| 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
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The Jedi
Starpilot |
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| 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 |
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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. |