Pathfinder jedi?


Advice

Dark Archive

What is the best build (capping at 12th level) to make a Pathfinder version of a jedi? I was thinking a combo of kensai magus and sohei monk. I'm sure there is a better way to do it with psychic classes from occult adventures but I am not terribly familiar with them.


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Aether into air kineticist?

You can move things with your mind, propel your body to make tremendous jumps, shoot lightning with your hands, and manifest a blade of elemental energy! The only thing you're really missing is the mind trick.


I second Aether kineticist into air(lightning). If you play it as such, it can have a real sith like feel to it (style not good/evil part).

Dark Archive

Sounds interesting. I'll have to play around with herolab, to see what it looks like.

Grand Lodge

Kineticist focused on Aether would be a decent 'force' user. Not much for melee though.

If you want a lightsaber and you take it to high levels you could add fire or lightning elements and kinetic blade for a lightsaber like effect.


A kitsune Aether/Air kineticist could use Magical Tail feats to gain the "mind trick" powers of jedi; just stay in humanoid form all the time..


Another option for Jedi mind trick...

Quote:

Eldritch Heritage: Raksasha

Silver Tongue (Su): At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


do you want the force part or the lightsaber part?


There's probably better options, but I always thought the Sensate Fighter FELT the most like a Jedi.


Isn't there a psychic magus archetype?


I do play Occult classes so I am not able to comment on them like most the above.

But I do like the Evangelist Cleric as a Jedi Consular style character for a non Occult class.

Divine Trident Spell is a Touch attack electrical blade. Basically works like a Light Saber. You can also just buy a Sword and put Shocking or Flaming on it and Enhance it via Greater magic weapon.

Command and Suggestion spells are like Jedi Mind Tricks.

Forceful Strike is like the Jedi Push.

The Oratory is like Inspiration or Just quoting the Jedi Code. Increasing the abilities of those around you. Since most Jedi end up being among the troops in conflicts, making the soldiers fight better it seems.


Just throwing out a curve ball here...

Mixing Kineticist with Ninja seems to have a Sith Assassin feel.

Grand Lodge

Kinetic Knight (Kineticist Archetype) seems like it would work well.

It is a samuari with all day magic. Which sounds like jedi to me. It can disarm, trip, make a elemental sword and use infusions.


You're actually better off with the standard kineticist, the kinetic knight is wearing heavy armor and using a shield, not very jedi-like.

I would rather look into some custom Kinetic invocations for the mind tricks, everything else is in the basic kineticist :D


Fire gets Hypnotic Pattern and Hypnotism as Kinetic Invocations, it just otherwise doesn't mesh that well with "the Jedi concept" and "aether as a primary element" (while fire/fire/aether works as artillery, you wouldn't get "the force" until very late).


A Song of Silver's backmatter has a plasma blade that is functionally a light saber. Equip thatvthen pick your preferred spell caster or kineticist.


As mentioned, Kineticist could do a lot of the Jedi role. Aether/Air seems like the best fit.

Kensai can also do a lot if you play a very thematically appropriate spell book.

In a home game ask the GM to mix Kensai and Mindblade archetypes for even more an even stronger Jedi/Force feeling.

Something else to consider is that there is a light saber stand in available through Iron Gods so ask your GM about getting ahold of one of those... maybe cheat and see about getting it as a Black Blade through Magus? Black Blade Kensai with a Plasma Blade would be an extremely convincing Jedi or Sith but definitely requires some GM fiat.

Dark Archive

Ascetic kineticist sounds like a good way to go so far.


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Occultist, Go Transmutation, Divination as your early implements, take telekinetic spells and self buffs. Legacy Weapon Implement power to power your sword, burst of speed to jedi dash, mind eye for spying, danger sight for Jedi reflexes, then take enchantment to pick up some mind tricks and evocation for lightning.


Vidmaster7 wrote:
Isn't there a psychic magus archetype?

Yes, the Mind Blade Magus. You can manifest light, one-handed, and two-handed melee weapons made of psychic energy wih your psychic pool, like Psylocke from the X-Men. You also have access to both Magus and Psychic spells, and cast as a Bard. I'm playing one in a new campaign soon.

Scarab Sages

I recommend the Phantom Blade spiritualist archetype from Psychic Anthology. It manifests a spirit blade, can cast spells and attack like a magus, and the spell list has a lot of things that fit the bill.

Dark Archive

Honestly, there are enough variations on different types of Jedi that you could make a passable representation out of any "uses swords and maybe some magic too" builds. Let's take a look at ways that Jedi differ from one another.

In particular, the combat forms. The expanded universe goes into 7 different forms of lightsaber combat and after reading up I figured you could have a lot of fun with it.

Form I: Shii-Cho:
Quote:

Form I, also called "The Way of the Sarlacc," is the most basic form of lightsaber combat and the most ancient. For this reason, it is the first form of lightsaber combat that most Jedi learn. It was developed as the Jedi transitioned from using traditional swords to using lightsabers.

The moves of Form I focus on disarming one's opponent without hurting him. Its wide, sweeping motions are useful when facing multiple enemies, but do not work well against lightsaber-wielding opponents.

The 'basic' part suggests that it shouldn't be too complicated. Combat Expertise and Improved Disarm are the obvious choices, though I would strongly advise someone to search for any of the alternatives to having to take Combat Expertise the hard way. A one level dip in Brawler is my dip of choice, but this can be tricky depending on your source of 'force' magic.

