Jedi Artisan Class

While most Jedi choose the path of the warrior or the diplomat, others elect to follow less daring roads that keep them out of the public eye while allowing them to further explore the relationship between living creatures and the Force. One path, which remains relatively unexplored, is that of the Jedi artisan.

Jedi artisans seek to understand creativity as a central aspect of the will of the Force. Most regard the construction of their personal lightsabers as their primary creative activity during their early years in the Jedi Order. As such, the standard Jedi artisan is presented as a master lightsaber craftsperson, though the specifics of the Jedi artisan's training may dictate that another craft is more appropriate. Whatever the artisan crafts, it must be an object that will ultimately be imbued with the Force.

The act of creation is central to the artisan, since it represents a union of the creator and the created. Perhaps more importantly, though, it represents a means by which the Force can be brought to something inert, something in which the Force did not exist prior to the artisan's intervention.

An artisan might create a half-dozen truly exceptional works in a lifetime. Some of these will be given to other Jedi (with the approval of the Jedi Council) and some will become part of the Jedi archives. Generally, the artisan keeps one for herself.

Requirements
To qualify to become a Jedi artisan, a character must fulfill the following minimal criteria:
Base Attack Bonus: +5.
Skills: Craft (Lightsaber) 10 ranks, Knowledge (Jedi Lore) 8 ranks
Feats: Alter, Control, Force-Sensitive, Sense
Special: Must have crafted his own lightsaber. Must have a mentor to teach the ways of the Jedi artisan

Game Rule Information
Vitality: A Jedi artisan gains 1d6 vitality points per level. The character's Constitution modifier applies.

Class Skills
The Jedi artisan's class skills, and the key ability for each skill, are as follows.
Appraise (Int), Balance (Dex), Computer Use (Int), Craft* (Int), Disable Device (Int), Knowledge* (Int), Profession* (Wis), Read/Write Language (none), Repair (Dex), Speak Language (none), Spot (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are the features of the Jedi artisan prestige class.

Skill Emphasis
The Jedi artisan gains the bonus feat Skill Emphasis (Craft (Lightsaber)) at 1st level.

Mastercraft Lightsaber
At 1st level, the Jedi artisan can create a +1 mastercraft lightsaber (or other +1 mastercraft item, as appropriate to the character's training). At 3rd level, the Jedi artisan can upgrade +1 mastercraft lightsabers to +2. At 5th level, the Jedi Artisan can upgrade +1 or +2 mastercraft lightsabers to +3. This progression represents a step beyond standard lightsaber construction in an effort to create an object that is the finest possible channel for the Force.

Use the Craft rules under the craft skill and the mastercraft rules in under the tech specialist class features to determine time and experience costs for creating a mastercraft lightsaber. Because lightsabers are complex exotic weapons, and because mastercrafting adds another layer of complexity to their creation, the final Craft check DC to complete a mastercraft lightsaber is 25 (for +1 or +2) or 30 (for +3) after the normal final craft check.

Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Increase Lightsaber Damage
As a Jedi Artisan gains levels, the amount of damage he can deal with his lightsaber increases.

Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Lightsaber Mastery
At 3rd level, the Jedi Artisan gains either Weapon Focus (Lightsaber) or Weapon Finesse (Lightsaber) as a bonus feat.

Material Mastery
At 4th level, the Jedi artisan can use any inorganic material to create a lightsaber. Focus crystals remain necessary, but the other parts of the lightsaber can be crafted from any material that the Jedi artisan has a means to work. Jwartek, an Ithorian Jedi artisan, crafted his lightsaber casing from a branch knocked from an ancient tree during a storm, while an artisan on Coruscant specializes in creating lightsaber casings from colored glass or crystal.

Deflect (Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).

The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.

If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Block
This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +0 +1 +2 Skill Emphasis, Mastercraft Lightsaber +1, Deflect (Defense) +1 +0
2 +1 +0 +2 +3 Increased Lightsaber Damage +1d8 +2 +1
3 +2 +1 +2 +3 Lightsaber Mastery, Mastercraft Lightsaber +2 +2 +1
4 +3 +1 +2 +4 Material Mastery, Deflect (Attack) +2 +1
5 +3 +1 +3 +4 Mastercraft Lightsaber +3 +3 +2
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