +10 [+11]+5
18th+14 +11+8+11 Increase Lightsaber Damage +1d8+10 [+11]+5
19th+15 +11+8+11 Skill Emphasis +10 [+12]+5
20th+15 +12+9+12 Force Secret +11 [+12]+6

Class Features

The following are features of the Jedi class

Starting Feats

Jedi begin play with the following feats:

Exotic Weapon Proficiency (lightsaber)
Force-Sensitive*
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
*This feat has associated Force skills. See the RCRB for details

Equipment, Force Training, SQs

Equipment and Force Training is as described in the RCRB for Jedi Guardian or Consular. Other class skills, Skill Emphasis or SQs are as defined in the RCRB.

Bonus Feats

When a bonus feat is indicated, the Jedi can select one of the following providing the pre-requisites for the feat are met.

Acrobatic, Alertness, Athletic, Attuned, Aware, Combat Expertise,
Combat Reflexes, Compassion, Fame, Healing*, Knight Defense, Lightsaber Defense,
Master Defense, Mettle, Persuasive, Power Attack, Quickness, Sharp-eyed,
Skill Emphasis, Toughness, Trustworthy, Weapon Finesse, Weapon Focus.

*Healing Jedi Bonus Feat [Medj'K'Ai Nebula only]

This is identical to the Jedi Consular SQ defined in the RCRB.

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Prestige Class: The Jedi Weapon Master (revised)

Although a Jedi's greatness does not derive from her combat ability, some threats to peace and justice can only be met with martial force. While all Jedi receive basic training in combat, a few make fighting the central focus of their union with the Force. These Jedi are weapon masters, adepts of various styles of melee combat.

The best Jedi weapon masters choose their martial path early, dedicating years to perfecting one form of combat. Such Jedi are not especially violent or angry, for all Jedi know that such attitudes lead to the dark side. Instead, they have merely found that they are closest to the Force when practicing and perfecting a particular style of combat.

In effect, Jedi weapon masters are the combat-oriented Jedi of the Order and are known and revered in all eras.

Requirements

To qualify to become a Jedi Weapon Master, a character must fulfil the following criteria:

Base Attack Bonus:+4

Skills: Battle Mind 8 ranks, Tumble 6 ranks

Feats: Combat Expertise, Weapon Focus (any melee weapon or unarmed)

Game Rule Information

Jedi Weapon Master have the following game statistics.

Vitality Jedi Weapon Master gain 1d10 vitality points per level. The character’s constitution modifier applies.

Class Skills

The Jedi Weapon Master's class skills, and the key ability for each skill, are as follows (see Chapter Four of the RCR for skill descriptions):

Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int),
Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis),
Sense Motive (Wis), Treat Injury (Wis), Tumble (Dex).

Skill Points at Each level: 4 + Int. modifer

Progression Table: Jedi Weapons Master PrC
LevelAttackFort SaveRef SaveWill SaveSpecialDef. BonusRep'n Bonus
1st+1+1+1+1 Bonus Feat, deflect(defense) +1 +0
2nd+2+2+2+1 Increase weapon damage, block +2 +1
3rd+3+2+2+2 Deflect (attack), weapon mastery +2+1
4th+4+2+2+2 Bonus Feat +2 +2
5th+5+3+3+2 Increase weapon damage +3 +2
6th+6+3+3+3 Deflect (defense), weapon mastery +3+3
7th+7+4+4+3 Bonus Feat +4 +3
8th+8+4+4+4 Deflect (attack), weapon mastery +4+4
9th+9+4+4+4 Increase weapon damage +4 +4
10th+10+5+5+4 Deflect(attack), Weapon mastery +5 +5

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Prestige Class: Jedi Master (revised)

A few small changes were originally made during eth design phase which have now been dropped. Refer to the WotC thread on this for details.


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Page modified 6th January 2005 by Halfbat