Jedi Sentinel
For every shining knight ready to break down the door, and for every silver-tongued diplomat able to negotiate entry through that same door, there is also the rogue with the lockpick tools. For thousands of years, the Jedi Council has had to accept that while they serve the greater good, there are those among their number best suited to not be obvious and work within the shadows. For those Jedi, there is the Sentinel path. These Jedi are better known for being more involved in the public without drawing attention to themselves, for handling Council missions that call for stealth and quickly stunning opponents or ferreting out those who serve the Dark Side and bringing them into the light.
Exploits
Jedi sentinels are meant to be out in the galaxy and among the people, so the call of adventure is a natural progression to their training and mastery. During and after their training, the Jedi sentinel can be expected to be on far-flung worlds and sectors. Sometimes, they’re sent out by the Jedi Council to handle long-term observation of a world or sector, fulfilling the role of Watchman. Other times, a Jedi sentinel simply comes across a group of people whose goals match their own and chooses to stay with them for a time. Their acts of service to the community are paramount to their Path, but there are those who turn this belief to selfish reasons and fall to the dark side. Dark Jedi sentinels seek to become lords and masters of those same communities and will stop at nothing to achieve total control.
Characteristics
A Jedi sentinel’s training roots them in not just Force practices, but also in practical skills. Sentinels are expected to handle any crisis they encounter with the least amount of support and their training reflects such. While Charisma and Intelligence are highly important for the Jedi sentinel in mastering their Force abilities, they’re also the Jedi sect who believes in carrying blasters, so Dexterity is also important to them.
Background
Jedi sentinels are rarely taken in as toddlers, as their antics seem to skirt too close to the dark side for many masters to be comfortable with. When a child shows Force sensitivity and potential sentinel talents, they’re put under observation for several years until the observer can determine if they would make good sentinels. Those who prove capable are given the choice to take on training or to learn how to properly use their abilities outside the Jedi Order. Those who do become apprentices rarely learn at a Temple or Conclave as Padawan learners; sentinel apprentices are called wards by their Masters.
Game Rule Information
Abilities
A Jedi sentinel should be gifted in all abilities, but Dexterity, Charisma, and Intelligence are the most important. Those who expect to use their combat abilities should also have a high Strength score.
Vitality
Jedi Sentinels gain 1d6 vitality points per level. The character’s Constitution modifier applies.
Class Skills
The Jedi sentinel’s class skills, and the key ability for each, are as follow (see Chapter Four: Skill of Revised Core Rulebook for skill description).
Appraise (Int), Balance (Dex), Bluff (Cha), Computer Use (Int), Craft* (Int), Demolitions◊ (Int), Diplomacy (Cha), Disable Device◊ (Int), Disguise (Cha), Escape Artist® (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide® (Dex), Intimidate (Cha), Jump®(Str), Knowledge* (Int), Listen (Wis), Move Silently® (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (None), Repair◊ (Int), Search (Int), Sense Motive (Wis), Sleight of Hand® (Dex), Speak Language (None), Spot (Wis), Treat Injury (Wis), Tumble (Dex), Urban Survivalª (Cha).
* 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), and Profession (droid programmer).
◊ Trained Only skill.
® Armor Check Penalty applies, if any.
ª “Swift’s Campaigns” Home-Brew Skill. See website for details.
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
| 1st | +0 | +0 | +2 | +2 | Starting feats, Force training, Sentinel Resistance +1 | +3 | +0 |
| 2nd | +1 | +0 | +3 | +2 | Jedi Sneak Attack +1d6, bonus feat, deflect (defense +1) | +3 | +0 |
| 3rd | +2 | +1 | +3 | +2 | Force training | +4 | +1 |
| 4th | +3 | +1 | +4 | +4 | Force training, Sentinel Resistance +2, Skill Emphasis | +4 | +1 |
| 5th | +3 | +1 | +4 | +4 | Jedi Sneak Attack +2d6, bonus feat, deflect (attack -4) | +5 | +1 |
| 6th | +4 | +2 | +5 | +5 | Increase lightsaber damage (3d8) | +5 | +1 |
| 7th | +5 | +2 | +5 | +5 | Jedi Knight | +6 | +2 |
| 8th | +6/+1 | +2 | +6 | +6 | Sentinel Resistance +3, bonus feat, deflect (extend defense and attack) | +6 | +2 |
| 9th | +6/+1 | +3 | +6 | +6 | Jedi Sneak Attack +3d6 | +7 | +2 |
| 10th | +7/+2 | +3 | +7 | +7 | Skill Emphasis | +7 | +2 |
| 11th | +8/+3 | +3 | +7 | +7 | Deflect (defense +2), block | +8 | +3 |
| 12th | +9/+4 | +4 | +8 | +8 | Sentinel Resistance +4 | +8 | +3 |
| 13th | +9/+4 | +4 | +8 | +8 | Jedi Sneak Attack +4d6 | +9 | +3 |
| 14th | +10/+5 | +4 | +9 | +9 | Increase lightsaber damage (4d8), bonus feat, deflect (attack -3) | +9 | +3 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | Deflect (defense +3) | +10 | +4 |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Sentinel Resistance +5, Skill Emphasis | +10 | +4 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | Deflect (attack -2) | +11 | +4 |
| 18th | +13/+8/+3 | +6 | +11 | +11 | Jedi Sneak Attack +5d6, bonus feat | +11 | +4 |
| 19th | +14/+9/+4 | +6 | +11 | +11 | +12 | +5 | |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Sentinel Resistance +6 | +12 | +5 |
Class Features
All of the following are features of the Jedi sentinel class.
