D20 Jedi Guardian in D&D

Looks like he is going to change, but is changing to warforged fighter/juggernaut. No idea what that combo is going to bring other then the boots he is getting enchanted with continuos expeditious retreat. 4k? That's messed up to.
 

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Looks like he is going to change, but is changing to warforged fighter/juggernaut. No idea what that combo is going to bring other then the boots he is getting enchanted with continuos expeditious retreat. 4k? That's messed up to.

Just remember you are the DM. You can disallow any magic items you don't want in the game.
 


I've decided to take an approach with movement like AC bonuses or saves

(Per 5ft segment)^2*500

Which you are well within your rights to do. Boots of Striding and Springing are often a favorite item for my PCs...they are a bit cheaper than your method, but more expensive than what he wanted to do with the Expeditious Retreat.

It sounds like your player is going to powergame regardless of what he plays. Hopefully, the other players don't feel too left out.
 

Actually my way is the same as the boots

The blogs charge 2000 for the movement and 2500 for +5 jump and I think 50% more for the lower cost item. I wanted the boots to be baseline. So 2 five foot segments would be 2^2*500 or 2000!!!
 

The blogs charge 2000 for the movement and 2500 for +5 jump and I think 50% more for the lower cost item. I wanted the boots to be baseline. So 2 five foot segments would be 2^2*500 or 2000!!!

Oh, got it. I had originally read your 2(5' segments)^2*500 as 10(feet)^2*500.
 

I haven't done enough of the d20 system to be able to give an informed comment, but using the AD&D 2e rules, it's not too hard to make a Fighter/Psionicist that can mimic a Jedi.

Adrenaline Control to let him boost Strength/Dex/Con
Danger Sense, Inertial Barrier, or Deflect* to deal with incoming attacks
Dimension Blade* to have his sword function as a somewhat weaker lightsaber

But as you noticed, they tend to be overpowering. At least doing it this way they can only use their Jedi abilities to the extent that their PSPs last.


* from The Will And The Way
 

I haven't done enough of the d20 system to be able to give an informed comment, but using the AD&D 2e rules, it's not too hard to make a Fighter/Psionicist that can mimic a Jedi.

The problem in this case is that the OP allowed a Jedi Guardian from d20 Star Wars into a 3.x D&D game. And the balance simply isn't there. With that said, I'm not actually sure the Guardian is any more powerful than say a Warblade from ToB. Much more powerful than the standard Fighter or Rogue, though.
 

Hm, I can't actually ask for all the crunch of a Jedi Guardian... but I can ask for a character sheet with abilities and explanations on it... just to get an idea, of course.
 

Hm, I can't actually ask for all the crunch of a Jedi Guardian... but I can ask for a character sheet with abilities and explanations on it... just to get an idea, of course.

I can give you the character sheet of an 8th level Jedi I was playing. Now, keep in mind, she is a Consular, not a Guardian. i.e. she has more force powers, but less combat prowess. Also, I'm not sure the power of some of the force skills is obvious, but they are probably the equivalent of some of the maneuvers from ToB.

Human Female Jedi Consular 7 // Jedi Master 1

Str 10 +0 (2 points)
Dex 14 +2 (6 points)
Con 14 +2 (6 points)
Int 14 +2 (6 points)
Wis 16 +3 (6 points, +2 level increases)
Cha 14 +2 (6 points)

Initiative: +2
Defense: 19 or 21 (10 base + 2 dex + 7 class / +2 when wielding Lightsaber)
Speed: 10 meters
VP: 68 (30 + 14 + 8 + 16 CON)
WP: 14
Reputation: +3
Force Points: 9
Dark Side Points: 1

BAB: +6
- Melee +6/+1
--- Lightsaber +9/+4 (3d8/19-20), constructed
- Ranged +8/+3
--- Caliban "X" +8/+3 (3d8+3 or DC18, range 6m)

Saves:
- Fortitude +8 (6 base + 2 con)
- Reflex +7 (5 base + 2 dex)
- Will +10 (7 base + 3 wis)

Languages:
- Basic, speak and read/write
- Droid, comprehension
- Rodese, speak

Skills: 2 to spend
- Computer Use +15 (11 ranks, +2 int, +2 equipment)
- Diplomacy +8 (6 ranks, +2 cha)
- Gather Information +5 (3 ranks, +2 cha)
- Pilot +8 (6 ranks, +2 dex)
- Sense Motive +10 (7 ranks, +3 wis)

Force Skills:
- Affect Mind +10 (8 ranks, +2 cha)
- Battlemind +7 (5 ranks, +2 con)
- Empathy +5 (2 ranks, +3 cha)
- Enhance Ability +4 (2 ranks, +2 con)
- Enhance Senses +7 (4 ranks, +3 wis)
- Far Seeing +5 (2 ranks, +3 wis)
- Force Defense +6 (4 ranks, +2 cha)
- Force Strike +10 (8 ranks, +2 int)
- Friendship +4 (2 ranks, +2 cha)
- Heal Self +10 (8 ranks, +2 cha)
- Move Object +10 (8 ranks, +2 int)
- See Force +9 (6 ranks, +3 wis)
- Telepathy +8 (5 ranks, +3 wis)

Feats:
- Alter Force
- Control Force
- Sense Force
- Exotic Weapon Proficienty: Lightsaber
- Force Sensitive
- Weapon Group Proficiency: Blaster Pistols
- Weapon Group Proficiency: Simple Weapons
- Weapon Finesse
- Lightsaber Defense
- Heroic Surge
- Combat Expertise
- +1 feat (6th level) [Apparently I never picked a feat here]
- Force Mastery (Jedi Knight)

Class Features:
- Starting Feats (above)
- Equipment (lightsaber)
- Force Training (above)
- Deflect: Defense +1
- Deflect: Attack -4
- Bonus Feat (above)
- Deflect: Extend Defense and Attack
- Increased Lightsaber Damage (3d8)
- Jedi Knight
- Force Secret (Battlemind Bonus Increase +1)

Equipment:
- Lightsaber, constructed (1000cr)
- Caliban Model X Heavy Blaster Pistol (975cr, 1.7kg)
- Clothing
- All temperature cloak
- Aquata breather
- Comlink
- Datapad
- Glowrod
- Grappling spike launcher
- 2815cr
 

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