D20 Future Jedi AdC

I am thinking about adding a "jedi-like" advanced class into my D20 Future campaign. I don't want the campaign to revolve around jedi, but I am interested in developing the class to work very similar to the jedi guardian class in the D20 Star Wars RPG.

Basically, I am asking for advice as to how you would do the conversion for the class.

Thanks, Steve
 

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The first problem is to decide the place of force and psionics in your campaign. Are they the same thing? Will you use the Force system from d20 SW or will you use psionics from d20 Modern? Is there other people than the Jedi who can have Force / Psionic powers? etc. All of this will have an impact on how you should do things.

Then, I would do not one but at least two Jedi classes: 1) an advanced class of Jedi Padawan (apprentice); 2) a prestige class of Jedi Master.
 

Hmm. I would rather make Jedi Knight AdC and Jedi Master PrC.

And add Jedi Padawan as Occupation.

If you want, check out Psychic's Handbook and their skill-n-feat based Psychic System.
 

Ranger REG said:
Hmm. I would rather make Jedi Knight AdC and Jedi Master PrC.

And add Jedi Padawan as Occupation.

If you want, check out Psychic's Handbook and their skill-n-feat based Psychic System.
I second the Psychic's Handbook it even has a cyberkinesis power if you are going more for a jedi-like class as compared to a straight out jedi.

If you wanted to play really safe you could multi-class between the "From the Dark Heart of Space" AdC, the Purifier, and G.R. Psychic AdC in the Psychic's Handbook as compared to making a custom AdC.

Oddly enough, once I was thinking of a X-files type game based on the Force (with the sith in suit and ties) and thought of a similar concept, down to "vibrosword" that jedi and sith could power with their powers as compared to light sabers.
 
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Thanks for the info. I was thinking about keeping psionics different from the force. Do you think this could create too much overlap? I will check out Green Ronin's Psychic Handbook regrdless and see what will work. I also like the idea of the padawan as an occupation.

Steve
 




jonrog1 said:
Green Ronin's Psionic's Handbook should be expanded into a full supers/FX game. Serioulsy, best rules out there.
Well, if you want supers, you might as well look into another Green Ronin product (also written by Steve Kenson), Mutants & Masterminds.

If you want d20M FX, then I suggest looking at the Psionic's Handbook prestige classes for inspiration.
 

The Cyber Samurai said:
Thanks for the info. I was thinking about keeping psionics different from the force. Do you think this could create too much overlap? I will check out Green Ronin's Psychic Handbook regrdless and see what will work. I also like the idea of the padawan as an occupation.

Steve
It depends. If you don`t use both in the same game, it´s irrelevant. If you do, I think it would create to much overlap. Always keep in mind to have as few "subsystems" as possible. To many lead to confusion (both for you and your players), especially if the additional subsystem is not the focus of the game. (If you play a Starwars game, it might be okay, if you just need it for one or two NPCs or a sinlge PC, it`s too much)

Personally, I`d suggest the Battle Mind AdC for Jedi Knights, and the Telepath class for Jedi Consulars. You probably want to change a few class features (the mind blade powers should be made to something more "lightsabre"-like. It could be just Weapon Focus -> Weapon Specialisation -> Weapon Throw (Lightsaber) or something like that)
 
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