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 their master. Later, the Jedi can build their own lightsaber.
Force Training
The Jedi sentinel gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat must be selected from the following list:
Alter, Control, Sense.
Once on these Force feats is selected, its associated Force skills become class skills for the character.
Sentinel Resistance
A Jedi sentinel is expected to seek out, investigate, and if need be, combat dark side users. As such, they are put through rigorous training to withstand the effects of Force abilities. Starting at 1st level, the Jedi sentinel gains a +1 circumstance bonus to their saving throws against a Force ability, attack, or skill. This bonus increases by +1 at 4th, 8th, 12th, 16th, and 20th level.
Bonus Feat
At 2nd, 5th, 8th, 14th, and 18th level, the Jedi sentinel gains a bonus feat. This feat must be selected from the following list, and the Jedi sentinel must meet any prerequisites.
Ambidexterity, Alertness, Battle Meditationǂ, Cautious, Combat Expertise, Defensive Martial Arts, Dodge, Focus, Force Dodgeǂ. Force Pilotǂ, Gearhead, Impersonatorº, Improved Disarm, Improved Martial Arts, Knight Defense, Lightsaber Defense, Litheº, Low Profile, Martial Arts, Master Defense, Mettle, Mimic, Mobility, Nimble, Persuasive, Quickness, Shadowº, Skepticalº, Stealthy, Toughness, Track, Trick, Trustworthy, Two-Weapon Fighting, Urban Expertª.
º Hero’s Guide feat
ǂ Power of the Jedi Sourcebook
ª “Swift’s Campaigns” Home-Brew feat. See website for details.
Jedi Sneak Attack
Part of the Jedi sentinels’ training is to confront and combat threats to the Jedi Order and the Republic, be they a pirate chief or a Dark Jedi. Within that training is to also acknowledge a core facet of the Jedi Code while adhering to their mission: honoring life and avoiding the taking of life at all costs. In that respect, the Jedi sentinel is trained to look for weak points during combat, or for opportunities to strike from the shadows, and bring their opponents down with a minimum loss of life. If it is unavoidable, however, this same attack can be turned lethal in order to bring the enemy down as quickly as possible in order to save all lives threatened by that same enemy.
Starting at 2nd level, if a Jedi sentinel faces an opponent who is unable to defend themselves effectively from the sentinel’s attack, they can strike a vital spot to render the opponent unconscious or deal extra damage as normal. Any time the Jedi sentinel’s target would be denied their Dexterity bonus to Defense (whether they have a Dexterity bonus or not), or when the Jedi sentinel flanks the target, the Jedi sentinel’s attack may render the target unconscious or deal extra damage. If the attack hits, the opponent must make a Fortitude saving throw. The DC for the Fortitude save is 5 + the results of the sneak attack damage.
The Jedi sentinel must declare that they are attempting to use this ability before the attack is made and must be wielding a weapon capable of non-lethal damage, such as a lightsaber designed to cause only Vitality Point damage or a bludgeoning weapon. If they are going to use this ability to cause lethal damage, the Jedi sentinel may use whichever weapon they have available, and the damage done is treated as normal. This action may violate the Jedi Code if the attack is done without good reason. The GM will decide if the action results in a Dark Side Point.
Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with their 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 their next round. The Jedi must indicate that they are using deflect (defense) when an opponent declares an attack against them but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at them in the round.
Each time the Jedi gains deflect (defense), it provides a +1 dodge bonus to Defense when they use their 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.
Skill Emphasis
At 4th, 10th, and 16th level, the Jedi sentinel gains the Skill Emphasis feat. This feat must be applied to a skill from the following list, but cannot pick the same skill twice.
Computer Use, Craft (select one), Demolitions, Disable Device, Gather Information, Move Silently, Repair, or Sleight of Hand.
Deflect (Attack)
A Jedi learns to deflect blaster bolts with their lightsaber to redirect the attack toward 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 costs the Jedi a move action in their next round. The Jedi must indicate that they are using deflect (attack) when in 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 they want a better chance at redirecting the incoming attacks).
The Jedi can deflect and redirect a number of attacks equal to one-half their 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 use their lightsaber attack bonus and applying a -4 penalty. 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 redirect attack).
Each time the Jedi gains deflect (attack), the penalty associated with the redirected attack is lessened by 1.
Increase Lightsaber Damage
As a Jedi sentinel gains levels, the amount of damage they can deal with their lightsaber increases.
Each time the Jedi gains increase lightsaber damage, the weapon’s damage increases by +1d8.
Jedi Knight
At 7th level, a Jedi sentinel is considered ready to leave their Masters’ training and begin the Trials, becoming a Jedi Knight-Sentinel. Upon completion of the Trials, they are promoted to the ranks of Jedi Knight and gain a bonus feat. This bonus feat must be drawn from the following list, and the Jedi sentinel must meet any prerequisites:
- Burst of Speed, Dissipate Energy, Force Mastery, Force Mind, Impersonatorº, Kinetic Mightº, Kit Bashingº, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Psychometryǂ, Street Contactª, Unbalance Opponentº, Weapon Focus (blaster pistol), Weapon Focus (lightsaber/equivalent), Weapon Focus (shot), Worldwiseº
º Hero’s Guide Sourcebook feat
ǂ Power of the Jedi Sourcebook feat
ª Swift’s Campaigns Home-Brew feat