Jedi Guardian Experienced

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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 +2: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (2/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.