Difference between revisions of "Jedi (3.5e Class)"

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Additionally, while this ability is active, the Jedi rolls any Listen or Spot checks they make twice, and chooses the better roll.
 
Additionally, while this ability is active, the Jedi rolls any Listen or Spot checks they make twice, and chooses the better roll.
  
'''{{Anchor|Bonus Feat}}:''' At 4th level, a Jedi receives a bonus feat. This must be a fighter bonus feat or a Force feat, and they must meet all the prerequisites of the feat before selecting it.
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'''{{Anchor|Bonus Feat}}:''' At 4th level, and then again at 8th level, a Jedi receives a bonus feat. This must be a fighter bonus feat or a Force feat, and they must meet all the prerequisites of the feat before selecting it.
  
 
'''((Anchor|Legendary Acrobat}} {{Ex}}:''' 4th level Jedi become incredibly capable acrobats, using their training and the Force to propel themselves to greater acrobatic stunts. They treat any Jump check they make as automatically having a running start, and reduce any Balance, Jump or Tumble DCs for checks they have to make by half.
 
'''((Anchor|Legendary Acrobat}} {{Ex}}:''' 4th level Jedi become incredibly capable acrobats, using their training and the Force to propel themselves to greater acrobatic stunts. They treat any Jump check they make as automatically having a running start, and reduce any Balance, Jump or Tumble DCs for checks they have to make by half.
 +
 +
'''{{Anchor|Force Constitution}} {{Ex}}:''' At 5th level, a Jedi's immune system is boosted by their own training and the Force that they regularly meditate and draw upon. They become immune to all mundane poisons and diseases. Supernatural and magical diseases and poisons can still affect them, however.
  
 
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' From 6th level, a Jedi has trained their senses to the point that very few can catch them off-guard. They can no longer become flanked, except by a creature whose BAB is at least 3 points higher than their own.
 
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' From 6th level, a Jedi has trained their senses to the point that very few can catch them off-guard. They can no longer become flanked, except by a creature whose BAB is at least 3 points higher than their own.
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'''''{{Anchor|Vision of the Force}}'' {{Sp}}:''' From 7th level, a Jedi becomes so in-tune with the Force that they can ask questions of it, and all of the knowledge it contains. Although it won't always give a perfect answer, it will occasionally provide mysterious insights. Once per day, the Jedi can use [[SRD:Vision|''vision'']] as a spell-like ability, with a caster level equal to their character level.
  
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
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'''{{Anchor|Lightsaber Mastery}} {{Ex}}:''' An 8th level Jedi has been training for a long time with their lightsaber, and have become extremely deadly in its use - when required. Whenever they wield any lightsaber, their critical threat range and critical multiplier with it improve by 1 point each. Note that if their critical threat range is multiplied, this is applied before this benefit.
 
 
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
 
 
 
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->
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{{sidebar|...but Jedi never flew...|While this ability can appear jarring, a non-flying melee combatant (which the Jedi is) ends up at a huge disadvantage by this level if not given something to mitigate for it. For those who dislike this ability, feel free to impose a '1 round at a time' limitation. However, this may significantly limit the Jedi's ability to handle aerial threats}}'''{{Anchor|Force Levitation}} {{Su}}:''' 9th level Jedi become so in-tune with the Force that it can hold them aloft, sometimes for extended time periods. They gain a fly speed equal to their land speed, with average maneuverability.
  
<-Lather, rinse...->
+
'''{{Anchor|Advanced Enlightenment}}:''' At 10th level, a Jedi has learned all they can of the ways of the Jedi Knights, and must advance into a different path. Perhaps they seek to become a Jedi Master. Perhaps they believe that there is more to be found of the Force outside their teachings, but guided by them. As a result, they may ignore one prerequisite of any prestige class that they wish to take for their next level.
  
<-... repeat as necessary.->
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'''{{Anchor|True Force Senses}} {{Su}}:''' 10th level Jedi are incredibly aware of the Force. As a result, they always receive the benefits of their [[#Force Senses|Force Senses]] ability, even when they don't concentrate. If they choose to concentrate (using it as normal), they instead receive the benefits of a [[SRD:True Seeing|''true seeing'']] spell, with a caster level equal to their character level.
  
====Ex-<-pluralized class name->====
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====Ex-Jedi====
  
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
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Any Jedi that grossly violates the Jedi Code does not lose access to any benefits of the Jedi class they have so far, but cannot advance in it further. Additionally, Jedi pursue ex-Jedi to the best of their ability (this is often seen by Jedi as an extension of the Code, though not all agree), which means that the GM is fully entitled to make your life difficult as a result of your former Jedi brothers chasing you around. However, Jedi are forgiving - anyone who wishes to return can [[SRD:Atonement|atone]] for what they have done.
  
