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General Tabletop Discussion
D&D Older Editions
D&D 4e: Jedi Knight
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<blockquote data-quote="Wednesday Boy" data-source="post: 5964823" data-attributes="member: 53678"><p>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. </p><p>I'd ditch the requirement to have a spellbook but keep the game mechanics of it to avoid having to make many house rules.</p><p> </p><p>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."</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5964823, member: 53678"] 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." [/QUOTE]
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