JEDI MASTER

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Jedi Masters represent the pinnacle of the Jedi order. They are Jedi who are both strong enough in The Force, and patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan Learner to Jedi Master usually takes decades, and many who start upon the path never reach its final destination.

Becoming a Jedi Master requires patience, inner strength, wisdom, and a deep connection to, and understanding of, The Force. Further, a Jedi Knight usually doesn't become a Jedi Master until they train a student to completion. Jedi are allowed only one Padawan at a time, and the training of a single Padawan can take years.

The most respected Jedi Masters are invited by their peers (And, in some cases, their former Masters) to join them on the Jedi Council. Those who join the Council use their wisdom and influence to instruct others in the ways of The Force, and preserve peace in the galaxy. The Jedi Council is also tasked with identifying Force-sensitive children across the galaxy, and offering them instructions in the Jedi Force Tradition. These lessons are fairly rudimentary- usually intended to teach a student "The Basics" until he or she is old enough to receive formal training as a Padawan.

During the Rise of the Empire era, the Jedi Council would confer the title of Jedi Master upon those deemed qualified to teach others in the ways of The Force. During the Rebellion era and the New Jedi Order era, Jedi require no such approval; however, they must adhere to the tenets of the Jedi Code to become Jedi Masters.

**Requirements**

To qualify to become a Jedi Master, a character must fulfill the following criteria.

**Class Level:** Character must have at least 7 Levels of the Force Knight Advanced Class.

**Special:** Character must Have a cohort that has at least 5 Levels of the Force Knight Advanced Class.

**Starting Occupation:** Jedi Padawan

**Class Information**

The following information pertains to the Bodyguard advanced class.

**Hit Die:** The Jedi Master gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Jedi Master attains a new level in this class.

**Skill Points at Each Level:** 6 + Int modifier.

**Class Features**

The following features pertain to the Jedi Master advanced class.

#### **Serenity**

The Jedi Master may enter a brief meditative state as a Full-Round Action. The Jedi Master may remain in this trance as long as they wish, and they are still aware of their surroundings; however, the Jedi Master is otherwise Helpless and cannot perform any other Actions. Upon emerging from the trance (as a Swift Action), the Jedi Master's first attack roll or Psionic skill check made in the following round is considered to be a Natural 20.

**Force Secret**

The Jedi Master discovers a Force Secret at 1st, 3rd, 5th, 7th, and 9th level. Each time, the Jedi Master may select the same or a different secret.

*• • **Improved Affect Mind:*** Increase the TN to saves by +1.

• • ***Improved Battlemind:*** Increase the bonus on attack rolls provided by the skill by +1.

• • ***Improved Control Mind:*** Increase the bonus proved by the skill by +1.

• • ***Improved Empathy:*** Increase the bonus proved by the skill by +1.

• • ***Improved Psionic Defense:*** Increase the bonus on saving throws provided by the skill by +1.

• • ***Improved Psionic Strike:*** Increase the damage dealt by the skill by +1.

• • ***Improved Friendship:*** Increase the TN to saves by +1.

• • ***Improved Psionic Healing:*** Increase the amount of healing by +1.

• • ***Improved Heal Self:*** Increase amount of healing by +1.

• • ***Improved Illusion:*** Increase the TN to saves by +1.

• • ***Improved Plant Surge:*** Increase the TN to saves by +1.

• • ***Improved Sever Force:*** Increase the TN to saves by +1.

• • ***Improved Psionic Skill:*** Add a +1 Psionic bonus to any one Psionic skill the character has ranks in.

**Scholarly Knowledge**

A Jedi Master picks up a great deal of knowledge while pursuing specific topics. This wide range of learning grants the Jedi Master a circumstance bonus on Knowledge checks. At 1st level, this bonus is +2. It increases to +4 at 3rd level, +6 at 6th level, and +8 at 9th level. (This ability allows a Jedi Master to purchase a wide range of Knowledge skills at only a few ranks each while still deriving a large benefit.)

**Record Jedi Holocron**

Although the secrets of creating interactive Jedi holocrons have been lost, a small number of Jedi have learned how to add to the body of information stored on existing holocrons. At 7th level, a Jedi Master unlocks this secret and may record new information on a holocron.

**Create Jedi Holocron**

At 10th level, a Jedi Master rediscovers the art of creating an interactive Jedi holocron – knowledge widely considered to be lost.

**Inspire Confidence**

A Jedi Master can inspire confidence in those who were once under his tutorship. This ability can also motivate Jedi apprentices, even if they are under the guidance of a different instructor. To inspire confidence, the Jedi Master must speak (and the apprentices must hear him speaking) for at least 1 round. He must then make a Diplomacy check (TN 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 Instructor 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 Master may attempt to use this ability once per day. Whether the Diplomacy check succeeds or not, the Jedi Master cannot attempt to inspire confidence again for at least 24 hours.

The confidence inspired by the Jedi Master increases as the Jedi Master attains levels. For every two levels after 2nd, the bonus increases by +1, to a maximum of +3 at 5th level.

**Transfer Action Point**

At 8th level, a Jedi Master gains the ability to grant 1 Action Point to one of his students by sacrificing 1 Action Point of his own total. The Jedi Master must be within 2 meters of the student. The transfer is accomplished as a move action. This ability can be used once per week.