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{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

Revision as of 04:50, 27 June 2011

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Author: MisterSinister (talk)
Date Created: 27th June, 2011
Status: Finished
Editing: Clarity edits only please
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Jedi

Emotion, yet peace;
Ignorance, yet knowledge;
Passion, yet serenity;
Chaos, yet harmony;
Death, yet the Force.

The Jedi are an organization of warrior-monks, believing in harmony and balance in themselves, and also the universe (and indeed, the multiverse as a whole). Through intense self-perfection, training, meditation and ultimately spiritual enlightenment, they seek to be a force for peace and good throughout the multiverse, but are fully prepared to fight to achieve those goals. Drawing upon magical techniques, termed 'the Force' by those who practice it, as well as their powerful physical, mental and spiritual training, the Jedi are a force to be reckoned with, but can also act as advisers, spiritual guides and peacemakers if the needs require.

Jedi follow a strict code of behaviour, and are trained from a young age in the various tenets and philosophies of the Jedi Code. They are in constant struggle against the Sith, and other users of the Dark Side of the Force. They believe the Force requires detachment and calm, as well as a philosophical approach, and that the Force is an end in itself, rather than a means to an end. They also value all life, but understand that sometimes, fighting (and killing) are necessary to protect it.

Making a Jedi

Jedi are very capable melee combatants, and their Force powers can allow them to contribute to a wide variety of situations if needs be. They are also skilled in a wide variety of other things, as over-reliance on the Force can lead to the Dark Side.

Abilities: Dexterity and Wisdom are most valued by the Jedi, as they combine to make them capable warriors and capable observers. Constitution and Intelligence are also valuable to this class, as they are expected to fill many roles and survive on the front lines.

Races: Jedi welcome all races to their fold. A Jedi can be of any race.

Alignment: Any non-evil, non-chaotic. Jedi cannot be evil due to the culture of the Jedi Knights, and chaotic behaviour can often lead to the Dark Side.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Simple

Table: The Jedi

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Jedi Code, Padawan, rank I Force powers
2nd +2 +3 +3 +3 Lightsaber defence, Uncanny dodge
3rd +3 +3 +3 +3 Force senses, rank II Force powers
4th +4 +4 +4 +4 Bonus feat, legendary acrobat
5th +5 +4 +4 +4 Force constitution, rank III Force powers
6th +6 +5 +5 +5 Improved uncanny dodge, Jedi Knight
7th +7 +5 +5 +5 Rank IV Force powers, vision of the Force
8th +8 +6 +6 +6 Bonus feat, lightsaber mastery
9th +9 +6 +6 +6 Force levitation, rank V Force powers
10th +10 +7 +7 +7 Advanced enlightenment

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Jedi.

Weapon and Armor Proficiency: Jedi are proficient with all simple weapons, as well as any form of lightsaber. They are proficient with light armour, but not with shields.

Force Powers (Sp): Jedi learn to use mystical powers, termed 'Force powers', which are spell-like abilities. Jedi cannot learn any Force power with the Dark Side descriptor, but are otherwise free to learn any Force powers they wish. A Jedi begins play with two Force powers, and learns an additional Force power each level.

Force powers are given a rank, between I and V, which indicates its relative power. A Jedi starts off being able to learn only rank I Force powers, but as they gain levels, they can learn more advanced powers, as indicated on the table. Note that a Jedi can always choose to learn a lower-rank power than their maximum if they want.

The caster level for any Force power is always equal to the Jedi's character level, and any saves that Force powers require are calculated as 10 + 1/2 the Jedi's character level + the Jedi's Wisdom modifier.

Starting at 3rd level, and every odd-numbered level after that, a Jedi can forget one of the Force powers they know, and instead learn another. That Force power can be any power they could have learned at that level.

Interpreting the Code
The Jedi Code can be quite widely interpreted, and no two Jedi always agree on its specific details. As a result, players of this class are pretty much forced to take some kind of stance regarding some of its finer points. Thus, it's a good idea to bring these interpretations up with your GM, so that you're both on the same page about what a Code violation is and is not. However, also remember that accidental, occasional violations won't instantly disqualify you from being a Jedi - only if you deliberately go against the Code on a regular basis, without regard for the consequences and without being forced to do so, will you run the risk of becoming an ex-Jedi.

