Jedi Counselor | Jedi Gaurdian * | Jedi Hunter | Jedi Master | Jedi Pilot
Jedi Sentinel | Jedi Shadow | Jedi Watchman | Jedi Weapons Master
 

Jedi Counselor

Requirements: In order to become a Jedi Counselor, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D)
Special: Force-Sensitive, must be a Jedi, must have no Dark Side Points, must know all classically trained Force powers (45).
Base Attribute: Knowledge 3D

Class Skills:
The skills available to a Jedi Counselor to increase are:
Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Leadership, Skill Bonus
2 Increase Lightsaber Damage +1D, Skill Bonus
3 Inspire Hope, Skill Bonus
4 The Living Force, Skill Bonus
5 Healing, Skill Bonus

Leadership: When using his Command skill to combine the actions of his subordinates (for more information, see the Star Wars Role playing Game, 2nd Edition - Revised and Expanded, pages 82-83), the Jedi Counselor's combined action bonus is doubled to +2D per every three characters combining, instead of +1D.
Increase Lightsaber Damage: A Jedi Counselor's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Counselor's lightsaber damage increases by +1D6. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Skill Bonus: The Jedi Counselor gains a +1D skill bonus to any one of the following skills: Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower. This skill bonus is permanent.
Inspire Hope: At 3rd level, a Jedi Counselor's reputation reaches such a point that anyone following him or his advice gains a bonus of +2D. Further those wishing to take direct action against him are subject to a skill penalty. This penalty is equal to the same as the bonus. This bonus or penalty affects all skill and attribute rolls (including attack rolls) made against the Jedi Counselor by other characters.
The Living Force: At 4th level the Jedi Counselor becomes more aware of the will of the force, and as such gains +2D to all Sense rolls.
Healing: A Jedi Counselor has an increased ability to heal the wounded. He gains a +2D to all skill or power rolls involving healing. Some renowned Jedi Counselors have even healed incurable diseases.


Jedi Gaurdian *

Requirements: In order to become a Jedi Gaurdian, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D), Lightsaber (5D)
Special: Force-Sensitive, must be a Jedi, must have no Dark Side Points, must know all classically trained Force powers (45).
Base Attribute: Knowledge 3D, Dexterity 3D

Class Skills:
The skills available to a Jedi Hunter to increase are:
Lightsaber, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Melee Combat, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Dark Side Sense, Skill Bonus
2 Increase Lightsaber Skill +1D
3 Target Bonus +1D, Skill Bonus
4 Increase Lightsaber Skill +2D
3 Target Bonus +2D, Skill Bonus
5 Force Camouflage, Skill Bonus

Dark Side Sense: Jedi Gaurdians are exceptionally talented at recognizing evil creatures and objects tainted by the Dark Side. The Jedi Gaurdian may reroll any Force check made to sense the presence and relative location of creatures or objects with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.
Skill Bonus: The Jedi Gaurdian gains a +1D skill bonus to any one of the following skills: Lightsaber, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Melee Combat, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Skill: A Jedi Gaurdian's ability to deflect attacks away with a lightsaber improves as he gains levels. At 2nd level, the Jedi Gaurdian's lightsaber skill increases by +1D. At 4th level it increases to +2D. This added skill bonus is cumulative with increased lightsaber skill from other Jedi classes.
Target Bonus: Because of intensive study of his target, a Jedi Gaurdian gains a competence bonus on all rolls against creatures or objects with a Dark Side Score of 1 or higher.
Force Camouflage: At 6th level, the Jedi Gaurdian learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings. While Force camouflage is activated, the Jedi Gaurdian gains a +10 Force bonus on Sneak and Hide rolls. If a character succeeds in his Perception or Search roll against the Jedi Gaurdian's Hide or Sneak roll, the spotter detects the Jedi Gaurdian and can target him normally. However, any attack directed at the camouflaged Jedi Gaurdian has a 20% chance to miss due to concealment. A Jedi Gaurdian can't maintain Force camouflage while using other Force skills or engaging in distracting activity.


