Jedi Master Prestige Class

Jedi Masters represent the pinnacle of the Jedi Order. They are Jedi who are both strong enough in the Force and patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan learner to Jedi Master usually takes decades, and many who start upon the path never reach its final destination.
Becoming a Jedi Master requires patience, inner strength, wisdom, and a deep connection to and understanding of the Force. Further, a Jedi usually doesn’t become a Jedi Master until he trains a student to completion. Jedi Masters are allowed only one Padawan at a time, and the training of a single Padawan can take years.

Requirements
To qualify to become a Jedi Master, a character must fulfill the following criteria:
Jedi Level: 7th
Skills: See Force 6 ranks, 20 ranks in other Force Skills
Feats: Force-Sensitive, Alter, Control, Sense
Force Alignment: 7
Special: To qualify for this prestige class, character must either take on a Padawan learner, or possess 13 or more Jedi class levels.

Level BAB Fort Ref Will Def Rep Special
1st +1 +1 +1 +2 +1 +1 Increase Lightsaber damage, Force Secret
2nd +2 +2 +1 +2 +2 +1 Bonus Feat
3rd +3 +2 +2 +3 +2 +2 Deflect (defense)
4th +4 +3 +2 +3 +3 +2 Force Secret, Deflect (attack)
5th +5 +3 +3 +4 +3 +3 Deflect (extend)
6th +6 +4 +3 +4 +4 +3 Increase Lightsaber damage
7th +7 +4 +4 +5 +4 +4 Bonus Feat
8th +8 +5 +5 +5 +5 +4 Deflect (defense), Deflect (attack)
9th +9 +5 +5 +6 +5 +5 Force Secret
10th +10 +6 +5 +6 +6 +5 Increase Lightsaber damage

Game Information
Vitality: A Jedi Master gains 1d8 vitality points per level. A character’s Constitution modifier applies.
Force Energy: A Jedi Master gains 1d10 Force Energy points per level. A character’s Wisdom modifier applies.
Class Skills: The Jedi Master’s class skills (and the key ability for each skill) are: Balance [Dex], Bluff [Cha], Climb [Str], Computer Use [Int], Craft* [Int], Diplomacy [Cha], Gather Information [Cha], Intimidate [Cha], Jump [Str], Knowledge* [Int], Pilot (Dex), Profession* [Wis], Sense Motive (Wis), Treat Injury [Wis], Tumble (Dex). All Force skills for which the Jedi Master meets the prerequisites are considered class skills.
This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (droid construction), Entertain (kloo horn), Knowledge (Sith lore), and Profession (droid programming).
Skill Points at Each Additional Level: 6 + Int modifier

Class Features:
The following are features of the Jedi Master prestige class.
Force Secret
A Jedi Master discovers a Force Secret at 1st, 4th, and 9th levels. The character must have 10 ranks in the selected skill to choose the secret for that skill.
Affect Mind – The Jedi Master can use Affect Mind to make an opponent in combat doubt themselves or their ability. The Master rolls Affect Mind normally, but uses the Fear table to determine the save DC and the effect on attack rolls and skill checks. This power is known as Dun Moch.
Battlemind – The Jedi Master can temporarily gain the benefit of the Combat Expertise, Combat Reflexes or Power Attack feats, even if he does not meet the prerequisites for those feats. To gain this benefit, the Jedi Master makes a Battlemind check as normal, but pays an additional 2 Force Energy per feat acquired.
When using Power Attack, the number that can be subtracted from attacks to add to damage is equal to the Force bonus rolled for Battlemind. When using Combat Expertise, the penalty that can be taken to attack is equal to the Force bonus rolled for Battlemind. When using Combat Reflexes, the number of additional attacks of opportunity that can be made is equal to the Force bonus rolled for Battlemind. The use of these feats last as long as the benefit from Battlemind. If the character already has these feats, they gain a bonus to the feat’s effects based on their Battlemind roll, as above.
Battle Influence – Battle Influence checks now affect all enemies within 20 meters of your position. In addition, the DC to save against this power is increased by 1 for every four Jedi levels the character has.
Empathy – A Jedi Master can use this ability to detect hostile intent from beings around them, and possibly avoid ambush. Before combat starts, the Jedi Master can spend 4 Force Energy to make an Empathy check, and apply the bonus normally granted to skills to initiative instead. In addition, before a surprise round of combat the Jedi can use this Empathy check instead of a Wisdom check to avoid being surprised. If they are still surprised, they still gain the bonus to initiative as soon as they’re able to act.
Enhance Ability – A Jedi Master can use this secret to enhance more than one stat at a time. When making an Enhance Ability check, the Jedi Master can increase both Strength and Dexterity at the same time, but gains only half the bonus listed on the table. In addition, a roll of 35+ can grant a + 10 Force bonus to one stat, or a + 5 bonus to both Str and Dex.
Enhance Senses – In addition to the normal benefits granted by a successful roll, a Jedi Master can spend an additional 3 Force Energy and give herself additional senses she might not have already, or enhance the ones she does have. On a roll of 10-14, the character can acquire the Scent ability (RCR 331). On a roll of 15-19, she can acquire low-light vision (RCR 331), or double the range of her current low-light vision. On a roll of 20-24, she can acquire darkvision out to 20 meters (RCR 331), or double the range of her current darkvision. On a roll of 25+, the Jedi Master can grant herself the blindsight ability (RCR 330). If the character rolls higher than a desired ability, she can take one of the lower abilities instead while keeping the higher skill bonus, but she can only have one extra sense at a time.
Farseeing – Any time the character would be denied their Dex bonus to Defense, or is flanked in combat, they can make a DC 25 Farseeing check. If successful, they do not lose their Dex bonus to Defense and opponents gain no benefit from flanking them. This ability lasts for 10 rounds and costs 9 Force Energy.
Force Defense – When making a Force Defense check as a reaction against an effect coming from a dark side site, artifact or Force-using being, the character can spend an additional 3 Force Energy and gain the full effect of their roll, instead of the half effect normally granted when using Force Defense as a reaction.
Force Stealth – When under the effect of Force Stealth, a Jedi Master can use a Force Skill or Feat without breaking stealth a certain number of times per day. When he uses a power, he makes a momentary ripple in the Force, temporarily reducing the DC to detect him using See Force by 10 for one round. After that round, the DC returns to what it was previously for the duration of Force Stealth. This ability can be used once per day for every four Force levels the Jedi has.
Illusion – The Jedi Master can create an illusionary double of themselves known as a doppelganger. The doppelganger appears as a perfect copy of the Jedi in their normal form, and the Master can perceive with all five senses through the doppelganger as though they were there. In addition, the doppelganger shows as real on audio and video sensors, including security cameras and droid sensors. Unlike most illusions, the Doppelganger can be maintained as a free action each round, assuming the Master spends the Force Energy to do so. If the Master possess the Kinetic Combat feat, the doppelganger can appear to wield the Jedi’s lightsaber in combat as well. When used in this manner, the doppelganger can provide flanking bonuses for allies as though the Jedi themselves were there.
The doppelganger has the same Defense the Master does, enhanced by any feats the Master has as well. An opponent successfully striking the doppelganger gets another Will save to disbelieve the illusion. Only one new save is allowed per attacker, and if they fail they get a cumulative + 1 on each future save to recognize the illusion for what it is.
Inspire – With improved mastery of this power, the Jedi can also grant her allies the ability to resist fear and shake off its effects. Any allies affected by Inspire can also add the bonus granted to any saves to resist fear effects. If the Jedi is already under the influence of a fear effect, they gain another save with the bonus added in. If the second save succeeds, the fear effect ends.
Move Object – The Jedi Master can create a Force Wave, pushing back opponents and allies alike with a violent explosion of telekinetic power. This effect works like a Bantha Rush (RCR 169), but affects all beings adjacent to the Jedi. Using this power does not provoke an attack of opportunity, nor does it inflict damage. The Jedi makes a Move Object roll, which becomes the DC for all beings adjacent to him to resist with a Strength roll. Each being rolls for themselves separately. The defenders can make use of any bonuses or advantages they have to resist Bantha Rushes normally, including stability, racial, size and class bonuses. If a defender exceeds the Jedi’s roll, they are not moved. If they fail they are moved away from the Jedi 2 meters, plus an additional 1 meter for every three points by which they failed the roll. If they fail a DC 15 Ref Save, they fall prone in the square in which they end up.
Telepathy – For a Jedi Master, the ranges for both non-Force using and Force Using characters listed on page 100 of the RCR are multiplied by 10.

