Jedi Instructor Class

Although nearly all Jedi Masters take on students at some point, some Jedi are strongly drawn to the life of an instructor. These Jedi are particularly adept at spotting likely Jedi candidates, keeping their students from the dark side, and directing them in their studies. Through the instruction of others, the Jedi Instructor extends his own learning and understanding of the Force.

Jedi Instructors often spend time in academies teaching the youngest Jedi students. Others seek out students in the fringe regions of space, where potential Jedi recruits might be overlooked. In some cases, Jedi Instructors take younger Jedi or even Jedi Knights along with them on prolonged tours of the galaxy. This form of advanced education allows students to apply their lessons to real-world problems. In the early days of the Jedi Order, academies transformed special starships into mobile Jedi schools, which could support students in their lessons anywhere they traveled. These ships ranged from small transports designed for a single Jedi Master and six students to huge mobile academies with hundreds of Jedi trainees and dozens of instructors.

Jedi Instructors were actually common early in the Old Republic’s history. Jedi sought out instructors as trusted advisors throughout the Republic’s history.

To qualify to become a Jedi Instructor, a character must fulfill the following criteria.
Skills: See Force 10 ranks, plus 24 ranks total in other Force skills
Feats: Alter, Control, Force-Sensitive, Sense
Special: Jedi Master level 1

Game Rule Information
Vitality: Jedi Instructors gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Jedi Instructor’s class skills (and the key ability for each skill) are as follows.
Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Language, Treat Injury (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 features of the Jedi Instructor prestige class.

Inspire Confidence
A Jedi Instructor can inspire confidence in those who were once under his tutorship. This ability can also motivate Jedi apprentices, even if they are under the guidance of a different instructor. To inspire confidence, the Jedi Instructor must speak (and the apprentices must hear him speaking) for at least 1 round. He must then make a Diplomacy check (DC 10 +1 for every five apprentices to be inspired).

An apprentice inspired with confidence gains a +1 competence bonus on attack rolls, skill checks, and Will saves. These effects begin as soon as the Jedi Instructor ends an inspirational speech. They last for 10 minutes for each round the Jedi spent inspiring allies, up to a maximum of 5 hours for 30 rounds of inspiration. A Jedi Instructor may attempt to use this ability once per day. Whether the Diplomacy check succeeds or not, the Jedi Instructor cannot attempt to inspire confidence again for at least 24 hours.

The confidence inspired by the Jedi Instructor increases as the Jedi Instructor attains levels. For every two levels after 1st, the bonus increases by +1, to a maximum of +3 at 5th level.

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 Healer 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.

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.

Transfer Force Point
At 5th level, a Jedi Instructor gains the ability to grant 1 Force Point to one of his students by sacrificing 1 Force Point of his own total. The Jedi Instructor must be within 2 meters of the student. The transfer is accomplished as a move action. This ability can be used once per week.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +0 +1 +2 Inspire Confidence +1 +1 +1
2 +1 +0 +2 +3 Deflect (Defense) +2 +1
3 +2 +1 +2 +3 Inspire Confidence +2 +2 +2
4 +3 +1 +2 +4 Increased Lightsaber Damage +1d8, Deflect (Attack) +2 +2
5 +3 +1 +3 +4 Inspire Confidence +3, Transfer Force Point +3 +3
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