Requirements
To qualify to become a Jedi emissary, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 3 ranks, Profession (diplomat) 3 ranks, Sense Motive 5 ranks, Affect Mind 3 ranks, Empathy 5 ranks, Enhance Senses 3 ranks, Telepathy 3 ranks
Feats: Alter, Force Sensitive, Sense
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation |
| 1st | +0 | +0 | +1 | +2 | Control, Resource Access, Deflect (defense) | +1 | +1 |
| 2nd | +1 | +1 | +2 | +3 | Favor +1, Bonus Feat | +2 | +1 |
| 3rd | +2 | +1 | +2 | +3 | Resolute, Aggressive Negotiations +1, Increase lightsaber damage | +2 | +2 |
| 4th | +3 | +2 | +2 | +3 | Deflect (attack), Favor +2 | +3 | +2 |
| 5th | +3 | +2 | +3 | +4 | Aggressive Negotiations +2, Bonus Feat | +3 | +3 |
Special: Jedi emissary is a Force-user prestige class available only to characters with Jedi levels.
Game Rule Information
Vitality: Jedi emissaries gain 1d6 vitality points per level. The characters Constitution modifier applies.
Class Skills
The Jedi emissary’s class skills, and the key ability for each skill, are as follows:
Bluff (Cha), Computer Use (Int), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (diplomat) (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis). All Force skills for which the Jedi Emissary meets the prerequisites are considered class skills.
Skill Points at Each Level: 6 + Int modifier
Class Features
The following are features of the Jedi emissary prestige class.
Control
The Jedi emissary gains the Force feat of Control at 1st level. Once Control is received, its associated Force skills become class skills for the character.
Resource Access
Beginning at 1st level, the Jedi emissary has access to an array of resources (as described on page 44 of the RCR)
Deflect (Defense)
At 1st level, the Jedi emissary receives the SQ of Deflect (defense), and learns to deflect blaster bolts and other projectiles with his lightsaber. As described on page 58 of the RCR, “each time the Jedi gains deflect (defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.”
Favor
Starting at 2nd level, the Jedi emissary has the ability to call in favors from those he or she knows. Mechanics are described on page 43 of the RCR. A 2nd level Jedi emissary has the SQ of Favor at +1, and receives Favor at +2 at 4th level.
Bonus Feats
At 2nd and 5th level, the Jedi emissary gains a bonus feat. This feat must be selected from the following list, and the Jedi emissary must meet any prerequisites.
Compassion, Fame, Influence, Persuasive, Sharp-eyed, Trustworthy
Resolute
At 3rd level, the Jedi emissary is demonstrates a great deal of resoluteness in all of the following Charisma based skills: Bluff, Diplomacy, Gather Information and Intimidate. He or she due to persistence and clever articulation receives a +2 bonus on all four skill checks whenever they are used, and receives an automatic retry on any failed rolls for the above skills at a rate of once per day, per skill.
Aggressive Negotiations
Only when a Jedi emissary’s resoluteness and skill as a mediator fail can a Jedi emissary go into Aggressive Negotiations. When a Jedi emissary cannot solve matters diplomatically (when a retry by means of resoluteness fail, or the GM decides that a NPC will not back down no matter what the roll) and is attacked, or forced into combat action during deliberation or shortly after, the Jedi emissary will then have received a clearer indication of their opponent’s resolve. As a result he or she must declare whether or not they wish to add a +1 (at 3rd level) or +2 (at 5th level) to their Defense or attack roll, or divide the bonus up between Defense and attacks at 5th level (i.e. +1 to attack, +1 to Defense). This bonus remains in effect until their next action, in which they can decide to keep it as it was in the prior round, or readjust it to the situation. Remember, the Jedi emissary must try and solve matters diplomatically in order to get a feel for how dire a situation is or how determined their opponent is. A Jedi does not go into Aggressive Negotiations until regular negotiations fail.
Increase Lightsaber Damage
At 3rd level, the Jedi emissary gains increase lightsaber damage, and adds +1d8 to his or her current lightsaber damage.
Deflect (Attack)
At 4th level, the Jedi emissary receives the SQ of Deflect (attack), and learns how to deflect blaster bolts with his lightsaber to redirect the attack toward a target within one range increment of the Jedi’s position. As described on page 59 of the RCR, “each time the Jedi gains deflect (attack), the penalty associated with redirected attacks is lessened by 1.”