Star Wars, Jedi Specific (3.5e Campaign Setting)/Classes

Guardian
Concentrating on martial training and combat, Guardians engaged in combat more than either of the other two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders on Tython whose role in the galaxy was to defend the weak and uphold the laws of the Galactic Republic, the Guardians were often seen as representatives of the Order and the classic Jedi weapon: the lightsaber.

Abilities: Strength is a standard ability for Guardians to focus on as they are the warriors of the Jedi Order. Dexterity and Constitution should also be high since Jedi rarely wear armor. Wisdom dictates the Guardian's force points which is used to power Techniques. Intelligence and Charisma are not as important to a Guardian as the other abilities however they are always helpful when out-matched.
 * Races: Any
 * Alignment: Jedi cannot be Evil
 * Hit Die: d6
 * Base Attack Bonus: As Fighter (20/15/10/5)
 * Saving Throws: as Ranger (12/12/6)
 * Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge All (taken seperatly), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Technician, Tumble, Use Rope.
 * Skill points at first level: (6 + Intelligence modifier) X 4
 * Skill points at each additional level: 6 + Intelligence modifier

Class Features:
 * Weapon and Armor Proficiency: Guardians are proficient with basic and advanced lightsabers. Guardians are proficient with light and medium armor.
 * Weapon Finesse/Power Attack: At first level, a Guardian can choose between these two feats, those who focus on techniques such as Makashi or Soresu typically favor Finesse, while those focusing on Juyo and Ataru lean toward Power Attack.
 * Saber Defense: A Guardian is capable of blocking attacks with his lightsaber, this allows the Guardian to use the skill Parry. You cannot place more than your Guardian level into the Parry skill.
 * Techniques: A Guardian starts with 3 rank 1 techniques and gains 1 additional technique every level. At level five and every subsequent odd level afterwards a Guardian may switch a technique for another of the same rank.
 * Powers: A guardian starts with 1 Power and gains 1 additional technique every level. At level 6 and every subsequent even level afterwards a Guardian may switch a power for another of the same rank.
 * Force Points:
 * Uncanny Dodge: At 2nd level, a Guardian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
 * Force Resistance: At 3rd level a Guardian has learned how to protect himself from negative force effects. He gains Force resistance equal to (10 + half Guardian level + Wisdom modifier)
 * Trap Sense: Starting at 4th level, a Guardian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus increases by +1 at levels 8, 12, 16, and 20.
 * Force Senses: At 5th level a Guardian learns to focus on the force in order to identify disturbances. You gain a bonus to Listen and Spot Checks equal to half your Guardian level.
 * Force Offensive: At 5th level a Guardian learns to infuse the force into his attacks, you add 1d6 damage to your melee attacks. This bonus increase by another 1d6 at levels 10, 15, and 20.
 * Jedi Acrobatics: Starting at level 6, a Guardian no longer recieves a penalty on jump checks when jumping without a running start.
 * Bonus Feat: At 6th, 12th, and 18th level, a Guardian gets a bonus combat-oriented feat. A Guardian must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The bonus feat is based off the fighter bonus feat list.
 * Force Reflexes: At 7th level and higher, a Guardian can avoid exotic attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a grenade), he instead takes no damage. Force Reflexes can be used only if the Guardian is wearing light armor or no armor. A helpless Guardian (such as one who is unconscious or paralysed) does not gain the benefit of Force Reflexes.
 * Force Insight: At 10th level a Guardian learns to use the force to gain insight on situations and increase the effectiveness of his charisma based skills. Add your wisdom modifier to Bluff, Diplomacy, Indimidate, and Perform checks.
 * Forceful Fortitude: At 13th level a Guardian learns to use the force to aid his physical resistance, add your wisdom modifier to you fortitude save.
 * Improved Force Reflexes: At 14th level a Guardian has mastered the art of dodging exotic attacks. Improved Force Reflexes works the same as Force reflexes exept that with a successful reflex save he *take no damage, and on a failed reflex save he takes only half damage.
 * Jedi Mind Clarity: At 16th level a Guardian has reached a mental state that improves his ability to disregard mind affecting abilities. You gain a +10 bonus on will saves against mind affecting abilities.

Level:    Features:
 * 1	Weapon Finesse/Power Attack, Rank 1 Techniques, Rank 1 Powers, Saber Defense
 * 2	Uncanny Dodge
 * 3	Rank 2 Techniques, Force Resistance
 * 4	Trap Sense +1
 * 5	Rank 2 Powers, Force Senses, Force Offensive +1d6
 * 6	Jedi Acrobatics, bonus feat
 * 7	Rank 3 Techniques, Force Reflexes
 * 8	Trap Sense +2
 * 9	Rank 3 Powers
 * 10	Force Offensive +2d6, Force Insight
 * 11	Rank 4 Techniques
 * 12	Bonus Feat, Trap Sense +3
 * 13	Rank 4 Powers, Force Fortitude
 * 14	Improved Force Reflexes
 * 15	Rank 5 Techniques, Force Offensive +3d6
 * 16	Jedi Mind Clarity (+10 bonus ), Trap Sense +4
 * 17	Rank 5 Powers
 * 18	Bonus Feat
 * 19
 * 20	Force Offensive +4d6, Trap Sense +5

Consular
A Jedi Consular was the title of one of three distinct branches within the Jedi Order. The Consulars sought diplomatic measures in spreading peace and harmony across the Galactic Republic. Refraining from drawing their lightsabers except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force.


