Jedi Guardian

Hit Dice
d8

Skills
2 + Int

Class Skills:


 * Acrobatics(Dex)
 * Athletics(Str)
 * Craft(Int)
 * Intimidate(Cha)
 * Pilot(Dex)
 * Profession(Wis)
 * Survival(Wis)

Starting Proficiency
Simple Weapons

Blaster Pistols

Lightsabers

Force Pool
Jedi guardians begin play with a force pool equal to	their ½ level + Force modifier(minimum 1).

Talents
Jedi counselors have a knack for training	with the force, and with the varied curriculum of jedi they learn	quite a lot quite quickly. They begin play with the Alter, Control, and Sense talents.

Lightsaber Deflect
Each Jedi guardian builds their own lightsaber,	imbuing it with their own force signature and shaping it to feel as	an extension of the Jedi's body and will. With his own lightsaber in	hand, a Jedi is a force to be reckoned with, as it functions as both offense and defense. Once per round, as long as the Jedi has points	left in his force pool, the Jedi can deflect a blaster bolt that	would otherwise have hit him. The Jedi can spend force points to	block subsequent blaster bolts, at a rate of one force point per	blaster bolt. The Jedi must choose to block a blaster bolt before	damage is declared. The Jedi cannot use this ability if he is caught	flat-footed, or otherwise unable to react. Every six levels above	1st, the Jedi can deflect an additional blaster bolt per	round without spending Force points. At 10th level, the Jedi can deflect blaster bolts	targeting creatures within 5 feet of him.

Trained
A Jedi guardian has had a thorough grounding in the Force	and how it is used. He may spend a force point to gain access to a	talent that he doesn't currently know. He must meet any other	prerequisites, and the force point spent is in addition to any force	points used to activate that force power normally.

Slow Fall
Adventurous Jedi guardians often learn the benefit of being able to fall great distances without harm. As long as the	guardian has points in his force pool, he can subtract a distance	equal to his level x 10 feet before taking calculating falling damage.

Lightsaber Reflect
At 4th level, once per round when a Jedi guardian deflects a blaster bolt, he can choose to reflect the blaster bolt. Whenever a blaster bolt is deflected, the Jedi can	choose a target within one range increment of the blaster to attack. The Jedi rolls his ranged attack -4, and if the attack hits, it deals the blaster's base damage. At 12th level, the penalty on the attack rolls is reduced	to -2. At 16th level, the guardian takes no penalty on attacks with reflected blaster bolts, and he can reflect blasters twice per round.

Bonus Feat
At 6th, 9th, 12th, and	18th level, the Jedi guardian gains a bonus feat. These	feats can be either combat feats or force feats, and the Jedi	guardian must meet any prerequisites.

Lightsaber damage
When wielding a lightsaber that they constructed	themselves, the Jedi guardian deals more base damage. The	lightsaber's base damage increases by one damage die every five levels. With a normal lightsaber, that means that at 5th	level, the guardian's lightsaber deals 3d8 damage, at 10th	it deals 4d8, etc.