
RedRobe |

So I've been working for some time on a Star Wars/D&D hybrid and have been stuck on how to handle the Jedi class and Force powers. In my notes so far, the Light Side and Dark Side of the Force take the place of a pantheon of gods. After a trial run using Jedi and Force Powers as-is, I've decided to switch them out for a class and power system that is fully compatible with D&D: the Favored Soul class and divine spells. I know its not a direct analog, but for the purposes of what I want to do, it seems like it will work. However, I wanted to switch out the Favored Soul's class abilities for some that are more in line with Jedi class abilities. Any suggestions anyone has are most welcome. Thanks in advance!

Jian Ke |

Why change most of them? I know Jedi don't have wings, so that will have to change, but the rest is fairly simple. Although on second thought why aren't you adapting the psionic rules?
Well, let's see if this will work. Since you are making the Jedi into a base class instead of a prestige class the padawan and jedi knight (and the corresponding dark counterparts) will have to be incorporated into the base class. You might want to have Jedi Master and Dark Lord be actual prestige classes.
(If I mess anything up, it's because it has been a while since I've seen the original three and only half watched the three prequels. Heck most of the stuff I'm going off of is from Ranma/ Star Wars crossover fanfics. Although I do believe that the writers were avid fans.)
Game Information
Abilities: Charisma determines number of Force powers. Wisdom determines how hard the powers are to resist. Dexterity and Constitution are also highly recommended.
Alignment: (Jedi) Lawful Good, and maybe Neutral Good
(Dark Side) Lawful Evil, and maybe Neutral Evil
Reasons: Both sides of the Force is about control, so Chaotic is out. However with Qui-Gon telling the Council to go stuff themselves about teaching Anakin... I'm guessing that NG is okay but not preferred. Since the Force is all about balance, the corresponding other side has to be represented too.
Hit Die: d8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Force), Profession (Wis), Sense Motive (Wis)
Recommended to add to the list: Spot, Listen, Intimidate, and Knowledge (all), Pilot
Skill Points: I'd bump them up to 4 + Int modifier
(Note that all Jedi should have Craft (lightsaber) as a required skill. You have to make your own before you can be a Jedi Knight.)
Weapons and Armor
Proficient in Simple Weapons and Lightsaber. If you keep the Favored Soul proficiencies then they have Light and Med armor and Shields (except tower).
Class Features
Force Powers: Starting from first level they get Force Powers (progression and number like Favored Soul)
3rd level: Weapon Focus (lightsaber)
5th level: Missile Deflection (unless this is a Force Power then have them take Item Creation Feat: Craft Lightsaber)
10th level: Uncanny Dodge
12th level: Weapon Specialization (lightsaber)
15th level: Improved Uncanny Dodge
17th level: Timeless Body: They no longer suffer from aging effects. They still have a maximum age.
20th level: Damage Reduction 10/Lightsabers