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 Sentinel will most likely be found working
with law enforcement personnel.
Background
A Jedi Sentinel typically starts out 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 a 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 Sentinel’s class skills and their key abilities are as
follows:
Bluff (Cha), Climb (Dex), Computer Use (Int), Craft* (Int), Diplomacy
(Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha),
Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language
(none), Sense Motive (Wis), Speak Language (none), Treat Injury
(Wis).
*This
skill actually encompasses a number of unrelated skills. Each time
this skill is learned, a specific category must also be chosen.
Examples include Craft (droids), Knowledge (Jedi Lore), Profession
(lawyer).
Skill
points at 1st level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int
modifier.
Class
Features
All of the following are class features of the Jedi Sentinel.
Starting
Feats
Jedi Sentinels begin play with the following feats.
Exotic Weapon Proficiency (lightsaber)
Force-Sensitive*
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
*This
feat has associated Force skills. These associated Force skills
are class skills for this character class due to the possession
of this feat.

Equipment
A Jedi starts play with a lightsaber provided by his Master. Later,
the Jedi may construct his own lightsaber.
Force
Training
The Jedi Sentinel gains a bonus Force feat at 1st, 3rd, and 4th
levels. This bonus Force feat must be selected from the following
list:
Alter, Control, Sense.
Once one of these Force feats are selected, its associated Force
skills become class skills.
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 activated 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 that 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.
Each time the Jedi gains deflect (defense), it provides a +1 dodge
bonus to Defense when he uses a lightsaber to block ranged attacks.
Deflect (defense) can also 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.
Bonus
Feats
At 2nd, 9th, 14th, 17th, 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, Power Attack, Self-Sufficient, Shadow,
Sharp-Eyed.
Deflect
(Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect
the attack back toward a target within one range increment of the
Jedi’s position. The type of blaster used against the Jedi governs
the range increment. You must be carrying an activated lightsaber
to use this special ability.
Deflecting and redirecting an attack is a reaction that costs the
Jedi a move action in his next round. The Jedi must indicate that
he is using deflect (attack) when an opponent declares an attack
against him but before any attack rolls are made. Both deflect (defense)
and deflect (attack) can be used together in the same round, however,
the Jedi can decide to forego the Defense bonus in order to receive
a better chance at redirecting the attack.
The Jedi can deflect and redirect a number of attacks equal to ½
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 cannot be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls
an attack using his lightsaber attack bonus and applies a –4 penalty.
If the attack is high enough to hit, the redirected attack deals
damage to the target (the type of blaster determines the amount
of damage dealt). Each time the Jedi gains deflect (attack), the
penalty associated with the redirected attack is lessened by one.
Increase
Lightsaber Damage
As a Jedi Sentinel gains levels, the amount of damage dealt by his
lightsaber increases. Each time the Jedi gains increase lightsaber
damage, the weapon’s damage increases by +1d8.
Deflect
(Extend Defense and Attack)
At 8th level, the Jedi Sentinel learns to extend her defensive and
offensive deflection skills to others within 2 meters of his position.
You must be carrying an activated lightsaber in order to use this
special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters
of his position, and he can deflect and redirect ranged attacks
made against anyone within 2 meters of his position. All rules regarding
deflect (defense) and deflect (attack) apply; the result of this
is that the Jedi may extend this ability in order to help those
nearby.
Block
This is a modified form of deflect (defense) that allows the Jedi
to deflect a ranged attack without the use of a lightsaber. The
Jedi must have some sort of protective gear, or an item that can
withstand the ranged attack. The dodge bonus provided by deflect
(defense) is used when a Jedi blocks a ranged attack without a lightsaber.
Block doesn’t allow a Jedi to redirect the attack or to extend the
defense beyond the Jedi’s position. All other rules concerning deflect
(defense) applies.
Jedi
Knight
At 7th level, the Jedi Sentinel graduates from Padawan learner to
Jedi Knight and gets a bonus knight feat. This bonus knight feat
must be drawn from the following list, and the sentinel must meet
any prerequisites: Burst of Speed, Knight Speed, Dissipate Energy,
Lightsaber Defense, Knight Defense, Force Mastery, Force Mind, Knight
Mind, Weapon Focus (lightsaber).
Uncanny
Dodge
At 5th level, the Jedi Sentinel gains the extraordinary ability
to react to danger before his senses would normally allow. The Jedi
Sentinel retains his Dexterity modifier to Defense, regardless of
being caught flat-footed.
At 15th level, the Jedi Sentinel can no longer be flanked, since
the sentinel can react equally well to would-be attackers on either
side of him. This defense denies bounty hunters the ability to use
flanking maneuvers to sneak attack an unsuspecting Jedi Sentinel.
Credits
A 1st level Jedi Sentinel starts play with 1d4 x 250 credits.
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