Jedi Hunter

Requirements: In order to become a Jedi Hunter, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D)
Special: Force-Sensitive, must be a Jedi, must have no Dark Side Points, must know all classically trained Force powers (45) and Mastered 6 of them.
Base Attribute: Knowledge 3D, Dexterity 3D

Class Skills:
The skills available to a Jedi Hunter to increase are:
Lightsaber, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Melee Combat, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Dark Side Sense, Skill Bonus
2 Increase Lightsaber Damage +1D, Skill Bonus
3 Target Bonus +2D, Skill Bonus
4 Increase Lightsaber Damage +2D, Skill Bonus
5 Force Camouflage, Skill Bonus

Dark Side Sense: Jedi Hunters are exceptionally talented at rooting out evil creatures and objects tainted by the Dark Side. The Jedi Hunter may reroll any Force check made to sense the presence and relative location of creatures or objects with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.
Skill Bonus: The Jedi Hunter gains a +1D skill bonus to any one of the following skills: Lightsaber, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Melee Combat, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Damage: A Jedi Hunter's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Hunter's lightsaber damage increases by +1D6. At 4th level it increases to +2D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Target Bonus: Because of intensive study of his target, a Jedi Hunter gains a competence bonus on all rolls against creatures or objects with a Dark Side Score of 1 or higher.
Force Camouflage: At 5th level, the Jedi Hunter learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings. While Force camouflage is activated, the Jedi Hunter gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the Jedi Hunter's Hide check, the spotter detects the Jedi Hunter and can target him normally. However, any attack directed at the camouflaged Jedi Hunter has a 20% chance to miss due to concealment. A Jedi Hunter can't maintain Force camouflage while using other Force skills or engaging in distracting activity.


Jedi Master

Requirements: In order to become a Jedi Master, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 9D), and be approved or already have a Padawan Learner, Lightsaber at 7D
Special: Force-Sensitive, must be a Jedi Knight and have no Dark Side points. Must also know all classically-trained Force powers (45) and Mastered them. Must also be one of the following: Jedi Counselor, Jedi Hunter, Jedi Gaurdian, Jedi Pilot, Jedi Sentinel, Jedi Shadow or Jedi Watchman and have at least 2 ranks in the chosen class.
Base Attribute: Knowledge 3D+1, Perception 3D+1

Class Skills:
The skills available to a Jedi Master to increase are:
Lightsaber, Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Resist the Dark Side, Skill Bonus
2 Increase Lightsaber Damage +1D, Skill Bonus
3 Clear Mind, Skill Bonus
4 Force Bonus, Skill Bonus
5 (A) Focus, Skill Bonus

Resist the Dark Side: The Jedi Master gains a Force bonus of +5 to all Defense scores against Force powers that have the "dark side" descriptor. The Jedi Master gain's the same bonus against Force powers that originate from any dark Force-user.
Skill Bonus: The Jedi Master gains a +1D skill bonus to any one of the following skills: Lightsaber, Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Damage: A Jedi Master's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Master's lightsaber damage increases by +1D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Clear Mind: A Jedi Master may reroll any opposed Force check made to avoid being detected by other Force-users. You must take the result of the reroll, even if it is worse.
Force Bonus: A Jedi Master's extensive knowledge and great strength in the Force grants him a +1D to Control, Sense and Alter.
(A) Focus: A Jedi Master's extensive knowledge and great strength in the Force has reached the pinnacle of Jedi knowledge granting him this advanced skill at 1D.

