Jedi Guardian Legendary

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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 +4: 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.

• • *Vigilance:* As a swift action, you may designate one adjacent ally as the target of this talent. That target gains a +1 deflection bonus to Defense Class as long as you remain adjacent to them. You may change the target of this as a swift action.

• • Sudden Strike (+2d6): If a Weapon Master can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a Weapon Master’s target is denied a Dexterity bonus to Defense Class (whether the target actually has a Dexterity bonus or not), the Weapon Master deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points for every six Weapon Master levels thereafter. A Weapon Master can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to DC. This damage also applies to ranged attacks against targets up to 10 meters away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Weapon Master can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A Weapon Master can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

• • Grace: A Weapon Master gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A Weapon Master loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

• • Canny Defense: When not wearing armor, Weapon Masters add 2 to their Dexterity bonus to modify Defense Class while wielding their Weapon of Choice. As with normal Dexterity DC modifications, positive modifiers are lost when the Weapon Master is caught flat-footed.

• • Defensive Stance: While Defensive Stance is active, you gain a +3 Insight bonus to DC. You may only have one stance active at any time, activating a stance is a move action but may only be done once per turn. Additionally this abilities effect stacks with fighting defensively, and a full-round defensive action.

• • Acrobatic Charge: A Weapon Master of 8th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

• • Improved Flanking: A Weapon Master of 9th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the Weapon Master don’t gain this increased bonus.)