SWURPG

Jedi Pathfinder

✦ Force-usingadvanced from Jedi Padawan
Hit Die
d8
Primary Ability
Wisdom and Dexterity
Saves
Wisdom, Dexterity
Expertise Pts
2
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Perception, Survival, Stealth

The Jedi Pathfinder is the explorer of the Order — the Jedi who walks the Outer Rim, charts uncontacted worlds, mediates between species the Republic has forgotten, and survives where civilization can't reach them. Where Guardians anchor a battle line and Sentinels prowl city shadows, Pathfinders roam the wild.

Quick read: The wilderness Jedi. Survival, tracking, mobility, lone-traveler fantasy. Think Ahsoka after she leaves the Order, Ezra Bridger learning the Force on Lothal.

What you do at the table

Pathfinders excel outside the dungeon — Survival, Animal Handling, Athletics, Perception. You're the GM's go-to "what tracks do you find?" character. In combat you fight as a mobile striker: lightsaber + DEX, hit-and-run, take advantage of difficult terrain that slows others. You shine in wilderness encounters and improvised situations more than in tight corridor firefights.

If your campaign features long travel, frontier worlds, alien wildlife, or "we've crash-landed and need to walk home" scenarios, the Pathfinder is the Jedi who turns those scenes into your spotlight moments.

Sibling differentiation

  • vs. Guardian — both melee, but Pathfinders move; Guardians plant.
  • vs. Sentinel — both stealth-capable, but Sentinels infiltrate buildings; Pathfinders survive open landscapes.
  • vs. Consular — both lean on Wisdom, but Pathfinders apply it through survival and tracking; Consulars apply it through Force powers and dialogue.

Build tips

WIS primary, DEX strong secondary (drives mobility + AC + ranged options). Pick Survival and Perception as your skill proficiencies — they're the spine of the build.

Common pitfalls

  • Indoor campaigns underuse you. Talk to your GM upfront: a Pathfinder in an Imperial city campaign will feel cramped.
  • Don't ignore the lightsaber. Some new players overcommit to "ranger fantasy" and forget they're a Jedi who can swing a glowing sword. The lightsaber is still your damage anchor.

Class Features by Level

Level 31 feature

Primal Force Instincts

bonus_action · 2 FP

As a Bonus Action, spend 2 Force Points to channel the instincts of the Living Force for rounds equal to your Proficiency Bonus. Choose one aspect: Wampa's Strength (+1 melee attack/damage), Nexu's Agility (+10 ft Speed; Advantage on Dex saves), Kath Hound's Tenacity (temp HP = PB + level), or Mynock's Evasion (+1 AC; Advantage on Stealth). At level 7: spend 3 FP, switch aspects as Move Action, bonuses improve (+2, +15 ft Speed, AC +2, Kath gains resistance to bludgeoning/piercing/slashing). At level 13: spend 4 FP, switch as Bonus Action, bonuses improve again (+3, +20 ft, AC +3, Kath adds WIS damage reduction, Mynock invisible after Dodging until start of next turn). At level 17: spend 5 FP to channel two aspects simultaneously; regain 1 FP at start of each turn.

Options
  • Wampa's Strength+1 to melee attack and damage rolls.
  • Nexu's Agility+10 ft Speed; Advantage on Dexterity saving throws.
  • Kath Hound's TenacityGain temporary HP equal to your Proficiency Bonus + level.
  • Mynock's Evasion+1 AC; Advantage on Stealth checks.
Scales: Lv 7 · Lv 13 · Lv 17
Level 51 feature

Tame Beast

action · 2 FP

As an Action, spend 2 Force Points to calm one beast or wild creature within 30 feet that can see or sense you. The creature makes a Wisdom saving throw (DC = 8 + PB + Wis) or becomes non-hostile. If already non-hostile, form a temporary Force bond granting Advantage on Perception and Survival checks. If the bonded creature is attacked, it remains for rounds equal to your Proficiency Bonus before the bond is severed permanently. At level 10: spend 3 FP to bond with up to two creatures; bonded creatures act on your initiative and can take the Help action as a Bonus Action on your turn. At level 15: spend 4 FP to bond with up to three creatures; each bonded beast can attack with natural weapons when commanded as a Bonus Action (once per turn).

