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Star Wars Core Class: Jedi Sentinel

The Jedi Sentinel uses the Force to ferret out deceit and injustice throughout the galaxy. This member of the Jedi Order strikes a balance between the physical aspects of the Jedi Guardian and the mental aspects of the Jedi Consular.

Exploits
As members of the Jedi Order, the Jedi Sentinel is usually called into service as a last line of defense if the negotiations of Jedi Consulars cannot be resolved peacefully. When not on call by the Jedi Council, the Jedi Sentinels will most likely be found working with law enforcement personnel.

Background
A Jedi Sentinel usually begins as a Padawan learner instructed by a higher-ranking Jedi Master. He begins his career at 1st level, and is encouraged to pursue intellectual and physical endeavors. The Jedi Sentinel would be just as likely to be found in the library researching some little known tidbit, as he would be found in a training facility.

Game Rule Information:
Jedi Sentinels have the following game statistics.

Abilities
Jedi Sentinels should be gifted in all areas, but the most important are Dexterity, Wisdom, and Charisma.

Vitality
Jedi Sentinels gain 1d8 vitality points per level. The character's Constitution modifier applies.

Class Skills
The Jedi Sentinels class skills and their key abilities are as follows:
Computer Use (Int), Craft* (Int), Disguise (Int), Gather Information (Int), Hide (Int), Intimidate (Int), Knowledge* (Int), Move Silently (Int), Pilot (Int), Profession* (Int), Read/Write Language (none), Sense Motive (Int), Speak Language (none).
*-This skill actually encompasses of a number of unrelated skills. Each time the skill is learned, a specific category must also be chosen.

Class Features
All the following are class features of the Jedi Sentinel.

Starting Feats
Jedi Sentinels begin play with the following feats.
EWP (lightsaber)
Force-Sensetive*
WGP (blaster pistols)
WGP (simple weapons)
*-This feat has associated Force skills. The associated Force skills are class skills for this character class due to the possession of this feat.

Equipment
A Jedi starts with a lightsaber provided by his Master. Later, the Jedi may construct hs own lightsaber.

Force Training
See Star Wars Revised Core Rulebook, p. 61.

Force Immunuty
The Jedi Sentinel gains the ability to withstand rigors to the mind and body. At 1st level, the Jedi Sentinel gains the ability to resist the effects of a Fear check. When targeted by fear, the Jedi Sentinel may make an opposed Will check (with a DC equal to the opponent's Fear check); if the Jedi Sentinel succeeds, the penalty from Fear is negated without the Jedi Sentinel taking a Dark Side Point. At 6th level, the Jedi Sentinel gains the ability to withstand the effects of stunning damage. They gain +5 to any Fortitude saves made to resist a successful stun attack (whether technological or Force-based). At 12th level, the Jedi Sentinel gains the extraordinary ability to ignore the effects of any poison or Force effect that would normally leave him paralyzed.

Deflect (Defense)
See Star Wars Revised Core Rulebook, p. 61.

Bonus Feats
At 2nd, 9th, 15th, and 20th level, the Jedi Sentinel gains a bonus feat. All prerequisites must be met and the Jedi Sentinel must choose from the following list: Alertness, Attuned, Cautious, Combat Reflexes, Peacemaker, Self-Sufficient, Shadow, Sharp-Eyed, Track, and Wewapon Finesse.

Deflect (Attack)
See Star Wars Revised Core Rulebook, p. 61.

Increase Lightsaber Damage
See Star Wars Revised Core Rulebook, p. 61.

Deflect (Extend Attack and Defense)
See Star Wars Revised Core Rulebook, p. 62.

Block
See Star Wars Revised Core Rulebook, p. 62.

Jedi Knight
See Star Wars Revised Core Rulebook, p. 62.

Credits
A 1st level Jedi Sentinel starts play with 1d4 x 250 credits.

Level BAB Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st +0 +1 +2 +2 Force training, Force immunuty (fear) +3 +1
2nd +1 +2 +3 +3 Bonus feat, deflect (defense +1) +4 +1
3rd +2 +2 +3 +3 Force training +4 +1
4th +3 +2 +4 +4 Force training +4 +1
5th +4 +3 +4 +4 Deflect (attack -4) +5 +1
6th +5 +3 +5 +5 Force immunity (stun), Increase lightsaber damage (3d8) +5 +2
7th +6/+1 +4 +5 +5 Jedi Knight +6 +2
8th +6/+1 +4 +6 +6 Deflect (extend attack and defense) +6 +2
9th +7/+2 +4 +6 +6 Bonus feat +6 +2
10th +8/+3 +5 +7 +7 Block +7 +2
11th +9/+4 +6 +7 +7 Deflect (defense +2) +7 +3
12th +10/+5 +6 +8 +8 Force immunuty (paralysis), Increase lightsaber damage (4d8) +8 +3
13th +10/+5 +6 +8 +8 Deflect (attack -3) +8 +3
14th +11/+6/+1 +6 +9 +9 N/A +8 +3
15th +12/+7/+2 +7 +9 +9 Bonus feat +9 +3
16th +13/+8/+3 +7 +10 +10 Deflect (defense +3) +9 +4
17th +14/+9/+4 +8 +10 +10 N/A +10 +4
18th +15/+10/+5 +8 +11 +11 Increase lightsaber damage (5d8) +10 +4
19th +16/+11/+6/+1 +8 +11 +11 Deflect (attack -2) +10 +4
20th +17/+12/+7/+2 +9 +12 +12 Bonus feat +11 +4

Note: this write-up is not mine. I found it online some time ago, and now I can't find it again. Luckily for me, I printed it, so I have placed it up here. Hope someone finds use of this.

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