Jedi Master Class

Jedi Masters represent the pinnacle of the Jedi Order. They are Jedi who are both strong enough in the Force and patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan learner to Jed Master usually takes decades, and many who start upon the path never reach its final destination.

Becoming a Jedi Master requires patience, inner strength, wisdom, and a deep connection to and understanding of the Force. Further, a Jedi usually doesn’t become a Jedi Master until he trains a student to completion. Jedi Masters are allowed only one Padawan at a time, and the training of a single Padawan can take years.

The most respected Jedi Masters are invited by their peers (and, in some cases, their former masters) to join them on the Jedi Council. Those who join the council use their wisdom and influence to instruct others in the ways of the Force and preserve peace in the galaxy. The Jedi Council is also tasked with identifying Force-Sensitive children across the galaxy and offering them instruction in the Jedi Order. These lessons are fairly rudimentary – usually intended to teach a student “the basics” until he or she is old enough to receive formal training as a Padawan.

Requirements
To qualify to become a Jedi Master, a character must fulfill the following criteria.
Jedi Level: 7th or higher (see below)
Skills: See Force 6 ranks, plus 20 total ranks in other Force skills
Special: To qualify for this prestige class, a character must either take on a Padawan learner, or possess 13 or more Jedi class levels.

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

Class Skills
The Jedi Master’s class skills, and the key ability for each skill, are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Sense Motive (Wis), Treat Injury (Wis), and Tumble (Dex)
*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 Master prestige class.

Force Secret
The Jedi Master discovers a Force Secret at 1st, 3rd, and 6th level. Each time, the Jedi Master may select the same or a different secret.

Improved Affect Mind: Increase the DC to saves by +1.
Improved Battle Influence: Increase the DC to saves by +1.
Improved Battlemind: Increase the bonus on attack rolls provided by the skill by +1.
Improved Control Mind: Increase the bonus proved by the skill by +1.
Improved Drain Energy: Increase the DC to saves by +1.
Improved Empathy: Increase the bonus proved by the skill by +1.
Improved Force Defense: Increase the bonus on saving throws provided by the skill by +1.
Improved Force Grip: Increase the damage dealt by the skill by +1.
Improved Force Strike: Increase the damage dealt by the skill by +1.
Improved Friendship: Increase the DC to saves by +1.
Improved Heal Another: Increase the amount of healing by +1.
Improved Heal Self: Increase amount of healing by +1.
Improved Illusion: Increase the DC to saves by +1.
Improved Inspire: Increase the bonus proved by the skill by +1.
Improved Plant Surge: Increase the DC to saves by +1.
Improved Sever Force: Increase the DC to saves by +1.
Improved Force Skill: Add a +1 Force bonus to any one Force skill the character has ranks in.

Increase Lightsaber Damage
As a Jedi Master 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.

Bonus Feat
The Jedi Master gains a bonus feat at 4th and 8th level. The Jedi Master must meet the prerequisites of the bonus feat, and the bonus feat must be selected from the following list:
Alertness, Blind-Fight, Combat Reflexes, Improved Critical, Persuasive, Power Attack, Sharp-Eyed, Trustworthy

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.

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.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +1 +1 +1 +2 Force Secret +1 +1
2 +2 +2 +2 +3 Increased Lightsaber Damage +1d8 +2 +1
3 +3 +2 +2 +3 Force Secret +2 +2
4 +4 +2 +2 +4 Bonus Feat +3 +2
5 +5 +3 +3 +4 Deflect (Defense) +3 +3
6 +6 +3 +3 +5 Force Secret +4 +3
7 +7 +4 +4 +5 Increased Lightsaber Damage +1d8 +4 +4
8 +8 +4 +4 +6 Bonus Feat +5 +4
9 +9 +4 +4 +6 Increased Lightsaber Damage +1d8 +5 +5
10 +10 +5 +5 +7 Deflect (Attack) +6 +5
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