D&D 4th Edition D&D 4e: Jedi Knight




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  1. #1
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    D&D 4e: Jedi Knight

    Okay, I am sure I'm not the first person to do this, and I'm sure I won't be the last. But I wanna make a Jedi Knight for 4e, and Hybrid seems like the way to go. Here is my stab at it, at Heroic Tier. I would love suggestions to improve the build, both mechanically and also thematically as well as Item suggestions.

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Keyleth, level 10
    Elf, Rogue|Psion
    Discipline Focus (Hybrid): Telekinesis Focus (Hybrid)
    Psionic Augmentation (Hybrid): Hybrid Power Point Option
    Versatile Expertise: Versatile Expertise (Light Blade)
    Versatile Expertise: Versatile Expertise (Staff)

    FINAL ABILITY SCORES
    Str 8, Con 10, Dex 19, Int 18, Wis 14, Cha 14.

    STARTING ABILITY SCORES
    Str 8, Con 10, Dex 15, Int 14, Wis 14, Cha 14.


    AC: 19 Fort: 15 Reflex: 20 Will: 18
    HP: 58 Surges: 6 Surge Value: 14

    TRAINED SKILLS
    Insight +12, Perception +14, Diplomacy +12, History +14, Acrobatics +14

    UNTRAINED SKILLS
    Arcana +9, Bluff +7, Dungeoneering +7, Endurance +5, Heal +7, Intimidate +7, Nature +9, Religion +9, Stealth +9, Streetwise +7, Thievery +9, Athletics +4

    FEATS
    Level 1: Weapon Proficiency (Rapier)
    Level 2: Backstabber
    Level 4: Surprising Charge
    Level 6: Versatile Expertise
    Level 8: Weapon Focus (Light Blade)
    Level 10: Psionic Initiative

    POWERS
    Hybrid at-will 1: Force Punch
    Hybrid at-will 1: Acrobatic Strike
    Hybrid daily 1: Spinning Blade Leap
    Hybrid utility 2: Agile Recovery
    Hybrid at-will 3: Force Hammer (replaces Force Punch)
    Hybrid encounter 3: Low Slash
    Hybrid daily 5: Telekinetic Maul
    Hybrid utility 6: Ignoble Escape
    Hybrid at-will/encounter 7: Kinetic Buffer
    Hybrid daily 9: Profit from Weakness
    Hybrid utility 10: Prescient Defense

    ITEMS
    Adventurer's Kit, Dagger, Vengeful Rapier +2, Staff of Forceful Rebuking +2, Magic Cloth Armor (Basic Clothing) +3

 

  • #2
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    If I were making a Jedi Knight, I'd use the Bladesinger Wizard from the Neverwinter Campaign Guide and reflavor some of the abilities as needed.
    I'd ditch the requirement to have a spellbook but keep the game mechanics of it to avoid having to make many house rules.

    For the cantrips I'd take Mage Hand (telekinesis), Ghost Sound (Obi-Won scarring off the tusken raiders), and Suggestion ("These aren't the droids you're looking for."). Magic Missile could be a TK slam, Unseen Hand could be a TK push, Shadow Sever could be a TK trip, and Lightning Ring so you can utter, "So be it Jedi."

  • #3
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    or Swordmage or Hexblade. Hexblade may actually fit some the lightsaber flavor a little better. You conjure the blade using your rod implement. I always envisioned the Hexblade wielding the rod two-handed like a lightsaber.
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    Quote Originally Posted by FreeXenon View Post
    You conjure the blade using your rod implement. I always envisioned the Hexblade wielding the rod two-handed like a lightsaber.
    I've thought the same thing. Reskinning the Hexblade gets a little sticky when you get the planar ally utility powers but you could switch them out with a houserule easily enough.

  • #5
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    Ahhh... yea... true... that would be a problem.
    Good call.
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    And you got a sandwich out of it too. Nisha said. Our sandwiches come with attempted assassination plots. New sales gimmick!

    "Chuck Norris is the reason Ilmater suffers."
    by Simplicity in thread "Humor - Chuck Norris to be in the 4e Core Pantheon"

    "English is not nice, comfy, orderly language. As others have noted - in dark alleys, it mugs other languages and rifles through their pockets for loose grammar. Do you think that after committing such molestation that English is going to be particularly prissy about where it sticks which plural?"
    by Umbran in Non-d20 - Origin of Slang Term "Boni"? (post 24)

  • #6
    Or an avenger with their preference for 2h-ed weapons and no armor thing. There's a lot of ways to model a jedi using 4e.

