Craig Frankum |
I know this is a topic that has been done many times over, but with many of the major Pathfinder resources now out there, I want your thoughts.
As Jedi & Sith were recruited from all races, I am not going to focus that aspect, though opinions will be taken under consideration.
This is a "How would you build it?" thread. Please include archetypes, PrC, or any other ideas that you may have.
Also, how to handle the lightsaber?
Deadmanwalking |
A lightsaber is obviously a brilliant energy weapon, maybe with something else to make it concealable.
As a class...I'd be inclined to say Oracle with a custom Mystery seems solid if designing this as a GM, and doable even otherwise. Inquisitor is also a solid choice, especially with the right Domain/Inquisition.
lucky7 |
Make lightsaber a Weapon Finesse using weapon (for all intents and purposes, and Aldori Dueling sword (brilliant energy/conealment). They would be Free Hand Fighters with the Aldori feat chain (+2 AC, can WF) HIGH dex. Very high. From there, transmuter wizard, barred schools conjuration and universal. Mage hand cantrip for sure.
Dr. Calvin Murgunstrumm |
That's the cop out answer. I want to know if and how it is possible under Pathfinder rules. NO 3rd PARTY!!!
Sorry, only skimmed your OP. Seriously though, the system is arcane, but works decent well.
As to pathfinder only:
Lightsabers are clearly brilliant weapons.
I'd look at the Magus as a class with a focus on Mage Hand, Unseen Servant, buff spells and I'd let them add some charm spells to their list.
Throw in some Monk dips for the unarmoured AC, arrow deflection and crane style for the "can't be hit" factor. Fluff it so the weapon does the deflecting.
Craig Frankum |
Make lightsaber a Weapon Finesse using weapon (for all intents and purposes, and Aldori Dueling sword (brilliant energy/conealment). They would be Free Hand Fighters with the Aldori feat chain (+2 AC, can WF) HIGH dex. Very high. From there, transmuter wizard, barred schools conjuration and universal. Mage hand cantrip for sure.
Where do I find the Aldori Dueling sword?
Craig Frankum |
Throw in some Monk dips for the unarmoured AC, arrow deflection and crane style for the "can't be hit" factor. Fluff it so the weapon does the deflecting.
Even though Crane Style is a defensive fighting feat, would you use an archetype (Master of Many Styles) to achieve that or to gain the higher feats in the tree quicker?
Skull |
My 'Jedi' monk build is a Monk of the Lotus/Qinggong. (But aren't all monks Qinggong these days?)
Going Crane Style, deflect arrows, Combat Reflexes and weapon Focus. Just reached level 4 in PFS and took hydraulic push. Its a wet force push basically. He will also take hydraulic torrent. Maxing out diplomacy (even with 8 cha)
The monk's wisdom armour has always seemed perfect for Jedi. As its a kind of Dodge from intuition move. They also gain disease immunity, high jump, bonus vs enchantment and lead a disciplined life.
For my lightsaber, I am using a temple sword.
I don't really see Jedi as LG... more like LN. Paladins also wear too much armour.
just my 2 cents.
Weirdo |
Kensai Magus is very viable as a Jedi - they don't wear armour and get Int to AC and some other reflexes-based abilities (Int to Initiative, AoO while flat-footed, Int to number of AoO, never surprised at level 19).
I don't know that I would dip Magus since your CL will be low. Dipping Monk on a mostly Kensai Magus Jedi might be better. Two levels of Master of Many Styles will give you two Crane Style feats and Evasion.
Renegadeshepherd |
truthfully I think this will largely depend on how deep in the star wars lore u want to go. there were multiple different kinds of both jedi and sith spread across thousands of years, and the more recent in history u examine the weaker they are. if u seek jedi that are mostly straight saber swinging guys then for the most part just go with a monk weapon adept focusing on weapon finesse.
if u go back to times when knowledge of the force was equally important as the lightsaber, then a magus would be the best starting place in my mind.