Increase Lightsaber Damage
As a Jedi Master gains levels, the amount of damage he can deal with his lightsaber increases. Each time the Jedi Master gains increase lightsaber damage, the weapon’s damage increases by +1d8. Increase gained from this class and other classes stack.

Bonus Feats:
At 2nd and 7th levels, the Jedi Master gains a bonus feat. These bonus feats must be drawn from the following list: Alertness, Blind-Fight, Combat Reflexes, Improved Critical*, Force Mind, Sharp-Eyed, Trustworthy, (Knight Mind), (Master Mind), Force Mastery, (High Force Mastery). Feats dependent on other feats are listed parenthetically after the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including minimum ability scores and base attack bonuses. See the Star Wars Roleplaying Game, Chapter Five: Feats, for descriptions of feats not covered in this book, and their prerequisites. Important: These feats are in addition to the feats that a character of any class gets for gaining levels (see the Star Wars Roleplaying Game, Table 3–1: Experience and Level-Dependent Benefits); the Jedi Master is not limited to the list given here when choosing those feats.

Deflect (Defense)
If a Jedi Master uses a lightsaber, he eventually learns to deflect blaster bolts and other projectiles with it, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi Master a move action in his next round. The Jedi Master must indicate that 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 Master against the dodge bonus against all ranged attacks directed at him in the round. Each time the Jedi Master gains deflect (defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks. Thus, at 1st level, the dodge bonus begins at +1, but at 7th level, the dodge bonus increases to +2.

Deflect (Attack)
A Jedi Master learns to deflect blaster bolts with his lightsaber, redirecting the attack toward a target within one range increment of the Jedi Master’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi Master a move action in his next round. The Jedi Master must indicate that 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 Master against the dodge bonus against all ranged attacks directed at him in the round. Deflect (defense) and deflect (attack) can be used together in the same round (though the Jedi Master can decide not to use the defense if he wants a better chance at redirecting the incoming attack). The Jedi Master can deflect and redirect a number of attacks equal to one-half his combined Jedi Master and Jedi levels (if applicable), rounded up. The redirected attack must miss the Jedi Master by 5 or less; any attack that his the Jedi Master or misses by 6 or more points can’t be redirected. If the Jedi Master can redirect the attack, he immediately rolls an attack using his lightsaber attack bonus and applying a 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 a Jedi or Jedi Master gains deflect (attack), the penalty associated with the redirected attack is lessened by 1. So, a 6th-level Jedi Master who was previously an 11th-level Jedi guardian, for example, has a deflect (attack) penalty of only –1.

Deflect (Extend)
At 5th level, a Jedi Master learns to extend his defensive and offensive deflection skills to others within 2meters of the Jedi’s position. You must be carrying an activated 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 rules associated with deflect (defense) and deflect (attack) apply; the only difference is that now the Jedi can extend these abilities to help those nearby.




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Jedi Master Prestige Class

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