Jedi Pilot

Requirements: In order to become a Jedi Pilot, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Starship Piloting or Space Transports (3), Repulsorlift Ops. (3), Sensors (3), Control, Sense and Alter (3D), Lightsaber 3D
Special: Force-Sensitive, Sense Force, must be a Jedi
Base Attribute: Mechanical 3D

Class Skills:
The skills available to a Jedi Pilot to increase are:
Astrogation, Communications, Repulsorlift Ops., Scholar, Search, Sensors, Space Transports, Space Transports Repair, Starfighter Piloting, Starfighter Repair, Starship Shields, Starship Gunnery, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Starfighter Defense
2 Starship Focus
3 Familiarity +1D
4 Starfighter Evasion
5 Trust the Force, Familiarity +2D

Starfighter Defense: Starting at 1st level, a Jedi pilot gains a bonus equal to her Jedi pilot level in pips to all Space Transports or Starfighter Piloting skill rolls made to dodge incoming attacks. NOTE: This ship does not have to be a starfighter; it can also be a light freighter that would fall under space transports skill.
Starship Focus: At 2nd level, a Jedi pilot can activate her Sense Force power (Sense difficulty: Moderate) to gain a bonus on all Space Transports or Starfighter Piloting skill rolls. This bonus equals +1 pip for each level she has in the Jedi pilot prestige class.
Familiarity: At 3rd level, a Jedi pilot gains a +1D bonus to all Starfighter Piloting and Starfighter Repair skill checks when used on a starfighter type that she designates as familiar. This same bonus is applied to the Jedi pilot's Starship Gunnery skill rolls when piloting the specified fighter craft. At 5th level, this bonus increases to +2D. The Jedi pilot must have operated the specified starfighter for at least 3 months, and she can only be familiar with one ship at a time, even if she has levels in another prestige class that grants this ability. GM NOTE: This ship does not have to be a starfighter; it can also be a light freighter that would fall under space transports skill.
Starfighter Evasion: At 4th level, a Jedi pilot may attempt a Starfighter Piloting skill roll to lessen the damage dealt by a successful hit against the starfighter-class vehicle she is piloting. The difficulty of her Starfighter Piloting skill roll is equal to the total of the attack roll that hit her ship. If successful, the damage from that attack is reduced by half before it is applied against her ship's Hull rating. A Jedi pilot can attempt a single Starfighter Evasion check once per round. GM NOTE: This ship does not have to be a starfighter; it can also be a light freighter that would fall under space transports skill.
Trust the Force: Once per day, a 5th level Jedi pilot may re-roll any failed attack roll make with her starship's weapons with an additional +2D. The second result must be used, regardless of the effect. GM NOTE: This ship does not have to be a starfighter; it can also be a light freighter that would fall under space transports skill.

Jedi Sentinel

Requirements: In order to become a Jedi Sentinel, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D), Lightsaber (3D)
Special: Force-Sensitive, must be a Jedi, must have no Dark Side Points, must know all classically trained Force powers (45) and Mastered 6 of them.
Base Attribute: Perception 3D

Class Skills:
The skills available to a Jedi Sentinel to increase are:
Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Fearless, Clear Mind
2 Increase Lightsaber Damage +1D, Skill Bonus
3 Dark Side Sense, Dark Side Scourge
4 Increase Lightsaber Damage +2D, Skill Bonus
5 Resist the Dark Side, Force Haze

Fearless: Because Jedi Sentinel's operate independently (often deep in the bowels of a Sith stronghold), Jedi sentinels develop a fearless temperament. As such Jedi Sentinels are immune to all fear effects, from all powers and skills; intimidation is also under this category. This includes any effect that would cause her to become shaken, frightened, or panicked.
Clear Mind: The Jedi Sentinel may reroll any opposed Use the Force check made to avoid being detected by other Force-users. You must take the result of the reroll, even if it is worse.
Increase Lightsaber Damage: A Jedi Sentinel's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Sentinel's lightsaber damage increases by +1D6. At 4th level it increases to +2D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Skill Bonus: The Jedi Sentinel gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Dark Side Sense: Jedi sentinels are exceptionally talented at rooting out evil. The Jedi Sentinel may reroll any Force check made to sense the presence and relative location of creatures with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.
Dark Side Scourge: Against creatures with a Dark Side Score of 1 or higher, Jedi Sentinel's deal extra damage on all attacks. The number of points of extra damage is equal to the Jedi Sentinel's level.
Resist the Dark Side: The Jedi Sentinel gains a Force bonus of +5 to all Defense scores against Force powers that have the "dark side" descriptor. The Jedi Sentinel gain's the same bonus against Force powers that originate from any dark Force-user.
Force Haze: The Jedi Sentinel can as a standard action to create a "haze" that hides him and his allies from the perceptions of others. The Jedi Sentinel can hide a number of creatures in line of sight equal to his class level. Make a Use the Force check and compare the result to that of any opponent's perception that moves into line of sight of any creature hidden by the Force haze. If the check result beats the opponent's, all hidden creatures are treated as if they had total concealment against that opponent. The Force haze lasts up to 1 minute but is dismissed instantly if anyone hidden by the Force haze makes an attack.

