Call for Jedi [Archive] - Wizards Community

Post/Author/DateTimePost
Prince Vine

11-04-05, 03:35 PM
I'm looking for D&D style varients of the Jedi Consular and Jedi Guardian classes in the Star Wars D20 RPG. Odds are they are already up and I haven't seen them, so if someone could point me to the right link, or if they aren't if someone could suggest the right tweaks to the classes in the Revised Core Rulebook I'd be much appreciative.
gordo98

11-04-05, 05:53 PM
I'm looking for D&D style varients of the Jedi Consular and Jedi Guardian classes in the Star Wars D20 RPG. Odds are they are already up and I haven't seen them, so if someone could point me to the right link, or if they aren't if someone could suggest the right tweaks to the classes in the Revised Core Rulebook I'd be much appreciative.


here's a link (http://boards1.wizards.com/showthread.php?t=402796&page=1&pp=30) to a dnd jedi someone put together. it's the only thing i know of that matches your request.
Coren

11-04-05, 06:00 PM
psychic warrior or soulknife=knight
psion=chonsilar

done
Quirriff

11-04-05, 07:00 PM
Or Monk.
Because Jedi are Monks, and based off Monks.
Vaalingrade Ashland

11-04-05, 07:40 PM
Bard, man. Suggestion class ability.
serow_#R

11-04-05, 08:48 PM
guardian = psychic warrior
consular = bard
Rabid Dire Wolverine

11-04-05, 08:56 PM
Spellsword. Jedi Knights are called "Knights" for a reason.
Sunrider

11-04-05, 09:30 PM
Jedi are basically gestalts:

Guardian - Fighter//Psion, Paladin (any kind)//Wilder, anything else along these lines.

Consular - Monk//Psion (with Kung Fu Genius feat), Rogue//Psion (for the diplomatic types), Wizard//Psion

Sentinel - Pretty much anything in between Guardian and Consular

Use PrCs to fill out Jedi subspecialities.
Prince Vine

11-04-05, 10:08 PM
To be more specific it needs to include a couple of things
1. Scaled lightsaber damage (ignore non-living DR?)
2. AC bonus to allow frontline fighting with no armor (bonus with active saber?)
3. Logical powers (short list, many uses, prob psionics system)
If I could get contributions on these things maybe I can combine it with the Star Wars book version and make it work.
With powers being the big one.
Sunrider

11-04-05, 10:35 PM
To be more specific it needs to include a couple of things
1. Scaled lightsaber damage (ignore non-living DR?)

Research a psionic version of Greater Magic Weapon. +1 enhancement bonus for every 4 manifester levels.

2. AC bonus to allow frontline fighting with no armor (bonus with active saber?)

That's what HP are supposed to represent - ability to avoid taking 'real' damage in combat (only the last 4/6/8/10/12+con hp are 'real' damage).

Even better, just use the VP/WP system from UA or the Star Wars books - makes much more sense than just hp anyway.

3. Logical powers (short list, many uses, prob psionics system)

Definitely psionics. You never hear Yoda once complain, 'Be back in 24 hours... I didn't memorise Magic Missile".
Prince Vine

11-04-05, 10:40 PM
1. Want something to represent the Jedi ability with the darned thing, especially since they aren't suitable for enchanting to match higher level equipment.
2. Absolutely hate the VP system and I'm trying to incorporate it into a regular D&D campaign.
3. My copy of the book has been loaned so I can't make a suitable list and they need more power points but less awe-inspiring flashy powers.
Phantom Lord

11-05-05, 12:21 AM
To be more specific it needs to include a couple of things
1. Scaled lightsaber damage (ignore non-living DR?)
2. AC bonus to allow frontline fighting with no armor (bonus with active saber?)
3. Logical powers (short list, many uses, prob psionics system)
If I could get contributions on these things maybe I can combine it with the Star Wars book version and make it work.
With powers being the big one.

You've already been linked to my Psychic Templar, which, IMHO, is the best Jedi-like D&D class you'll find out there. Check Gordo98's post (#2) for the link.

It's got:
1. Scaled lightsaber damage per the Monk, and it eventually overcomes Magic DR, gains the Ghost Touch ability, overcomes Alignment DR (per the Templar's alignment), and Adamantine DR.
2. AC bonus per the Monk
3. Logical powers, fairly short list (probably 100 in all, psionic)

Check it out. Feel free to use or alter it as you wish, too. Enjoy!

EDIT: I just remembered, my latest version is posted on my web page, here (http://www.angelfire.com/dragon2/kuldraenis/index.html), or you can skip straight to the classes.pdf (http://www.angelfire.com/dragon2/kuldraenis/classes.pdf)
Prince Vine

11-05-05, 09:53 AM
Would you like an update as to what changes I may make?
Phantom Lord

11-05-05, 11:15 AM
Sure thing. I always like to see new spins on my material...

:D
Kaboth

11-05-05, 12:08 PM
Well I am personally doing this route to build a jedi like character...

3 levels of paladin, 2 levels of Psychic Warrior, 2 levels of Exotic Weapon Master (Double Bladed Sword) 2 Levels of Fighter and then the rest all Psychic Warrior from Level 10+. Just get your weapon built with Brilliant Energy and ghost touched.
DarknessEternal

11-05-05, 01:43 PM
Meditant from the Mind's Eye articles. It's the D&D jedi.
Green

11-05-05, 01:59 PM
I typically stick to the PHB, so what follows are basically things that tinker with the core classes a bit. I'm going to do something a bit different.

First off, I'd use the paladin as the base and rename some of their abilities in a more Jedi light. You'll see what I mean below. Some of the stuff in asterisks are things I'm not quite sure about.

JEDI CLASS
Abilities: A balance of attributes is best for a Jedi, emphasizing the balance between mind, body, and spirit. The physical attributes assist with their athletic abilities and fighting prowess. Wisdom enhances their defensive capabilities and mystical insight. Charisma determines the power of their Force abilities.
Alignment: ny non-chaotic good. The Jedi Order relies on tradition, discipline, and dogma to fulfill its purpose: to keep peace and order in the galaxy. Chaotic or non-good characters may chafe at the rigid demands the Order puts upon its members.
BAB: good
HD: d8
Saves: Will good, others poor.
Class skills: Balance, Concentration, Craft, Diplomacy, Jump, Knowledge (history), Knowledge (religion), Profession, Sense Motive, Tumble
Skill points per level: 4 + Intelligence modifier (x4 at 1st level)

Class Features
Weapon and Armor Proficiency: Simple weapons plus lightsaber (or something similar). No armor or shields.
Sense Force: Jedi can feel the flow of the Force coursing throughout all things. This works similarly to detect magic.
Strength in the Force: The power of a Jedi's aura of good is equal to a Jedi's level + Charisma modifier. This functions similarly to a cleric's Aura ability.
Force Grace: Functions as the paladin's Divine Grace ability.
Force Health* (not sure about the name): Functions as the monk's Purity of Body ability.
AC Bonus: Functions like the monk's AC bonus ability.
Uncanny Dodge: Same as PHB ability.
Improved Uncanny Dodge: Same as PHB ability.
Spells: Similar to a paladin's. Replace the healing spells and spells that seem more like wizardry (that's more a dark side thing) with spells that emphasize knowledge and defense. Use Charisma as casting stat*.

Not sure at what levels to grant this stuff. It'd be neat to have them spread out as opposed to frontloaded. I'm thinking that padawans (levels 1 through 5) learn the base versions of their abilities. Jedi knights (levels 6 through 15) get access to the improved versions of their abilities. Jedi masters (level 16+) get access to the more mystical stuff.