Jedi Sentinel Class


The Jedi sentinel uses stealth and subterfuge to accomplish the will of the Force, seeking out evil in the very shadows it calls home. This class strikes a balance between the Jedi consular (focusing on diplomacy and a mastery of the Force) and the Jedi guardian (focusing on physical abilities and mastery of the lightsaber) while being oriented more toward infiltration skills. Jedi sentinels are most common during the Sith Wars (4,000+ years before A New Hope) and in the millennium leading up to the Battle of Ruusan (1,000 years before A New Hope) because of the permeating and insidious influence of the Sith throughout the galaxy in these eras. However, they are almost unknown in the Jedi Order by the time of Palpatine's rise to Supreme Chancellor.


Jedi sentinels are notoriously independent, most comfortable acting alone and without backup in the galaxy's most wretched hives of scum and villainy. While some take this independent streak to the extreme$-$questioning the authority and wisdom of the Jedi Council$-$most are perfectly willing to take orders, as long as they can carry out such orders via their preferred methods.

Game Rule Information


A Jedi Sentinel should be gifted in all abilities, but Wisdom, Charisma, and Intelligence are the most important. Those who expect to fall back on their combat prowess should also have high Dexterity and Constitution scores.


Jedi Sentinel gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The Jedi Sentinel’s class skills, and the key abilities for each, are as follows.
Bluff (Cha)
Computer Use (Int)
Craft* (Int)
Disable Device (Dex)
Disguise (Cha)
Gather Information (Cha)
Hide (Dex)
Knowledge* (Int)
Listen (Wis)
Move Silently (Dex)
Pilot (Dex)
Profession* (Wis)
Search (Int)
Sense Motive (Wis)
Spot (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features


A Jedi starts play with a lightsaber provided by his master. Later, the Jedi can build his own lightsaber.

Starting Feats

Jedi Sentinel begin play with the following feats:
Exotic Weapon Proficiency (Lightsaber)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Bonus Feats

At 2nd and 16th level, the Jedi Sentinel gains a bonus feat. This feat must be selected from the following list, and the Jedi Sentinel must meet any prerequisites.
Combat Expertise
Low Profile

Force Training

The Jedi Sentinel gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat is selected from the following list.
Once one of these feats is selected, its associated Force skills become class skills foe the character.

Deflect (Defense)

A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Deflect (Attack)

A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a$-$4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Sentinel Feat

At 5th level, the Jedi Sentinel gains a feat from the following list:
Low Profile


Beginning at 1st level, a Jedi Sentinel can access the motives or background of a single criminal or assailant by analyzing the scene of the crime and studying minute clues. The Jedi Sentinel relies on his familiarity with criminal behavior and his Force-tuned instincts to piece together the available clues.
When examining the scene of a crime or violent attack, the Jedi Sentinel can make a Sense Motive check. The result determines what information the Jedi Sentinel can derive form the crime scene. Each time the Jedi Sentinel encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus on this check. (The GM might wish to apply this bonus secretly if the Jedi Sentinel doesn’t know the identity of the perpetrator.)

Task Time DC
Determine perpetrator’s motive 10 minutes 15
Determine perpetrator’s species and gender 30 minutes 20
Determine perpetrator’s primary class 1 hour 25
Determine perpetrator’s relative level 6 hours 30

By analyzing a crime scene extensively, a Jedi Sentinel can piece together a comprehensive picture of his target. “Relative level” is given in terms of being much lower than the Sentinel (four or more levels); approximately the same level as the Sentinel (within three levels); or higher than the Sentinel (four or more levels higher).
A GM can allow the Sentinel to gain other kinds of information as well, at his discretion.

Target Bonus

At 7th level, a Jedi Sentinel understands his target (or targets) so well that he gains a +1 competence bonus to attack rolls against any one individual. To receive this benefit, the Jedi Sentinel must interact with the target for a period of 10 rounds or spy on the target for a period of 1 day. The Jedi Sentinel applies the same bonus to Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills in opposition to the target. The competence bonus increase to +2 at 3rd level and +3 at 5th level.
The Jedi Sentinel can transfer this bonus to a new target only when the previous target is slain or otherwise neutralized.


The Jedi Sentinel cultivates associates and informants throughout his sphere of influence. Each time a Jedi Sentinel gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact will not accompany the Jedi on missions or risk his or her life, but a contact can provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the Jedi Sentinel. Whatever the case, a Jedi is not allowed to call on the same contact more than once per adventure. The Jedi Sentinel can have information contacts, expert contacts, and resource contacts as defined in the Favors and Contacts sidebar (page 286 Revised Core Rulebook).

Increase Lightsaber Damage

As a Jedi Sentinel gains levels, the amount of damage he can deal with his lightsaber increases.
Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Jedi Knight

At 7th level, the Jedi Sentinel graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Dissipate/Absorb Energy
Force Mastery
Force Mind
Knight Defense
Knight Mind
Lightsaber Defense

Deflect (Extended Defense and Attack)

At 9th level, a Jedi Sentinel learns to extend his defensive and offensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All the rules associated with Deflect (Defense) and Deflect (Attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby.


Because they operate independently (often deep in the bowels of a Sith stronghold), Jedi Sentinels develop a fearless temperament. Beginning at 12th level, a Jedi Sentinel gains immunity to all fear effects, such as the skills Fear and Intimidate. This includes any effect that would cause her to become shaken, frightened, or panicked, such as the Frightful Presence feat or the starweird's telepathic scream (see Ultimate Adversaries, page 122).

Skill Emphasis

At 14th and 19th level, the Jedi Sentinel gains a Skill Emphasis bonus feat. Each time the Jedi Sentinel gains this bonus feat, it must be applied to a different skill that the Jedi Sentinel already has ranks in, including Force skills.


This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.


A 1st-level Jedi Sentinel starts play with 1d4 x 250 credits.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +2 +1 +2 Force Training, Deflect (Defense +1) +3 +1
2 +1 +3 +2 +3 Bonus Feat +4 +1
3 +2 +3 +2 +3 Force Training, Deflect (Attack - 4) +4 +1
4 +3 +4 +2 +4 Force Training +4 +2
5 +3 +5 +3 +5 Sentinel Feat, Profile, Target Bonus +1, Deflect (Defense +2) +5 +2
6 +4 +6 +4 +6 Contact, Increased Lightsaber Damage +1d8 +6 +3
7 +5 +6 +4 +6 Target Bonus +2, Favor +1, Jedi Knight +6 +3
8 +6 +6 +4 +6 Contact, Deflect (Attack -3) +6 +4
9 +6 +6 +5 +6 Deflect (Extended Defense and Attack) +7 +4
10 +7 +7 +5 +7 Increased Lightsaber Damage +1d8 +7 +4
11 +8 +7 +6 +7 +8 +4
12 +9 +8 +6 +8 Fearless +8 +5
13 +9 +9 +7 +9 Target Bonus +3, Favor +2 +9 +5
14 +9 +9 +7 +9 Skill Emphasis +9 +5
15 +10 +10 +8 +10 Deflect (Defense +3) +10 +5
16 +11 +10 +8 +10 Bonus Feat +10 +5
17 +12 +11 +9 +11 Increased Lightsaber Damage +1d8 +10 +6
18 +12 +11 +9 +11 Deflect (Attack -2) +11 +6
19 +13 +12 +9 +12 Skill Emphasis +11 +6
20 +14 +12 +10 +12 Deflect (Defense +4) +12 +6

Note: Jedi Sentinels cannot take levels in Jedi Investigator.

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