Jedi Shadow

Requirements: In order to become a Jedi Shadow, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D), Lightsaber (5D)
Special: Force-Sensitive, Sense Force, must be a Jedi, must have permission from a Jedi Master to become a Jedi Shadow (there are a few exceptions to this), must have no Dark Side Points, must know all classically trained Force powers (45) and have Mastered 10 of them or have been taught by a Jedi Shadow Master.
Base Attributes: Dexterity 3D, Perception 3D, Knowledge 3D

Class Skills:
The skills available to a Jedi Shadow to increase are:
Lightsaber, Climbing/Jumping, Con, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Languages, Planetary Systems, Persuasion, Search, Security, Sneak, (A) Speed Drawing, Scholar, Tactics and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Dark Side Sense, Skill Bonus
2 Fearless, Skill Bonus
3 Increase Lightsaber Damage +1D
4 Force Camouflage, Skill Bonus
5 Resist the Dark Side
6 Increase Lightsaber Damage +2D, Skill Bonus
7 Subtle camouflage
8 Clear Mind, Skill Bonus

Dark Side Sense: Jedi Shadows are exceptionally talented at rooting out evil creatures and objects tainted by the Dark Side. The Jedi Shadow may reroll any Force check made to sense the presence and relative location of creatures or objects with a Dark Side Score of 1 or higher. You must take the result of the reroll, even if it is worse.
Fearless: Because Jedi Shadow's operate independently (often deep in the bowels of a Sith stronghold), they develop a fearless temperament. As such Jedi Shadows are immune to all fear effects, from all powers and skills; intimidation is also under this category. This includes any effect that would cause her to become shaken, frightened, or panicked.
Skill Bonus: The Jedi Shadow gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Damage: A Jedi Shadow's ability to deal damage with a lightsaber improves as he gains levels. At 3rd level, the Jedi Shadow's lightsaber damage increases by +1D. At 6th level it increases to +2D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Force Camouflage: At 3rd level, the Jedi Shadow learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings. While Force camouflage is activated, the Jedi Shadow gains a +10 Force bonus on Sneak rolls. If a character succeeds in his Search or Perception check against the Jedi Shadow's Sneak roll, the spotter detects the Jedi Shadow and can target him normally. However, any attack directed at the camouflaged Jedi has a 20% chance to miss due to concealment. A Jedi Shadow can't maintain Force camouflage while using other Force skills or engaging in distracting activity.
Resist the Dark Side: The Jedi Shadow gains a Force bonus of +5 to all Defense scores against Force powers that have the "dark side" descriptor. The Jedi Shadow gain's the same bonus against Force powers that originate from any dark Force-user.
Clear Mind: A Jedi Shadow may reroll any opposed Force check made to avoid being detected by other Force-users. You must take the result of the reroll, even if it is worse..

