How would you make a Medival Jedi?


Conversions


So seeing how Old Republic is about to come out I started thinking how you would build a Jedi in Pathfinder. And Im talking a medival version that would fit into most campains. A few points I would see it needing...

Telekensis at will... for force push, pull, choak, ect.

Suggestion as a spell like ability. "These are not the droids you are looking for."

Would need to be a decent swordman with some sort of deflection ability. Possibly Deflect Arrows with your weapon. 3/4 BAB.

More then likely would need light armor prof and Wis to AC

Some sort of supernatural sense. Maybe a stat to initiative or a bonus to initiative.

Chain Lighting as a spell like ability. Possibly an opposing healing ability like a paladin's would be a good offset for the Light side.

A jump ability... maybe like the monk ability to jump at a stand still as if you had a running start with no limit on height.

Other than that Im not sure how you would build one. This isnt realy for a game or anything... more just a thought exersise. It should be somewhat balanced but again... this is just for fun.

So what do you guys think? How would you build a Jedi class.


Jedi are Magus, but without the armor and with a few monk tricks, like Monk AC bonuses and slow fall (though feather fall would accomplish this also).

If you really want to go jedi then have a luminescent black blade. ;-)

Dark Archive

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Yeah, I'd go Kensai Black Blade magus. Although there were armoured Jedi during the wars, so those would probably just be Black Blades.

Houserule out the spellbook, and give them an AC and save bonus for good alignments, and a damage bonus for evil alignments.


Maybe tweek a 3rd edition Psychic Warrior?


Arikiel wrote:
Maybe tweek a 3rd edition Psychic Warrior?

Or just use Dreamscarred Press' Pathfinder update to psionics.


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You don't want to incorporate Jedi into a medival setting.
You want to go home and rethink your life.


Well while I can see the Kensai Magus as a good base it doesn't really answer a lot of the Jedi abilities.

Telekinesis
Suggestion
Chain Lighting

I suppose you could replace the spellcasting with those as Spell-likes but meh... it doesn't really fit quite right.

After all they are the paladin/anti-paladin's of Starwars.

Maybe a Paladin archetype of some sort?


Writer wrote:

You don't want to incorporate Jedi into a medival setting.

You want to go home and rethink your life.

Your awesome. lol. I didn't see your post at first.


Dragonamedrake wrote:

Well while I can see the Kensai Magus as a good base it doesn't really answer a lot of the Jedi abilities.

Telekinesis
Suggestion
Chain Lighting

I suppose you could replace the spellcasting with those as Spell-likes but meh... it doesn't really fit quite right.

After all they are the paladin/anti-paladin's of Starwars.

Maybe a Paladin archetype of some sort?

Jedi flavor spells;

feather fall, Expedious retreat, jump, mage hand, telekinesis, charm person, shocking grasp, telekinesis, suggestion, chain lightning, etc.

I'm sure there's more but those are off the top of my head.

Alternately remove all spellcasting and give specific SLA's at certain levels usable at will. Come to think of it that reminds me a lot of the old warlock class. Make the Eltrich blast a melee weapon and there ya go.


ChrisRevocateur wrote:
Or just use Dreamscarred Press' Pathfinder update to psionics.

+1.

Most of the jedi force powers can readily be mimicked by psionics, without the need for spellcasting, components or clunky paraphernalia. Want a classic weapon-wielding acrobatic jedi knight? Take levels in psychic warrior. Want to focus exclusively on lightsaber wielding? Take levels in soulknife. A jedi master force user? Go psion. An independent force user? Wilder.


Dragonamedrake wrote:
...how you would build a Jedi in Pathfinder...

First off, I wouldn't because I've never thought the Jedi, force, etc... was very well thought out from the begining. The loving, peaceful, diplomatic, comprimising, etc... use only the most lethal hand weapon known?!? (I mean the books point out that every blaster and even force pikes have a stun setting.) The force affects only living things, but most of the effects in the movies or books are to non-living things. meh old rant.

If I was, it would be a paladin/antipaladin archtype that changed out the spell selection a little to get suggestion and telekenisis. negative energy channeling would be sufficient for the force lighting. Once the get experienced enough to become a knight, they are given a brilliant energy weapon. Text to state that most multiclass as monk and take the combat expertise feat. That would explain why some are not as armored and more mobile than some others.

Along those lines anyway.

The Exchange

psionics is definatly the choice when duplicating the force in D&D.

Telekinisis
Telepathy

Its when you get to Sith stuff like supernova a star that it falls off the edge.


Have you tried doing a direct conversion of the d20 star wars stuff? Just doing that may give you a good foundation from which to add to.

Grand Lodge

Writer wrote:

You don't want to incorporate Jedi into a medival setting.

You want to go home and rethink your life.

I don't want to incorporate Jedi into a medieval setting... I want to go home and rethink my life... :p


yellowdingo wrote:
psionics is definatly the choice when duplicating the force in D&D...

I agree that psionics is prob a bit closer fit. But the OP wanted it in pathfinder not 3.5DnD


Wizard/Magus.

Shadow Lodge

Honetly, I would go with a Cleric/Oracle (home brew some Domains or a Mystery or augment some) for the Consular and a Paladin for the warrior. Divine (godless philosophy of The Force) fits so much better than Arcane or Psionics in my opinion.

Maybe even gestalt with a little Lightsaber ("psionic spearblade") Monk.


Kydeem de'Morcaine wrote:
I agree that psionics is prob a bit closer fit. But the OP wanted it in pathfinder not 3.5DnD

Dreamscarred Press' Psionics Unleashed is Pathfinder compatible.

Grand Lodge

Here's a question from the Jedi sourcebook that I'll adapt here.

What are you looking to play? The mechanics or the character philosophic type, the attitude.

Assuming that the main reason you played Jedi was not to swing the lightsaber, I would suggest that the most appropriate class would be the Monk, possibly the QuinGong archetype. You won't recreate the Force mechanics, or most of them, but you'll recreate the atmosphere, and the point of view in the most appropriate venue.

The complete Jedi package from the movie is a mystic character that's adapted to a space opera setting. Most of his tricks and his high tech toys fit badly at best in a midieval or pseudo-midieval type setting. My suggestion's aims are to adapt the zeitgeist of the Jedi philosophy into a setting appropriate venue.

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