Description: The Jedi are monastic humans who follow a strict discipline of meditation, denial, seclusion, and mastery of the human body. Jedi are skilled in the martial arts, normally unarmed, but occasionally in forms that make use of weaponry. They all specialize in a single form of martial art, and gain benefits that normal fighters do not due to their specialization. They live in cloisters, or monastic communities.
Their focus and utter devotion to the process of learning to use the force allows the Jedi to perform feats that other fighters are not capable of. Additionally, their focus allows them to perform feats of incredible willpower and seemingly superhuman ability (those listed in the Jedi Force Powers section).
A Jedi is a combination of a cleric, thief, and a fighter.
Prime Requisite: Dexterity and Wisdom.
Other Requirements: Strength of 9 or greater.
Experience Bonus: 5% for an Dexterity score of at least 13, 10% for a Dexterity score of 13 *and* an Wisdom score of 17.
Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting at 10th level, +2 hit points per level and Constitution adjustments no longer apply.
Weapon Skills: Light saber + 1 initial, +1 at levels 3, 6, 9 and 12.
Other Skills: 4 initial, +1 at levels 5, 9.
Jedi Powers: All Jedi possess an innate ability to know alignment at will. This functions just like the cleric spell of the same name. Jedi also gain special spell-like abilities as they increase in level, this reflects their mastering the use of the force. These are listed below along with guidelines on using them.
Maximum Level: 18th level.
Armour Allowed: Leather armour only; shield not permitted; a Light saber may be used to deflect missile attacks, which will improve the Jedi's Armor Class by one at 1st Level, exactly like a shield.
Weapons Allowed: Light saber, blaster; any one-handed melee weapon; any thrown missile weapon (hand axe, dagger, rock, net, etc.)
Restrictions: Jedi may not use protective magical devices (such as rings, cloaks, bracers, etc.)
Special Abilities: At 1st level - Climb Walls, Move Silently, Hear Noise, and Dodge. Fighter Combat Options at 7th level (2 attacks/turn). Bonus to Charisma.
Climb Walls, Move Silently, and Hear Noise: These work
exactly as the Thief abilities of the same name.
Charisma: Jedis receive a bonus of +1 to their initial Charisma
score.
Dodge: This ability allows the Jedi to dodge one melee attack, per
round, by rolling his or her "Dodge" percentage. If he or she declares no
attacks, they can try to dodge all incoming melee attacks during the round.
Ranged spells, area effect attacks, and missiles cannot be dodged.
Hit Armor Hear Climb Move
Level Experience Dice Class Noise Walls Silent Dodge Force Power Level
-----------------------------------------------------------------------------
1 0 1d6 9 20% 77% 15% 10% Level One
2 2,200 2d6 8 25% 78% 20% 15% Level Two
3 4,400 3d6 7 30% 79% 25% 20% Level Three
4 8,800 4d6 7 35% 80% 30% 25% Level Four
5 16,600 5d6 6 40% 81% 35% 30% Level Five
6 32,000 6d6 6 45% 82% 40% 35% Level Six
7 64,000 7d6 5 50% 83% 44% 40% Level Seven +
8 120,000 8d6 5 55% 84% 48% 45% 2 Attacks/turn
9 240,000 9d6 4 60% 85% 52% 50% +2 Charisma
10 360,000 9d6+2 4 65% 86% 55% 55%
11 480,000 9d6+4 3 70% 87% 58% 60%
12 640,000 9d6+6 3 75% 88% 61% 65%
13 760,000 9d6+8 2 80% 89% 64% 70%
14 880,000 9d6+10 2 85% 90% 66% 75% 3 Attacks/turn
15 1,000,000 9d6+12 2 90% 91% 68% 80% +3 Charisma
16 1,120,000 9d6+14 1 95% 92% 70% 85%
17 1,240,000 9d6+16 1 96% 93% 72% 90%
18 1,360,000 9d6+18 1 97% 94% 74% 92%
19* 1,480,000 9d6+20 0 98% 95% 76% 94%
20** 1,600,000 9d6+22 0 99% 96% 78% 96%
* This level can only be gained by the use of a Wish spell or by an
Immortal using the Bestow spell on the character.
** This level can only be gained by an Immortal using a Bestow spell
on the character.
Death Ray Magic Paralysis Breath Rod, Staff
Level or Poison Wands or Petrify Weapon or Spell
---------------------------------------------------------------
1-4 9 10 12 14 13
5-8 7 8 10 11 11
9-12 5 6 8 10 9
13-16 4 5 6 8 7
17-18 3 4 4 6 5
AC:
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
---------------------------------------------------------------
1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24
5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22
9-12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
17-18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
The following Jedi Powers are spell-like abilities that function exactly like the spells by the same name from the cleric and magic-user lists.
A Jedi may use a number of force powers (FP) equal to his level per day from the
Jedi Force Powers lists for his level or lower. Force
Powers have a point cost equal to their level. Thus a Third Level Jedi would be
able to use any combination totalling three, or:
A Jedi must rest for 8 hours to regain the use of these abilities. This may be sleep or just a period of relative inactivity and quiet meditation.