 * Abilities: Wisdom is by far a Consular's most important ability as it decides how many force points she has and how potent her powers will be. Charisma and Intelligence should also be high since Consulars tend to prefer non-violent solutions and must be capable of thinking their ways out of bad situations. Dexterity is the final ability Consulars should focus on since it can help when they have no choice but to resort to combat.
 * Races: Any
 * Alignment: Jedi cannot be Evil
 * Hit Die: d4
 * Base Attack Bonus: As Cleric (15/10/5)
 * Saving Throws: as Bard (6/12/12)
 * Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge all (taken seperatly), Listen, Move Silently, Parry, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Technician, Tumble, Use Rope.
 * Skill points at first level: (6 + Intelligence modifier) X 4
 * Skill points at each additional level: 6 + Intelligence modifier

Class Features:
 * Weapon and Armor Proficiency: Consulars are proficient with basic lightsabers and one advanced lightsaber. Consulars are proficient with light armor.
 * Weapon Finesse/Power Attack: At first level, a Consular can choose between these two feats, those who focus on techniques such as Makashi or Soresu typically favor Finesse, while those focusing on Juyo and Ataru lean toward Power Attack.
 * Saber Defense: A Consular is capable of blocking attacks with his lightsaber, this allows the Consular to use the skill Parry. You cannot place more than your Consular level into the Parry skill.
 * Techniques: A Consular starts with 1 rank 1 techniques and gains 1 additional technique every level. At level five and every subsequent odd level afterwards a Consular may switch a technique for another of the same rank.
 * Powers: A Consular starts with 3 Power and gains 1 additional technique every level. At level 6 and every subsequent even level afterwards a Consular may switch a power for another of the same rank.
 * Uncanny Dodge: At 2nd level, a Consular gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
 * Force Resistance: At 3rd level a Consular has learned how to protect himself from negative force effects. He gains Force resistance equal to (10 + half Consular level + Wisdom modifier)
 * Trap Sense: Starting at 4th level, a Consular has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus increases by +1 at levels 8, 12, 16, and 20.
 * Force Senses: At 5th level a Consular learns to focus on the force in order to identify disturbances. You gain a bonus to Listen and Spot Checks equal to half your Consular level.
 * Force Offensive: At 5th level a Consular learns to infuse the force into his attacks, you add 1d6 damage to your melee attacks. This bonus increase by another 1d6 at levels 10, 15, and 20.Force
 * Insight: At 5th level a Consular learns to use the force to gain insight on situations and increase the effectiveness of his charisma based skills. add your wisdom modifier to your Bluff, Diplomacy, Gather Information, Intimidate, and Perform Checks.
 * Jedi Acrobatics: Starting at level 6, a Consular no longer recieves a penalty on jump checks when jumping without a running start.
 * Bonus Feat: At 6th, 12th, and 18th level, a Consular gets a bonus combat-oriented feat. A Consular must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The bonus feat is based off the fighter bonus feat list.
 * Force Reflexes: At 7th level and higher, a Consular can avoid exotic attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a grenade), he instead takes no damage. Force Reflexes can be used only if the Consular is wearing light armor or no armor. A helpless Consular (such as one who is unconscious or paralysed) does not gain the benefit of Force Reflexes.
 * Forceful Fortitude: At 13th level a Consular learns to use the force to aid his physical resistance, add your wisdom modifier to you fortitude save.
 * Improved Force Reflexes: At 14th level a Consular has mastered the art of dodging exotic attacks. Improved Force Reflexes works the same as Force reflexes exept that with a successful reflex save he take no damage, and on a failed reflex save he takes only half damage.
 * Jedi Mind Clarity: At 16th level a Consular has reached a mental state that improves his ability to disregard mind affecting abilities. You gain a +10 bonus on will saves against mind affecting abilities.

Level:					Features:
 * 1	Weapon Finesse/Power Attack, Rank 1 Techniques, Rank 1 Powers, Saber Defense
 * 2	Uncanny Dodge
 * 3	Rank 2 Powers
 * 4	Trap Sense +1
 * 5	Rank 2 Techniques, Force Senses, Force Offensive, Force Insight
 * 6	Jedi Acrobatics (no running start needed to jump), bonus feat
 * 7	Rank 3 Powers, Evasion
 * 8	Forceful Reflexes (add wisdom to reflex save when not flatfooted), Trap Sense +2
 * 9	Rank 3 Techniques, Improved Uncanny Dodge
 * 10	Force Offensive
 * 11	Rank 4 Powers
 * 12	Bonus Feat, Trap Sense +3
 * 13	Rank 4 Techniques, Forceful Fortitude (Add wisdom to Fort Save)
 * 14	Improved Evasion
 * 15	Rank 5 Powers, Force Offensive
 * 16	Jedi Mind Clarity (immune to mind affecting spells), Trap Sense +4
 * 17	Rank 5 Techniques
 * 18	Bonus Feat
 * 19
 * 20	Force Offensive, Trap Sense +5