|Pathfinder Adventure Path, Campaign Setting, Companion, Comics Subscriber||
I am actually trying to convert several things from Star Wars to Pathfinder to be able to add the miniatures I have for races such as Rodians,Wookies,Mon Kalamari and a few others but I thought I would Start with the Jedi Guardian character class.I need help.
Force-Users trained in the Jedi tradition, Jedi Guardians combine physical training with mastery of the Force. Jedi Guardians concentrate on battle prowess, defense, lightsaber training, and physical activities. If Jedi Consulars are the ambassadors of the Jedi Order, guardians are the defenders, protecting the Republic 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.
All Jedi Guardians journey into the galaxy at large to further their own knowledge and to help those in need. They take their responsibility seriously, considering even mundane missions to be personal tests.
The Jedi Guardian’s strength flows from the Force, granting him special powers. This character often masters the ability to feel the living world within him, as typified by the Control feat. Constitution and Strength are the most important abilities for the Jedi Guardian, followed by Intelligence.
Game Rule Information
Jedi Guardians have the following game statistics.
A Jedi Guardian should be gifted in all abilities, but Constitution and Strength are most important. Dexterity is also useful. Wisdom and Intelligence are the backbone of many important Force skills.
Jedi Guardians gain 1d10 vitality points per level. The character’s Constitution modifier applies.
The Jedi Guardian’s class skills, and the key abilities for each, are as follows.
Balance (Dex), Climb (Str), Computer Use (Int), Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
All of the following are features of the Jedi guardian class.
Jedi Guardians begin play with the following feats:
Exotic Weapon Proficiency (Lightsaber)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)
A Jedi starts play with a lightsaber provided by his master. Later, the Jedi can build his own lightsaber.
The Jedi Guardian gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat is selected from the following list.
Alter, Control, Sense
Once one of these feats is selected, its associated Force skills become class skills foe the character.
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.
Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.
At 2nd, 8th, 12th, and 18th level, the Jedi Guardian gains a bonus feat. This feat must be selected from the following list, and the Jedi Guardian must meet any prerequisites.
Acrobatic, Agile Riposte, Athletic, Attuned, Combat Reflexes, Dual Strike, Improved Feint, Kinetic Combat, Mettle, Power Attack, Quickness, Redirect Attack, Stunning Strike, Toughness, Weapon Finesse, Weapon Focus
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.
Increase Lightsaber Damage
As a Jedi Guardian gains levels, the amount of damage he can deal with his lightsaber increases.
Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.
Deflect (Extended Defense and Attack)
At 5th level, a Jedi Guardian learns to extend his defensive and offensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All the rules associated with Deflect (Defense) and Deflect (Attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby.
At 7th level, the Jedi Consular graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Weapon Focus (Lightsaber)
This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.
A 1st-level Jedi Guardian starts play with 1d4 x 250 credits.
Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +1 +2 +2 +1 Force Training, Deflect (Defense +1) +3 +1
2 +2 +3 +3 +2 Bonus Feat +3 +1
3 +3 +3 +3 +2 Force Training, Deflect (Defense +1) +4 +1
4 +4 +4 +4 +2 Force Training +4 +1
5 +5 +4 +4 +3 Increased Lightsaber Damage +1d8 +5 +2
6 +6 +5 +5 +3 Deflect (Extended Defense and Attack) +5 +2
7 +7 +5 +5 +4 Jedi Knight +6 +2
8 +8 +6 +6 +4 Bonus Feat +6 +2
9 +9 +6 +6 +4 Deflect (Defense +2) +7 +3
10 +10 +7 +7 +5 Increased Lightsaber Damage +1d8 +7 +3
11 +11 +7 +7 +5 Deflect (Attack -3) +8 +3
12 +12 +8 +8 +6 Bonus Feat +8 +3
13 +13 +8 +8 +6 Deflect (Defense +3) +9 +4
14 +14 +9 +9 +6 +9 +4
15 +15 +9 +9 +7 Increased Lightsaber Damage +1d8 +10 +4
16 +16 +10 +10 +7 Deflect (Attack -2) +10 +4
17 +17 +10 +10 +8 Deflect (Defense +4) +11 +5
18 +18 +11 +11 +8 Bonus Feat +11 +5
19 +19 +11 +11 +8 Deflect (Attack -1) +12 +5
20 +20 +12 +12 +9 Increased Lightsaber Damage +1d8 +12 +5
|Pathfinder Roleplaying Game, Adventure Path Subscriber||
I've been running a 3.5 campaign converted to PF for a few years..one of the players is a 13th level Jedi Guardian/Jedi Weapon Master.
The class is sick....the class is way overpowered.
This will be a headache for your DM.
I had to start improvising my approach, things like disarming the light sabres, or sundering the handles...
If not, the encounters have to be so powerful, the rest of the group can't handle it.