Form II: Makashi :
Quote:

Form II, also called "The Way of the Ysalamiri," developed when the Jedi began fighting Sith and other lightsaber wielders. It emphasizes precision, simple footwork, and preventing disarmament, and thus is a strong defense against Form I. Curved-hilt lightsabers made it easier to control the one-handed fighting style.

After the Sith were all but destroyed around 1,000 BBY, lightsaber duels became uncommon once again, and few Jedi studied Form II. Those who did admired it as the most elegant form of lightsaber combat.

This style seems like it would work best with a Swashbuckler dip, allowing you to use your Parry deed to turn blades away and counterattack efficiently.

Form III: Soresu :
Quote:

Form III, also called "The Way of the Mynock," was developed to defend against blasters. It is characterized by tight, efficient movements that shield the Jedi's body, using the lightsaber primarily as a defensive weapon to deflect blaster bolts.

The practice of Form III is an important reflection of Jedi philosophy, as it emphasizes the Jedi belief in calmness and non-aggression. A Jedi using Form III must center herself in the Force in order to anticipate her opponents' movements and successfully block blaster fire.

Deflect Arrows seems to be iconic for this one, but for a better emphasis on swordplay I strongly recommend Power Attack into Cut From The Air, taking Martial Focus along the way if you need to juke the prerequisites. Combat Expertise is also recommended.

Dark Archive

Rosc wrote:

Honestly, there are enough variations on different types of Jedi that you could make a passable representation out of any "uses swords and maybe some magic too" builds. Let's take a look at ways that Jedi differ from one another.

In particular, the combat forms. The expanded universe goes into 7 different forms of lightsaber combat and after reading up I figured you could have a lot of fun with it.

** spoiler omitted **

** spoiler omitted **...

A level of swashbuckler gives you parry and riposte, but need to put some points into cha to make it viable.

Dark Archive

Cory Stafford 29 wrote:
A level of swashbuckler gives you parry and riposte, but need to put some points into cha to make it viable.

Strongly disagree. You always get 1 point minimum, and Extra Panache boosts it to 3. For the price of one feat, you've got half again the resources of a typical swashie that had 14 Charisma at the start. Nevermind the costs saved in pointbuy.


Torbyne wrote:
. . . In a home game ask the GM to mix Kensai and Mindblade archetypes for even more an even stronger Jedi/Force feeling. . . .

If you're asking the GM to let you take liberties, just make it easier on yourself and go Dreamscarred Press' psychic warrior. Pick up either the mind knight path or the ascetic path. Dip Soulknife for the lightsaber and just use metaphysical weapon on it as needed. Or just go Soulknife and take the gifted blade archetype for some powers that you can use for jedi tricks.


Te'Shen wrote:
Torbyne wrote:
. . . In a home game ask the GM to mix Kensai and Mindblade archetypes for even more an even stronger Jedi/Force feeling. . . .
If you're asking the GM to let you take liberties, just make it easier on yourself and go Dreamscarred Press' psychic warrior. Pick up either the mind knight path or the ascetic path. Dip Soulknife for the lightsaber and just use metaphysical weapon on it as needed. Or just go Soulknife and take the gifted blade archetype for some powers that you can use for jedi tricks.

It all comes down to table variation, my group have historically far more open to working within Paizo products than to using 3PP. Short answer for this thread though, try taking both options to the GM and see what they will allow. Longer discussions on the topic should probably go to another thread... Now if you'll excuse me i need to go shed a tear over all the fun things i cant play with...


Torbyne wrote:
It all comes down to table variation, my group have historically far more open to working within Paizo products than to using 3PP. . . .

That's fair. I started with a different edition. Paizo ported over some classes and feats and whatnot but not others. Because Paizo ported some but not others, I'm definitely more open to Dreamscarred Press material because for me it's not really third party so much as the update of the other part of the game.

Now that I look at Mesmerist, it has a few honorable mentions. The Levitation Buffer trick is a force push. The Chain of Eyes trick is far vision/clairvoyance. The Compel Alacrity trick is the occasional jedi quick movement. And I swear, the Meek Facade trick is every jedi who starts out telling somebody they don't want to fight and yet get attacked anyway.

And the Vexing Daredevil archetype (and to a much lesser extent the Vexing Trickster) switch your mind tricks into more of a combat boost, so you appear to be a much better duelist, which quite a few jedi are. And the spells are also mentally manipulative mind tricks. So, bonus.

It won't have the longevity that the kineticist has, but might be able to cover more bases.

Edit: Oh, and the Enigma archetype reminds me of Obi Wan Kenobi's ignore me effect in Episode 4 while he's sneaking around the Death Star, and the Hate Monger archetype is very Sith-like.

Dark Archive

Rosc wrote:
Cory Stafford 29 wrote:
A level of swashbuckler gives you parry and riposte, but need to put some points into cha to make it viable.
Strongly disagree. You always get 1 point minimum, and Extra Panache boosts it to 3. For the price of one feat, you've got half again the resources of a typical swashie that had 14 Charisma at the start. Nevermind the costs saved in pointbuy.

I hadn't thought of that. It still costs you a feat, and I'm pretty sure that this build will already be feat starved.

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