  • #7
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    Well I've refined the build a bit. It's pasted below.

    I like the Rogue/Psionicist Build a fair bit. I'm not saying it's the best, or anything, just that it's the one I like most so far.

    First of all, I just like Hybrids. They're fun. It's a completely arbitrary reason, but there it is.

    It seems that in fights Jedi are mainly unarmored, highly mobile light blade skirmishers with some psionic controller powers thrown in. They move around the battlefield a lot, toss people around with the Force, and cut off heads. This fits the Rogue and the Psionicist both.

    Psionics suit the Jedi more than Arcane, so the Psion powers fit the Jedi without reskinning. Also, most of the psionicist powers I've chosen use the Force keyword. I know that it's punning on the meaning of the word, but it still amuses me.

    The psionicist doesn't strictly need his implements. The Jedi could be doing Force stuff by waving his hand around. Even so, carrying around a staff still fits and waving that around still fits.

    Really apropos powers:
    Psionicist Telekinis. Like Mage hand, lets the Jedi move small stuff around.
    Force Punch. I mean come on! (Later replaced with Kinetic Buffer. Force Hammer, despite its name, doesn't really do the same thing.)
    Spinning Blade Leap.

    It is missing a good mind power ("These are not the 'droids you are looking for.") Befriend is okay, but not great.

    Telekinetic Lift would be a great fit for 2nd Level Utility, but I thought that having a way to create Combat Advantage would be a better mechanical advantage. But hm, maybe if I take Blind Spot Advantage at Level 6, then I can have Telekinetic Lift.

    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Keyleth, level 10
    Elf, Rogue|Psion
    Discipline Focus (Hybrid): Telekinesis Focus (Hybrid)
    Psionic Augmentation (Hybrid): Hybrid Power Point Option
    Versatile Expertise: Versatile Expertise (Light Blade)
    Versatile Expertise: Versatile Expertise (Staff)
    Background: Birth - Blessed, Geography - Forest, Elf - Fey Ally, Society - Noble (+2 to Insight)


    FINAL ABILITY SCORES
    Str 8, Con 11, Dex 19, Int 19, Wis 14, Cha 12.


    STARTING ABILITY SCORES
    Str 8, Con 11, Dex 15, Int 15, Wis 14, Cha 12.




    AC: 21 Fort: 15 Reflex: 20 Will: 18
    HP: 59 Surges: 6 Surge Value: 14


    TRAINED SKILLS
    Insight +14, Perception +14, Diplomacy +11, Bluff +11, Acrobatics +14


    UNTRAINED SKILLS
    Arcana +9, Dungeoneering +7, Endurance +5, Heal +7, History +9, Intimidate +6, Nature +9, Religion +9, Stealth +9, Streetwise +6, Thievery +9, Athletics +4


    FEATS
    Level 1: Weapon Proficiency (Rapier)
    Level 2: Backstabber
    Level 4: Unarmored Agility
    Level 6: Versatile Expertise
    Level 8: Nimble Blade
    Level 10: Psionic Initiative


    POWERS
    Hybrid at-will 1: Force Punch
    Hybrid at-will 1: Acrobatic Strike
    Hybrid daily 1: Spinning Blade Leap
    Hybrid utility 2: Anticipate Maneuver
    Hybrid at-will 3: Force Hammer (replaces Force Punch)
    Hybrid encounter 3: Low Slash
    Hybrid daily 5: Telekinetic Maul
    Hybrid utility 6: Ignoble Escape
    Hybrid at-will/encounter 7: Kinetic Buffer
    Hybrid daily 9: Profit from Weakness
    Hybrid utility 10: Befriend


    ITEMS
    Adventurer's Kit, Dagger, Vengeful Rapier +2, Staff of Forceful Rebuking +2, Magic Cloth Armor (Basic Clothing) +3

  • #8
    You might want to multiclass.
    Reasons:
    Into Swordmage:
    Gain Light Blade as an implement - so no need to wave a stick about, just swing your "lightsaber" and wave your hand about.
    Option of getting some cool power swap options for a "magic sword" and the AC bonus of the sword grip = block shots trick.
    Or gain some defending, for the Jedi "army of peace" vibe.

    Into Monk:
    Make an implement out of your proficient weapon = your lightsaber.
    Get funky movement options for the "force leaps" that Jedi do so often to look cool.

    Into Battlemind:
    Take the feat for 'shift on initiative rolls', for the "precognative" capability of the Force.
    Defenderness for same reason as Swordmage.

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