Jedi Starpilot
Within the Jedi Order are many specialists who prefect the use of the Force with one particular focus in mind. Those who narrow the focus of the Force for fine level control of a star fighter as the ultimate extension of himself or herself join the Starpilots, an elite cadre of Jedi who refine the skills of a pilot to a razor edge and combine them with the meditative precision and reflexes of a Jedi.

Era Notes: The Jedi Starpilots most common during the Clone Wars of the Old Republic and see something of a resurgence again in the time of the New Jedi Order. During the time of the Rebellion none are known to have survived.

Requirements: To qualify to become a Jedi Stapilot, a character must fulfil all the following criteria:
Base Attack Bonus: +5
Skills: Battlemind 10+, Pilot 10+, Knowledge (jedi lore) 5+
Feats: Alter, Control, Force Sensitive, Sense
Special: The character must have constructed his own lightsaber and have gained the rank of Jedi Knight.

Game Rule Information
Vitality: 1d10 per level, the characters Consitution bonus applies

Class Skills
The Jedi Starpilot's class skills are Astrogate (Int), Battlemind (Con), Computer Use (Int), Craft (Int), Enhance Ability (Con), Enhance Senses (Wis), Farseeing (Wis), Knowledge (Int), Pilot (Dex), Profession (Wis), Spot (Wis), Repair (Int)
Skills Points: 6 + Int modifier

The Jedi Starpilot
 
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defence Bonus
Reputation
1st
+1
+2
+2
+1
Starship Familiarity +1
+2
+1
2nd
+2
+3
+3
+2
Jedi Reflexes
+2
+1
3rd
+3
+3
+3
+2
Force Astrogation
+3
+1
4th
+4
+4
+4
+3
Starship Familiarity +2
+3
+1
5th
+5
+4
+4
+3
At One with the Force
+4
+1
6th
+6
+5
+5
+4
Force Manoeuvre
+4
+1
7th
+7
+5
+5
+4
Starship Familiarity +3
+5
+1
8th
+8
+6
+6
+5
Force Shield
+5
+1
9th
+9
+6
+6
+5
Force Static
+6
+1
10th
+10
+7
+7
+6
Starship Familiarity +4
+6
+1
 

Class Features
All of the following are class features of the Jedi Starpilot:

Starting Feats
The Jedi Starpilot gains from the following feats:
Starship Operation (starfighter)

Starship Familiarity
The Jedi Starpilot becomes intimately aware of his own personal starship, whenever he pilots his own vessel he receives a bonus equal to his familiarity level to all Pilot and Astrogate checks.

Jedi Reflexes
The Jedi may add his Ref Save bonus, gained from the Jedi Starpilot class, to all defence and manoeuvre checks when piloting a starship.

Force Astrogation
The Jedi Starpilot receives the force skill Force Astrogation as a class skill. The description of this skill can be found in skills area of the No Light without Shadow website. <View Skill>

At One with the Force
The Force flows through all living things, while all Jedi can sense it you feel every action you make is drawn from the Force, acting with, never against it, in harmony. To represent this oneness you may reduce the time spent readying a Force feat action. A Force feat that usually requires a full round action can now be readied as a half round action and half round action can now be readied as a Free Action. This ability is absolutely dependant on clarity of thought, if you ever become tainted by the Dark Side this power ceases to function until you have made you atonement.

Force Manoeuvre
The Jedi Starpilot learns how to use the Force to control and manoeuvre the starship, pushing it well beyond the limits of its design specification. At the expenditure of 10 Vitality Points the Jedi Starplot can make an extra manoeuvre, so it is possible for such a pilot to execute two Strafing Runs or Avoid Hazard and Establish a Pursuit. (Starship Combat is described in the Star Wars Core Rulebook in Chapter 11 and Expanded in Starships of the Galaxy p37-43).

Force Shield
The Jedi Starpilot can call upon the Force to protect him and his ship from harm. This is the equivalent of the Dissipate Energy feat but on a starfighter scale. The use of this class feature counts as making an starship manoeuvre. Each round that this power is in use costs the Starpilot 5 Vitality Points. The DC of the Fort Save for the shield check is dependant on the scale of the weapon being used, starfighter scale DC 15, space transport scale DC 20, capital ship DC 30.

Force Static
Force Lightening is often seen as a specifically dark side power, but it has its uses for the light side as well. Force Static counts as a light side power only so long as it is used against starships and droids, if it is used against a living being the Starpilot immediately gains a dark side point. Force Static may be used against any target in the pilot's visual field and counts as a starship manoeuvre. For each size category of ship targeted (yes this can include multiple ships) the Starpilot must expend 5 Vitality Points. The affected ship counts has having been struck by an Ion Cannon. Note this power is particular effective against droid starfighters.