Created By:  Mark Maun
Converted From:  Star Wars RPG

Version 2.1 – Last Modified 5/20/01

Author Note:  I’m a big fan of Star Wars and I thought it would be fun to implement the Jedi into the Dungeons and Dragons world campaign.   The following is the Jedi prestige class utilizing 3rd edition D&D rules.  This submission is considered a working document.  If you have comments or suggestions feel free to email me at Markemn@yahoo.com
    
The Jedi
Prestige Class

Hit Die: d6
Requirements: 

 	Alignment: Lawful Good, or any Non-Good
	Race: Any but Humans and Gnomes are the most common.
Abilities:  Jedi benefit from high constitution, wisdom, and dexterity scores.
Feats:  Iron Will, Expertise, Blind Fight
              Concentration:  8 Ranks
              Knowledge (Religion):  4 Ranks
Special:  The Jedi Initiate must seek out and train under a Jedi Master of like alignment.  Jedi Masters can be of any alignment but neutral and evil Jedi Masters are rarely willing to train initiates.

Class Skills:	 
           Balance, Concentration, Climb, Escape Artist, Hide, Intuit Direction, Jump, Knowledge (Religion), Move Silently, Profession, Sense Motive, Spot, Tumble
 
Character Skills at Each Level:  4 + Int Modifier.

Class	Base Attack	Fort	Ref	Will		            Special
Level	    Bonus	Save	Save	Save

   1                0                      +0          +2           +2              Weapon Special, Uncanny Dodge, Evasion
   2	     +1		  +0          +3           +3              
   3              +2                      +1          +3      	   +3	      Telepathy  	
   4              +3                      +1          +4           +4	      	                      
   5              +3                      +1          +4           +4 	      	
   6              +4                      +2          +5           +5             Improved Evasion
   7              +5                      +2          +5           +5             Greater Telepathy       
   8              +6                      +2          +6           +6              
   9              +6                      +3          +6           +6	      	
  10             +7                      +3          +7           +7             

         Armor and Weapon Proficiencies:  Jedi are proficient with all simple weapons as well as the following martial weapons:  Falchion, Great Sword, Long Sword, and Scimitar.  They are not proficient with any type of armor or a shield, however these proficiencies may be learned if so desired.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.

Extraordinary Abilities*:  Jedi abilities are similar to the divine and arcane spells of the same name. However they require no somatic, verbal, or material components, they cannot be interrupted or dispelled, they may be used wearing armor, ignore magic resistance and function in anti-magic fields.  A Jedi gets bonus abilities based on Wisdom.  A Jedi is limited to using a certain number of abilities per day, but he need not prepare them in advance.  He may also use a higher-level slot to use a lower level ability if he wishes.  Use of these extraordinary abilities requires a successful concentration check**.   At higher levels Jedi are so honed in their abilities that they may use some of them as free actions. 

*Jedi Extraordinary Abilities are saved against DC = 10+ Jedi Class Level + Wisdom Bonus.
** The DC for successful use of the ability is listed below for each ability level.  The first number in parentheses represents the DC if the ability is used as a standard action.  The second number represents the DC if the ability is used as a free action.  The Jedi must declare what action type he is using prior to making the concentration check.  Failure means the ability is wasted for the day.

					-------------- Extraordinary Abilities per Day --------------
Class Level					   0	1	2	3	4

         1						   0	--	--	--	--
         2						   0	0	--	--	--
         3						   1	0	--	--	--
         4						   1	1	0	--	--
         5						   2	1	0	--	--
         6						   2	1	1	0	--
         7						   2	2	1	0	--                    	
         8						   3	2	1	1	--
         9						   3	2	1	1	0
       10						   3	2	2	1	0		

0-Level Jedi Extraordinary Abilities  (DC 10/15) 
   Mage Hand
Open/Close
Detect Thoughts

1st-Level Jedi Extraordinary Abilities  (DC 15/20)
   Hold Portal
Augury
Suggestion

2nd-Level Jedi Extraordinary Abilities  (DC 15/25)
   Hold Person
Discern Lies
Emotion

3rd-Level Jedi Extraordinary Abilities (DC 20/25)
Telekinesis
Repulsion
Discern Location

4th-Level Extraordinary Abilities (DC 20/ Unable to use as a Free Action)
True Seeing
Power Word-Stun
Foresight
Weapon Finesse: Two Handed Sword:  This feat is exclusive to the Jedi class and at 1st level it allows them to use the finesse feat with a two-handed sword, thus using their dexterity modifier to strike with the weapon instead of their strength.   The Great Sword is the weapon of choice of medium sized Jedi and they can wield it with uncanny speed and grace in congruence with their Jedi abilities.  Small sized Jedi may opt to use Long Swords, Falchions, or Scimitars.   Jedi who have proficiency in exotic weapons, along with the ambidexterity and two weapon fighting feats may use the double bladed sword in this fashion.  

Note:  This feat may not be used if the Jedi is wearing armor

            Uncanny Dodge:  Identical to the Barbarian skill, the Jedi retains his Dex bonus to AC even if caught flat-footed.   At 3rd level the Jedi can no longer be flanked.   This defense denies a rogue the ability to sneak attack a Jedi.  The exception to this defense is that a rogue at least four levels higher than the Jedi can flank him. 

            Evasion:  This is identical to the 1st Level Monk ability of the same name.  The ability is improved at 6th level.

            Telepathy:  At 3rd Level the Jedi can use simple telepathic communication with anyone nearby at will as an extraordinary free action.  This telepathy is not a complete link and the Jedi can only send not receive thoughts.  Usually this basic telepathy is composed of single commands or simple phrases.   At 7th Level the Jedi can create a telepathic link with a willing recipient if he spends an entire round doing so.   He can establish this link from vast distances and communicate with the recipient as a normal conversation.

	Jedi Focus:  The training of the Jedi is focused and absolute.   It is considered an honor and as such once the training has begun it must be completed and never diverged from.  Doing so can have averse affects on a Jedi’s alignment status.   Any good or neutral character that undertakes the Jedi class may not choose another class without penalty until he has achieved 10th level of ability.  If he does so his alignment shifts one negative rank.   Thus, good characters become neutral, and neutral characters become evil (Law and Chaos are not affected).   This is irreversible and no magical or divine means can restore the old alignment, not even a Wish.   The Jedi can benefit from a single reprieve if he comes back and finishes his training.   Doing so restores his original alignment once he advances another level as a Jedi.   However, this may only be done once.   If the Jedi diverges again he will immediately become evil regardless of his original alignment, and will remain evil for the rest of his life regardless of whether or not he completes the Jedi training.