LazarX |
truthfully I think this will largely depend on how deep in the star wars lore u want to go. there were multiple different kinds of both jedi and sith spread across thousands of years, and the more recent in history u examine the weaker they are. if u seek jedi that are mostly straight saber swinging guys then for the most part just go with a monk weapon adept focusing on weapon finesse.
if u go back to times when knowledge of the force was equally important as the lightsaber, then a magus would be the best starting place in my mind.
OP did not have to be that rude to one of the other posters. Though. even with all of this compared to using the actual D20 rules, you're still hammering square pegs into round holes.
The problem is, it's not just Jedi and Sith, it's the whole freaking world of Star Wars. Just using the two and dumping them into a fantasy d20 world is freakish and asinine, because they are a lousy fit. And the other aspects of the Star Wars world simply can't be made to fit into a game system designed around swords and bear skins.
AbsolutGrndZer0 |
Make lightsaber a Weapon Finesse using weapon (for all intents and purposes, and Aldori Dueling sword (brilliant energy/conealment). They would be Free Hand Fighters with the Aldori feat chain (+2 AC, can WF) HIGH dex. Very high. From there, transmuter wizard, barred schools conjuration and universal. Mage hand cantrip for sure.
Brilliant energy would be great but for one thing... a lightsaber doesn't so much pass through nonliving matter as it slices through it with equal ease... so brilliant energy doesn't work because it doesn't affect undead or constructs. A lightsaber would.
Te'Shen |
That's the cop out answer. I want to know if and how it is possible under Pathfinder rules. NO 3rd PARTY!!!
No. It's not a cop out. It's the smart answer. How would you make a d20 game for a movie/book series that already has a d20 game... Ta-Da!
That said, the third party I'd most likely recommend because it would do an excellent job...
Play a Psychic Warrior from UP. Done, you have a Jedi.
... or a psion. Sith could be wilders thematically, since their emotions drive them.
Brilliant energy would be great but for one thing... a lightsaber doesn't so much pass through nonliving matter as it slices through it with equal ease... so brilliant energy doesn't work because it doesn't affect undead or constructs. A lightsaber would.
Agreed.
I'd recommend casters of some sort. Mind reading, telekinesis, healing, precognition... you'd want to be able to use the powers a lot, which makes limited spell slots less desirable... Sorcerer would be easiest in that respect, but misses some spells...
I will think on it.
insaneogeddon |
Worship Sarenre be a bard
(in gods and magic bards that worship sarenre get flame blade).
Use meta magic to boost it.
Good skills, Great knowledge checks, charismatic, can do melee, spells (expeditious retreat, gallant inspiration, suggestion, feather fall, cure light wounds, clairvoyance, detect thoughts, silent image, heroism, dance of 100 cuts, elocation, acute senses, glibness, haste, open/close, sonic thrust.
Bards work really well as jedi.
Also could make some neverending
FLAME FOUNTAIN FIREWORK
Price 100 gp; Weight —
This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).
The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted. Crafting this item is a DC 25 Craft (alchemy) check.
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/alchemicalWeapons .html
alientude |
1 person marked this as a favorite. |
Something I threw at my players awhile back:
Darth Maul CR 19
XP 204,800
Demon-Spawn Tiefling Eldritch Knight 10/Fighter 1/Sorcerer 9
CE Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 34, touch 21, flat-footed 28 (+8 armor, +6 Dex, +5 natural, +5 deflection)
hp 213 (11d10+9d6+49)
Fort +17, Ref +17, Will +14; +4 vs. poison
Resist cold 5, electricity 10, fire 5
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Offense
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Speed 30 ft.