Jedi Watchman

Requirements: In order to become a Jedi Watchman, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 5D), Lightsaber (3D)
Special: Force-Sensitive, Sense Force, must be a Jedi, must have permission from a Jedi Master to become a Jedi Watchman, must have no Dark Side Points, must know all classically trained Force powers (45). Must Master at least 6 powers.
Base Attribute: Knowledge 3D, Perception 3D

Class Skills:
The skills available to a Jedi Watchman to increase are:
Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:
PrC Level Special Ability
1 Danger Sense, Skill Bonus
2 Increase Lightsaber Damage +1D, Skill Bonus
3 Force Camouflage, Skill Bonus
4 Increase Lightsaber Damage +2D, Skill Bonus
5 Subtle Camouflage, Skill Bonus

Danger Sense: The Jedi watchman gains an insight bonus on checks to avoid being surprised; this is in addition to his Sense skills and normal perception checks. This bonus is equal to the Jedi watchman's class level.
Skill Bonus: The Jedi Watchman gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Computer Programming/Repair, Dodge, First Aid, Hide, Intimidation, Planetary Systems, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology and Willpower. This skill bonus is permanent.
Increase Lightsaber Damage: A Jedi Watchman's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Watchman's lightsaber damage increases by +1D6. At 4th level it increases to +2D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Force Camouflage: At 3rd level, the Jedi watchman learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings.
While Force camouflage is activated, the Jedi watchman gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the Jedi watchman's Hide check, the spotter detects the Jedi watchman and can target him normally. However, any attack directed at the camouflaged Jedi watchman has a 20% chance to miss due to concealment.
A Jedi watchman can't maintain Force camouflage while using other Force skills or engaging in distracting activity.
Subtle Camouflage: At 5th level, a Jedi watchman is able to hide himself from the physical reality at the same time as masking his presence from other Force-users. This combination also allows the Jedi watchman to remain hidden from a Force-user using the Sense Surroundings technique.

Jedi Weapons Master

Requirements: In order to become a Jedi Weapons Master, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Control, Sense, Alter (all 7D), Lightsaber (7D) and have at least 3 lightsaber forms at 7D+
Special: Force-Sensitive, must be a Jedi Knight, must be trained or received training from another Jedi Weapons Master, must know all classically trained Force powers (45) and Mastered 30 or more
Base Attribute: Dexterity 3D, Perception 3D, Knowledge 3D

Class Skills:
The skills available to a Jedi Weapons Master to increase are:
Lightsaber, Climbing/Jumping, Dodge, Command, First Aid, Hide, Intimidation, Languages, Law Enforcement, Planetary Systems, Persuasion, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jedi Battlemaster, and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Increase Lightsaber Damage +1D, Skill Bonus
2 Weapon Specialization, Inspire Fear -1D
3 Increase Lightsaber Damage +2D, Skill Bonus
4 Deadly Strike, Inspire Fear -2D
5 Increase Lightsaber Damage +3D, Skill Bonus

Increase Lightsaber Damage: A Jedi Weapons Master's ability to deal damage with a lightsaber improves as he gains levels. At 1st level, the Jedi Weapons Master's lightsaber damage increases by +1D6. At 3rd level it increases to +2D. At 5th level it increases to +3D. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Skill Bonus: The Jedi Weapons Master gains a +1D skill bonus to any one of the following skills: Lightsaber, Climbing/Jumping, Dodge, Command, First Aid, Hide, Intimidation, Languages, Law Enforcement, Planetary Systems, Persuasion, Search, Sneak, (A) Speed Drawing, Scholar, Tactics, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jedi Battlemaster, and Willpower. This skill bonus is permanent.
Inspire Fear: Starting at 2nd level, a Jedi Weapons Master's reputation reaches such a point that anyone wishing to take direct action against him is subject to a skill penalty. This penalty is equal to -1D at 2nd level and -2D at 4th level. This penalty affects all skill and attribute rolls (including attack rolls) made against the Jedi Weapons Master by other characters.
Weapon Specialization: At 2nd level, a Jedi Weapons Master may choose a specific weapon. Any time the Jedi Weapons Master makes a successful attack with her weapon specialization, she adds +1D to her damage rolls.
Deadly Strike: At 4th level, the Jedi Weapons Master can attempt to execute a deadly strike with any weapon he wields. Making a deadly strike is the only action the Jedi Weapons Master is allowed to take in the round in which he attempts it (excluding defensive rolls). He rolls to hit as normal, but with a +1D+1 bonus to his attack roll. If the attack hits and is not avoided by the target, it inflicts maximum damage.