Jedi Warrior

Although a Jedi’s greatness does not derive from his combat ability, some threats to peace and justice can only be met with martial force. While all Jedi receive some training in combat, a few make fighting the central focus of their union with the Force. The best Jedi warriors choose their martial path early, dedicating years to perfecting one form of combat. Jedi Warriors were most common during the time period described in Tales of the Jedi, when violence was frequently a way of life. As the Republic became more settled and less dangerous, Jedi Warriors grew less common, though some Jedi always focused on combat more than their kindred did.
Special
Jedi Advanced classes add variety and flavour to the base class and the prestige class.
Your maximum Jedi Advanced class levels can equal your Base Force class levels /2 + your Jedi Prestige class level x2. (see Class list below)
At maximum Base class + Prestige class levels this would be 20/2=10 + 5x2=10 = 20. Telepath is 1:1 levels if used.
Your maximum Jedi ADV classes is equal to X where X is the number of classes on this list: Psionic Force, Soul Edge, Telepath, Jedi, Esper & One of the 3 Jedi prestige classes

To qualify to become a Jedi Warrior a character must fulfill the following criteria.
4 Levels in a Psionic class listed above.-1 Levels if P5 or higher-1 Levels if Academy Student [Hardy] Trait.
Attributes: Wound Point Bonus: +6 Chakra Point Die: 1d4

The ______'s class skills (and the key ability for each skill) are:

Weapon Arts [str]

Intimidate (Cha)


Class: _____ Psionic Warrior/TankA big wall of wound points which intends to mind **** your *** back to the prevous century
Skill Points At Each Additional Level: 2 + Intelligence Modifier
Weapon/Spell/Armor proficiencyProficiency Group +1 Melee

1: Weapon Mastery I

2: Improved Flank

3: Mag Bauble x2

4: Jedi Battle Talisman

5: Weapon Mastery II

6: Mag Bauble x2

7: Advanced Feint

8: Jedi Battle Talisman II

9: Mag Bauble x2

10: Uncanny Speed

Weapon Mastery

At 1st and 5th, level, a Jedi Warrior gains one of the special weapon master abilities detailed below. Each ability applies to a specific type of melee weapon selected when the ability is chosen. Each ability may be taken multiple times, but it must apply to a different type of weapon each time it is selected.

Devastating Strike:

With this ability, a Jedi Warrior can make an attack with an increased chance of scoring a critical hit. This ability can be used a number of times each day equal to the character’s Jedi level. The use of Devastating Strike must be announced before any attack rolls are made. The threat range of the weapon making a Devastating Strike is doubled. For example, a lightsaber usually threatens a critical on 19-20 (two numbers). When making a Devastating Strike, the lightsaber threatens a critical strike on 17-20 (four numbers). Making a Devastating Strike is a full-round action that provokes an attack of opportunity.

Martial Arts Kata:

Once per day, when a Jedi Warrior uses his selected melee weapon to make a full attack against a single target, he gains an additional unarmed attack against the same target. This unarmed attack uses the Jedi Warrior’s highest attack bonus and deals his normal unarmed damage.

Alternatively, this unarmed attack can be used to perform a disarm or trip attack. If used to disarm, the attack gains a +4 competence bonus on attack rolls. If used for a trip attack, a failed trip attempt does not allow the target to automatically attempt to rip the Jedi in return.

Improved Flank

At 2nd level, the Jedi Warrior is so used to working with his allies, that they are able to flank opponents more effectively. You gain an additional +1 flanking bonus that can stack with the standard flanking bonus and/or feat improvements.

Jedi Battle Talisman

At 4th level, a Jedi Warrior gains the ability to imbue a small item of personal significance with the Force. It takes a full day to imbue the item, as well as the expenditure of 15 Chakra. Once imbued, the item becomes a Jedi Battle talisman, providing the Jedi Warrior with a +2 on Elemental Damage Reduction made to defend against:

Roll on chart Below 3 times, reroll copies:

Element Roll

Fire 1
Lightning 2
Water 3
Sonic 4
Earth 5
Yin 6
Win 7
Yang 8

At 8th level, the same process can increase the power of the Battle talisman; it then provides a +4 bonus.

Advanced Feint

At 6th level, the Jedi Warrior is able to coordinate with his allies to create more convincing and effective feints. You gain an additional +1 feinting bonus that can stack with the standard feinting bonus and/or the Improved Feint feat.

Uncanny Speed

At 10th level, a Jedi Warrior can tap into the Force and consume 30 chakra to move at lightning speed for a brief period of time (usually to close with an opponent). For 4 rounds, the Jedi Warrior may multiply his speed by 5. This has the side effect of multiplying jump distances by 2. Using this ability requires a full-round action. At the end of the 4-round period, the Jedi Warrior’s speed and Jump distance drops to its normal value. If the Jedi Warrior has no or not enough chakra points remaining, he can opt to spend wound points instead.

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]

-----------

Advanced classes use 7

Skill base is 2 + Int per level. [0]

----------

Prestige is likely less [points] then adv