Jedi Consular Veteran

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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**

• • Extend Range (+1 meter): At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level, the Psion can extend the range or reach of her psionic abilities, skills, or attacks by 1 meter. This Extended Range increases by 1 meter every three levels after first level. Extending the range of a psionic ability, skill or attack increases the Psionic Power Point cost by 1 point for every meters of extended range.

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

• • Lightsaber Deflection (4/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.

• • *Force of Will:* You gain a +2 Insight bonus to Will Saves, additionally as a swift action, you can spend 5 Psionic Power Points to give all allies within 6 squares of you a +2 Insight bonus to Will Saves that lasts for the remainder of the encounter. This bonus does not extend to allies outside of the range of effect of this ability, even if they move within 6 meters of you later on. Allies who were within 6 meters of you at the start of you using this abilities effect must stay within 6 meters to keep benefits. If they move out of range or you're rendered unconscious/dead, it ceases to work.

• • *Battle Meditation:* As a Full Round action, you may spend 5 Psionic Power Points to give you and allies within 6 meters a +1 Insight bonus to attacks, and damage that lasts till the end of encounter. This ability only works for allies within 6 meters at the start of the encounter, and who stay within 6 meters, the ability ceases working if you are unconscious or killed. This ability affects all crew members within 6 meters squares on a starship, or other vehicle.

• • *Acute senses:* May reroll any Psionic Perception Check, but the second roll result must be kept.

• • *Precognitive Meditation:* 1/day, 10 minutes, Action Point: Once during the rest of the day you can negate an attack on yourself or a vehicle you pilot, unless that attack was a natural 20. If you do not use this ability you get your Action Point back at the end of the day.

• • *Clear Mind:* May reroll any opposed Psionic Stealth Checks made to avoid being detected by psionic characters or creatures. Must take second rolls result.

• • *Improved Battle Meditation:* (Prerequisite: *Battle Meditation*) You may activate your Battle Meditation talent as a swift action instead of a full round action. The range of the Battle Meditation extends out to 12 meters. Enemies within the radius of it suffer a -1 penalty to all attack rolls.

• • *Aggressive Negotiator:* When you damage an opponent with a lightsaber attack you can take 10 on any Diplomacy, or Intimidate Checks you make before the end of your next turn to convince your opponent to surrender.

• • *Cleanse Mind:* 1/turn as swift action you can send 2 Psionic Power Points and make an Affect Mind Check TN 20, if you succeed you can remove one ongoing mind-affecting effect from a single allied target within line of sight, and within 10 meters.

• • *At Peace:* You can spend an Action Point to gain a +2 Force bonus to all Saves and Defense Class until the end of the encounter or until you attack, whichever comes first.