Jedi Code: Jedi are subject to a (fairly) strict code of conduct. This can be found here. A Jedi that fails to follow the code consistently, repeatedly and willingly becomes an ex-Jedi (see section on Ex-Jedi below).

Padawan: A 1st level Jedi is a Padawan, or a Jedi-in-training. They are apprenticed to a more senior Jedi, whose job it is to teach them the proper interpretations of the Jedi Code, as well as give them more advanced training and guidance, tailored to them and their choices. Additionally, Padawans are given one of the Jedi's legendary lightsabers, but the lightsaber is not theirs, but is instead loaned to them by their master for the duration of their apprenticeship.

A Jedi automatically has a number of ranks in Knowledge (religion) equal to their class level + 3. This can never give them more ranks than their normal maximum ranks for Knowledge (religion). Additionally, a Jedi has a lightsaber, which is on-loan from their master, until they build their own. While the lightsaber is every bit as capable as any other, it must be looked after carefully. Unintentional loss of the lightsaber is considered a violation of the Jedi Code, and any intentional loss (such as selling or giving it away) is considered a very grave violation, which is enough to render one an ex-Jedi.

A Jedi that is multiclassed loses the benefit of this class feature, as the path of the Jedi requires focus and dedication. Once the Jedi has six or more class levels, they retain this ability even if they are multiclassed.

Lightsaber Defence (Ex): From 2nd level, a Jedi has learned to use their lightsaber to protect themselves in a way others could only imagine. The lightness and strength of a lightsaber's beam allow them to protect themselves against almost any kind of attack. If the Jedi is wielding a lightsaber (of any kind) in one hand, and nothing in the other, they receive a +3 shield bonus to their AC. This bonus also applies on touch attacks, but is lost if the Jedi is denied their Dexterity bonus to AC.

Uncanny Dodge (Ex): A 2nd level Jedi's senses are very powerful, and thus, they retain their Dexterity bonus to AC when caught flat-footed.

If a Jedi already has uncanny dodge from another source when they gain this ability, or later gains uncanny dodge, they gain improved uncanny dodge instead.

Force Senses (Su): 3rd level Jedi are trained in augmenting their own senses using the Force, being able to detect tiny disturbances with sufficient concentration. As a standard action, the Jedi can activate this ability, which gives the benefit of the see invisibility spell. The ability can be used indefinitely, but each round after the first requires the Jedi to use a move action to continue using it. If the Jedi chooses not to concentrate in a round, they must use a standard action to activate this ability again.

Additionally, while this ability is active, the Jedi rolls any Listen or Spot checks they make twice, and chooses the better roll.

Bonus Feat: At 4th level, and then again at 8th level, a Jedi receives a bonus feat. This must be a fighter bonus feat or a Force feat, and they must meet all the prerequisites of the feat before selecting it.

((Anchor|Legendary Acrobat}} (Ex): 4th level Jedi become incredibly capable acrobats, using their training and the Force to propel themselves to greater acrobatic stunts. They treat any Jump check they make as automatically having a running start, and reduce any Balance, Jump or Tumble DCs for checks they have to make by half.

Force Constitution (Ex): At 5th level, a Jedi's immune system is boosted by their own training and the Force that they regularly meditate and draw upon. They become immune to all mundane poisons and diseases. Supernatural and magical diseases and poisons can still affect them, however.

Improved Uncanny Dodge (Ex): From 6th level, a Jedi has trained their senses to the point that very few can catch them off-guard. They can no longer become flanked, except by a creature whose BAB is at least 3 points higher than their own.

An Alternative Jedi Knight
Many people might remark that the Leadership feat represents a significantly more accurate description of the Padawan-master relationship - and they'd be right. However, the Leadership feat is not something that every GM will allow, and this class was written with this in mind. Those who are willing to use it should simply replace the followers granted by this level with the Leadership feat, but the cohort and followers must all have levels only in the Jedi class. Additionally, use the Jedi's Wisdom modifier in place of their Charisma modifier to determine the cohort level and their number of followers. This is a power-up, however, so bear this in mind.

Jedi Knight (Ex): At 6th level, a Jedi officially stops being a Padawan. As part of becoming a Jedi Knight, they must assemble their own lightsaber. In game terms, this means that they can change their Padawan lightsaber for a different one. However, they must pay all costs for it. Losing, selling or doing anything similar with this lightsaber incurs the same penalties as doing so for the Jedi's Padawan lightsaber.

Additionally, this lightsaber, being made especially for the Jedi, is significantly better in their hands. It receives a +1 enhancement bonus on attack and damage rolls per three character levels of the Jedi wielding it (rounding down).