Melee +1 brilliant energy, spell storing two-bladed sword +23/+18/+13 (1d8+10/1d8+10/17-20)
Sorcerer Spells Known (CL 18th; concentration +28):
9th (4/day) weird (DC 29)
8th (6/day) mind blank, power word stun
7th (7/day) deflection, resonating word (DC 29), spell turning
6th (8/day) chain lightning (DC 26), disintegrate (DC 28), mass suggestion (DC 26)
5th (8/day) fickle winds, hold monster (DC 25), telekinesis, waves of fatigue
4th (8/day) charm monster (DC 24), crushing despair (DC 24), fear (DC 24), greater false life, stoneskin
3rd (8/day) greater magic weapon, haste, heroism, rage, suggestion (DC 23)
2nd (9/day) bear's endurance, blur, bull's strength, detect thoughts (DC 22), ghoul touch (DC 22), resist energy
1st (9/day) cause fear (DC 21), feather fall (DC 23), jump, shield, shocking grasp, true strike
0 (at will) arcane mark, detect magic, ghost sound (DC 20), mage hand, open/close (DC 22), prestidigitation (DC 20), read magic, resistance, spark (DC 20)
________________________________________
Statistics
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Str 24, Dex 22, Con 14, Int 10, Wis 10, Cha 28
Base Atk +15; CMB +22; CMD 43
Feats Combat Casting, Double Slice, Empower Spell, Eschew Materials, Exotic Weapon Proficiency (two-bladed sword), Greater Spell Focus (transmutation), Greater Two-weapon Fighting, Greater Weapon Focus (two-bladed sword), Improved Critical (two-bladed sword), Improved Initiative, Improved Two-weapon Fighting, Spell Focus (transmutation), Spontaneous Metafocus (telekinesis), Two-weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialization (two-bladed sword)
Skills Spellcraft +23, Stealth +26
Languages Abyssal, Common
SQ bloodlines (abyssal), fiendish sorcery, spell critical
Gear +1 brilliant energy, spell storing two-bladed sword, amulet of natural armor +5, belt of physical might (str & dex +6), bracers of armor +8, cloak of resistance +5, headband of alluring charisma +6, page of spell knowledge (vampiric touch), ring of protection +5
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Special Abilities
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Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Carl Harris |
Something that I've been working on for PFS goes like this:
Eldritch scion magus. 1/2 elf for arcane training.
Flamboyant arcana. Precise strike deed.
Wand of flame blade. It's not a stretch to find that a wand of flame blade would allow the blade to extend from it instead of from one's hand. In fact Paizo did this in dawn of the scarlet sun.
I picked up a toppling rod, this is so that I can use a toppling magic missile to knock several enemies prone.
I love the bard idea, in my opinion a bard would represent more of the consular skill set style, more mind tricks and things, while the magus is more of the guardian skill set.
Deadmanwalking |
Well, after Occult Adventures, I'm pretty sure the way you do this is with Kineticist. Kinetic Blade isn't quite a lightsaber, but it might as well be.
And a telekineticist gets a lot of other Jedi tricks as well. Gestalt with something or go VMC Wizard (Diviner) and you're definitely getting there.
Dansome |
I know this is a topic that has been done many times over, but with many of the major Pathfinder resources now out there, I want your thoughts.
As Jedi & Sith were recruited from all races, I am not going to focus that aspect, though opinions will be taken under consideration.
This is a "How would you build it?" thread. Please include archetypes, PrC, or any other ideas that you may have.
Also, how to handle the lightsaber?
Aether & Fire Kineticist would be pretty good for a sith.
You could go the kinetic blade route or brilliant energy weapon as mentioned.
hiiamtom |
In my games it's basically just Jedi = tweaked Paladins and Sith = tweaked anti-Paladins.
Jedi are explicitly not lawful good, and sith are not chaotic.
It's more like true neutral order with members of all non-evil alignments whose spellcasting may forcibly change their alignment to evil while maintaining their law-chaos axis alignment.
In terms of pathfinder they would be acolytes of Pharasma (with a healthy dose of Nethys and Irori) while the Sith would be an extremist cult of Nethys who only cares about the raw power of magic.
zza ni |
back in 3.5 mongoose publishing made the set of "The Quintessential X" where X was placed with a class. their "The Quintessential Monk II" which was suited for 3.5 had the "ki swordsman" prestige class fro monks. which was as close to a Jedi as i could have found. had steep requirement to enter. most could only get in after level 10 and do 11-20 as levels in that class. among the main abilities it had was a class ability to pull out an energy blade and flurry and such with it. it grow in power. and the level 8 upgrade actually made it a better suit to a lightsaber then a brilliant weapon, as a brilliant weapon won't harm undead\constructs and this one had: