Jedi Guardian Advanced

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Weapon of Choice (lightsaber): Weapon masters dedicate their lives to the study of a single melee weapon, often the katana or another type of sword. A weapon master must select a specific weapon of choice. All of a weapon master's special abilities apply only when he is wielding that type of weapon. Once he has selected a weapon of choice, a weapon master cannot later change that weapon.

• • Lightsaber Bonus +3: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (5/round): Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

• • *Guardian Strike:* Whenever you deal damage to a target with a lightsaber, that target takes a -2 penalty to attack rolls against anyone other than you until the end of your next turn.

• • *Soresu Initiate:* (Prerequisite: *Lightsaber Defense*, Combat Expertise [Feat]) You may roll a Concentration check TN 15, and spend 4 Psionic Power Points to gain a +2 bonus to your Defense Class.

• • *Soresu Practitioner:* (Prerequisite: *Soresu Initiate*) 1/round When an opponent makes a successful melee attack against you, as a reaction you may roll a Psionic Perception check TN 15 at double the normal Psionic Power Point cost, if you succeed this allows you to roll an attack if the result of your attack succeeds you block the attack.

• • *Circle of Shelter:* (Prerequisite: *Soresu Practitioner*) you may forego half of your attacks rounded up, as well as half your movement speed, to gain a bonus to your Defense Class as if you had taken a full-round total defense action.

• • *Ataru Initiate:* (Prerequisite: Weapon Finesse [Feat]) May add your Dex bonus (instead of Str) on damage rolls when wielding a lightsaber. When wielding a lightsaber two-handed, you may apply double your Dex bonus to damage.

• • *Ataru Practitioner*: (Prerequisite: *Ataru Initiate*) Select a target you are in melee combat with or within 6 meters from, you may make a Tumble check against the targets Sense Motive check if you succeed the target is considered flat-footed against your next attack. You must move a minimum of 1 meter when using this talent.

• • *Hawkbat Swoop*: (Prerequisite: *Ataru Practitioner*) Select a target within 4 meters of you spend an Action Point, you move up to the target and, make a Jump check TN 20 and a Tumble check TN 20, if your checks succeed you flip up and over your opponent making an attack at your opponent from above and, landing in the square on the other side of your target. If your Jump or Tumble checks fail your movement stops additionally you are denied your Dex bonus to your Defense Class to your opponents next attack. Instead of comparing the total of your attack roll to your targets Defense class, your opponent makes a Reflex Save against your attack. If their Reflex Save fails you deal damage as if you had scored a critical hit regardless of the result on the D20. If your targets Reflex Save succeeds they take no damage.

• • *Demoralizing Defense:* As a reaction, you can designate an enemy you just hit with a melee attack. The enemy takes ½ damage but takes a -5 penalty on attacks made against you until the end of your next turn.

• • *Transposing Strike:* When you hit a character with a melee attack, you can choose to have the attack deal only ½ damage and switch places with that foe. Your foe must be no more than one size category larger, and you must end up occupying the space that was previously occupied by your target (and vice versa). Does not provoke attacks of opportunity.

• • *Soresu Master:* (Prerequisite: *Soresu Practitioner, Circle of Shelter, Sundering Defense*) You may roll a Concentration check TN 15, you may take 10 on the check, and spend 4 Psionic Power Points to gain a +4 bonus to your Defense Class against melee attacks, and a +6 bonus to your Defense Class against Ranged attacks.

• • *Ataru Master*: (Prerequisite: *Ataru Initiate,* *Ataru Practitioner,* Hawkbat Swoop) After every successful attack you make with a lightsaber that deals damage to an opponent, you may as a free action make a 1 meter step.

• • *Mobile Combatant:* When you end your movement adjacent to an opponent, you can spend a swift action to activate this. If the designated opponent moves or withdraws before the beginning of your next turn you can choose to move with that opponent, up to total of your speed. Unless your opponent makes a withdraw action or Acrobatics check to avoid attacks of opportunity, its movement provokes an attack of opportunity from you for the first square moved as normal (but not subsequent ones in same movement). If the target moves more than your speed, you must end your move as close to the target as possible.