Scales: Lv 10 · Lv 15
Level 61 feature

Pathfinder Force Channeling

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, regain Force Points equal to your Wisdom modifier (minimum 2). At level 12, regain Force Points equal to Wisdom modifier + Proficiency Bonus instead, but have disadvantage on attack rolls and ability checks until the end of your next turn. When used in a natural environment strong in the Force, the effect is doubled but you remain fatigued for 3 turns.

Scales: Lv 12
Level 71 feature

Energy Absorption

reaction · once per short rest · 2 FP

Once per Short Rest, as a Reaction, spend 2 Force Points to halve damage from blasters or other energy-based attacks. Gain +2 on your next attack roll before the end of your next turn. At level 13, may immediately release absorbed energy as a burst — each hostile creature within 10 feet makes a Dexterity saving throw (DC = 8 + PB + Wis) or takes energy damage equal to the absorbed damage.

Scales: Lv 13
Level 91 feature

Environmental Mastery

reaction · once per short rest

Difficult terrain caused by natural hazards no longer slows your movement. Once per Short Rest, use your Reaction to grant yourself or an ally within 10 feet Resistance to environmental damage such as extreme heat, cold, acid, or falling debris.

Level 101 feature

Rapid Strike

When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a –2 penalty on your attack roll, but deal +1 die of damage with a successful attack.

Level 111 feature

Instinctive Evasion

When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure. Functions only while wearing Light armor or no armor.

Level 131 feature

Force Barrier

action · 3 FP

As an Action, spend 3 Force Points to create a shimmering 15-foot-radius protective field centered on you. The barrier lasts for 3 rounds (concentration) and grants you and all allies within the area +2 AC and resistance to Energy and Force damage.

Level 141 feature

Force Tempest

action · once per short rest · 4 FP

As an Action, once per Short Rest, spend 4 Force Points to unleash the raw energy of the Living Force in a 20-foot radius centered on you. Choose one effect: Wind Burst (Strength save or pushed 15 ft + 2d8 bludgeoning damage), Lightning Surge (up to three targets Dex save or 3d8 energy damage), or Stone Tremor (Dex save or fall prone; area becomes difficult terrain for 1 round).

Options
  • Wind BurstCreatures of your choice in the 20-ft radius make a Strength saving throw or are pushed 15 feet away and take 2d8 bludgeoning damage.
  • Lightning SurgeUp to three targets make a Dexterity saving throw or take 3d8 energy damage.
  • Stone TremorCreatures of your choice within 10 feet make a Dexterity saving throw or fall prone; the area becomes difficult terrain for 1 round.
Level 151 feature

Empowered State

once per long rest

Once per Long Rest, enter an empowered state for 3 rounds. You gain +2 to attack rolls, +2 AC, and all lightsaber attacks deal +1d6 energy damage.

Level 171 feature

Phase Shift

bonus_action · 2 FP

As a Bonus Action, spend 2 Force Points to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.

Level 181 feature

Unbreakable Will

You can't be charmed or frightened. Once per Long Rest, when reduced to 0 hit points, you drop to 1 hit point instead.

Level 191 feature

Force Enlightenment

once per long rest

Once per Long Rest, you may use any Force power you know without expending Force Points.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Flow of the Living Force

action · once per long rest · 5 FP

Once per Long Rest, as an Action, spend 5 Force Points to fully attune your body and mind to the Living Force for 3 rounds. Your Speed doubles, you cannot be flanked, and you gain Advantage on Dexterity saving throws. Once per turn when you hit with a melee attack, deal +1d8 elemental damage of your choice (heat, cold, or electric). At the end of each of your turns, regain 1 Force Point.