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Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Affiliations: The Jedi, Knights of the Galactic Republic

Despite the name, Jedi Shadows are steadfast defenders of the light. Shadows are selected for Jedi Council approval by their masters and are trained to sniff out evil. Their goal is the obliteration of The Dark Side, including The Sith and any other malevolent Force organisation. In disguise, under cover of night or The Force, they venture where the stench of darkness is pungent, gathering intelligence to deal villainy a killing blow.

Shadows are typically humorless loners. Their perceptions of reality are black and white, and they see signs of The Dark Side everywhere, even among their peers. Shadows are, therefore, implemented cautiously, seeing most action after epic Force conflicts. They have no qualms about lying to, or betraying those who are evil, but they exercise restraint, understanding their definition of "Evil" does not always match the Council's. Some Jedi Shadows, however, believe in a more aggressive approach. From these, the Jedi Covenant has created its own secret police of "Covenant Shadows."

 Jedi Shadow Statistics (CL 10) Edit

Medium Human Jedi 7/Jedi Knight 3

Force Points: 2

Initiative: +12; Senses: Improved Sense Force (Can Sense Force as a Move Action), Perception: +11

Languages: Basic, Huttese, Sith, 1 Unassigned

Defenses Edit

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 23

Hit Points: 78, Damage Threshold: 23

Offense Edit

Speed: 6 Squares

Melee: Lightsaber +13 (2d8+5)

Ranged: By weapon +11

Base Attack Bonus: +10, Grab: +12

Attack Options: Whirlwind Attack, Weapon Finesse

Special Actions: Combat ReflexesH, Melee Defense, Sentinel's Gambit, Sentinel Strike (+1d6)

Force Power Suite (Use the Force +15): Force Thrust, Negate Energy, Rebuke, Resist Force

Force Techniques: Improved Sense Force

H- Human bonus Feat

Base Stats Edit

Abilities: Strength 11, Dexterity 14, Constitution 13, Intelligence 16, Wisdom 12, Charisma 10

Talents: Clear Mind, Dark Deception, Dark Side Sense, Rebuke the Dark, Sentinel's Gambit, Sentinel Strike (+1d6)

Feats: Combat ReflexesH, Force Sensitivity, Force Training (2), Improved Disarm, Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

Skills: Acrobatics +12, Endurance +11, Initiative +12H, Knowledge (Galactic Lore) +12, Perception +11, Use the Force +15 (May reroll to oppose Sense Force, must take second result; may reroll to Sense Force of target with a Dark Side Score of 1+, may keep better result)

Possessions: Jedi Robes, Lightsaber (Self-Built), Medpac, Syntherope

H- Human bonus Feat or Trained Skill

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