Lastly, the new Jedi Knight is expected to take on one (or more) Padawans, who see them as a teacher and a guide. They gain followers, all of which must have the Jedi class, according to the table below.

Jedi Knight Follower Numbers and CR
BAB + Wisdom modifier Follower CRs and Number
0.5 ½ 1 10.5 ½ 2 20.5 ½ 3 4 5 6 7 8 9 10
1 1 - - - - - - - - - - - -
2 1 - - - - - - - - - - - -
3 1 - - - - - - - - - - - -
4 2 - - - - - - - - - - - -
5 2 1 - - - - - - - - - - -
6 3 1 - - - - - - - - - - -
7 4 2 1 - - - - - - - - - -
8 6 3 1 - - - - - - - - - -
9 8 4 2 1 - - - - - - - - -
10 12 6 3 2 1 - - - - - - - -
11 16 8 4 3 2 1 - - - - - - -
12 20 10 5 4 3 2 1 - - - - - -
13 30 15 9 8 7 6 3 1 - - - - -
14 42 21 10 9 8 7 3 1 - - - - -
15 56 28 14 13 12 11 5 2 1 - - - -
16 70 35 17 16 15 14 7 3 1 - - - -
17 80 40 20 19 18 17 8 4 2 1 - - -
18 90 45 22 21 20 19 9 4 2 2 - - -
19 100 50 25 24 23 22 11 6 3 2 1 - -
20 120 60 30 28 26 24 12 6 4 2 2 - -
21 150 75 35 30 28 26 13 7 5 3 2 1 -
22 175 80 40 35 30 28 14 7 5 3 2 2 -
23 200 100 50 40 35 30 15 8 5 3 2 2 1
24 250 125 60 50 40 35 17 8 6 4 3 2 2
25 275 130 65 60 50 40 20 10 6 4 4 3 2
26 300 150 75 65 60 50 25 12 6 5 4 3 3
27 or higher 350 175 80 75 65 60 30 15 7 5 4 3 3

Vision of the Force (Sp): From 7th level, a Jedi becomes so in-tune with the Force that they can ask questions of it, and all of the knowledge it contains. Although it won't always give a perfect answer, it will occasionally provide mysterious insights. Once per day, the Jedi can use vision as a spell-like ability, with a caster level equal to their character level.

Lightsaber Mastery (Ex): An 8th level Jedi has been training for a long time with their lightsaber, and have become extremely deadly in its use - when required. Whenever they wield any lightsaber, their critical threat range and critical multiplier with it improve by 1 point each. Note that if their critical threat range is multiplied, this is applied before this benefit.

...but Jedi never flew...
While this ability can appear jarring, a non-flying melee combatant (which the Jedi is) ends up at a huge disadvantage by this level if not given something to mitigate for it. For those who dislike this ability, feel free to impose a '1 round at a time' limitation. However, this may significantly limit the Jedi's ability to handle aerial threats

Force Levitation (Su): 9th level Jedi become so in-tune with the Force that it can hold them aloft, sometimes for extended time periods. They gain a fly speed equal to their land speed, with average maneuverability.

Advanced Enlightenment: At 10th level, a Jedi has learned all they can of the ways of the Jedi Knights, and must advance into a different path. Perhaps they seek to become a Jedi Master. Perhaps they believe that there is more to be found of the Force outside their teachings, but guided by them. As a result, they may ignore one prerequisite of any prestige class that they wish to take for their next level.

True Force Senses (Su): 10th level Jedi are incredibly aware of the Force. As a result, they always receive the benefits of their Force Senses ability, even when they don't concentrate. If they choose to concentrate (using it as normal), they instead receive the benefits of a true seeing spell, with a caster level equal to their character level.

Ex-Jedi

Any Jedi that grossly violates the Jedi Code does not lose access to any benefits of the Jedi class they have so far, but cannot advance in it further. Additionally, Jedi pursue ex-Jedi to the best of their ability (this is often seen by Jedi as an extension of the Code, though not all agree), which means that the GM is fully entitled to make your life difficult as a result of your former Jedi brothers chasing you around. However, Jedi are forgiving - anyone who wishes to return can atone for what they have done.





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Facts about "Jedi (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Neutral Good + and Neutral +
Article BalanceVery High +
AuthorMisterSinister +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length10 +
Minimum Level1 +
Rated ByVallend +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Ride +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryA warrior of the light and balance, the Jedi seek internal perfection and peace in the universe. +
TitleJedi +
Will Save ProgressionGood +