Jedi (3.5e Class)

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Author: MisterSinister (talk)
Date Created: 27th June, 2011
Status: Finished
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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 Rank II Force powers
4th +4 +4 +4 +4 <-any class features gained at this level->
5th +5 +4 +4 +4 Rank III Force powers
6th +6 +5 +5 +5 Improved uncanny dodge, Jedi Knight
7th +7 +5 +5 +5 Rank IV Force powers
8th +8 +6 +6 +6 <-any class features gained at this level->
9th +9 +6 +6 +6 Rank V Force powers
10th +10 +7 +7 +7 <-any class features gained at this level->

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.

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.

Jedi Knight (Ex):

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-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->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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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 +