The ______'s class skills (and the key ability for each skill) are:
Knowledge* (Int), Sense Motive (Wis), Ritual Arts [INT], [Energy] Control [WIS]
+1 Rank In Instruction Party Ability
1: Collected Knowledge, Student Limit +2
2: Bonus Feat, Mag Bauble x2
3: Inspire Confidence
4: Bonus Talent, Unique Training Style
5: Planetary Familiarity, Mag Bauble x2
6: Force Transfer: Control
7: Bonus Feat, Mag Bauble x2
8: Student Limit +4
9: Bonus Talent
10: Lead with Confidence, Mag Bauble x2
A Jedi Academic picks up a great deal of knowledge while pursuing specific topics.
This wide range of learning grants the Jedi Academic a circumstance bonus on Knowledge checks equal to their Jedi Academic level.
(This ability allows a Jedi Academic to purchase a wide range of Knowledge skills at only a few ranks each while still deriving a large benefit.)
While the Order usually assigns one learner per master, Academics specialize in training students, as such they gain the right to carry more learners at a time, an Academic's limit is +2 instead, with a potential maximum of 7 at level 8.
For every additional Jedi ADV class that has been mastered - Increase Student Limit by an additional +1.
A Jedi Academic can inspire confidence in those who were once under his tutorship. This ability can also motivate Jedi of lower total Jedi level, even if they are under the guidance of a different instructor. To inspire confidence, the Jedi Academic 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 Academic 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 Academic may attempt to use this ability once per day. Whether the Diplomacy check succeeds or not, the Jedi Academic cannot attempt to inspire confidence again for at least 24 hours.
The confidence inspired by the Jedi Academic is equal to half their Jedi Academic levels.
Each Jedi Academic has their own way of teaching a student about the Force. They also each favor a different skill set than the temple at large might think is the best. Because of this, once per Padawan, the Jedi Academic can declare a normally cross-class skill to be a class skill for that Padawan permanently. The Master must have purchased at least 5 ranks in a skill before he can make it a class skill for his Padawan.
At 6th level, a Jedi Academic gains the ability to grant XX control to one of his students or another Force user by sacrificing XX Control of his own total. The Jedi Academic must be within 5 feet of the student. The transfer is accomplished as a move action. This ability can be used once per week. XX is percentage maximum based on class level, which means when the Jedi Academic gains this ability it can use it to transfer any number of control up to 50% of his current amount to his Student.
The Jedi Academics are often sent to other worlds with their students for various reasons, they gain a bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge, and Sense Motive checks when dealing with local affairs in the area they are assigned to by the council.
In order to utilize this ability, the Jedi Academic must have lived and dealt with the local government and population for a period of at least three months and must possess the appropriate Knowledge (world lore) skill with at least 6 ranks.
A Jedi Academics can only be familiar with one area of the galaxy at a time.
Padawans under the Academic have access to this bonus until they leave their master.
When the Jedi is leading a group of allies in battle, he is able to command them to focus their fire on a single target to a much more effective degree. The maximum synergy bonus for combining fire is increased to +10. Additionally, the Jedi may add his Charisma modifier to the synergy bonus on top of the maximum allowed bonus.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv