Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Pathfinder

    The Jedi Pathfinder is the Order’s vanguard in dangerous, unknown, or unstable regions of the galaxy. Rather than remaining in gleaming temples or crowded city-worlds, Pathfinders take point on exploration missions, frontier deployments, and high-risk recon operations. In SWURPG, this subclass emphasizes mobility, survival, and the ability to guide allies safely through situations where the environment itself is as deadly as any enemy.

    Pathfinders rely on a blend of Force intuition, fieldcraft, and tactical awareness. They are comfortable navigating dense jungles, frozen tundras, shattered cityscapes, and drifting debris fields in space. When a hyperspace lane is unstable, a war zone is collapsing, or a world has been ravaged by conflict, the Jedi Pathfinder is the one who goes first — and the one who brings everyone else back alive.

    On the battlefield, a Pathfinder rarely stands still. They leap between cover, fight from elevation, and turn difficult terrain into an advantage. While a Jedi Guardian might anchor the front line and a Consular coordinates support, the Pathfinder dances around the edges of the fight, flanking enemies, spotting snipers, and cutting off escape routes. Their strength lies in choosing the ground, manipulating movement, and punishing anyone who underestimates the terrain.

    This subclass fits especially well in campaigns set along Outer Rim trade routes, contested borders, and unexplored sectors during the High Republic or late Republic eras. In Imperial-era or post–Order 66 stories, a former Pathfinder might run covert supply lines, escort fugitives across deadly terrain, or scout hidden worlds where scattered Jedi and rebels can regroup. Any group that spends time outside safe space stations and city skylines will benefit from a Pathfinder’s toolbox.

    Typical roles: advance scout, recon specialist, wilderness guide, infiltration expert, convoy guardian, and protector of remote settlements or outposts operating far from reinforcements.

    Playing a Jedi Pathfinder

    A Jedi Pathfinder in SWURPG is ideal if you enjoy being the one who asks, “What’s over that ridge?” and then goes to find out. You excel at making the environment part of the story — identifying safe routes, spotting threats early, and turning cliffs, choke points, and hazardous terrain into tools you can use. You will often be the first character to move into unknown territory, whether that means scouting ahead in a wilderness trek or slipping through wreckage in a starship graveyard.

    Mechanically, Pathfinders lean on Dexterity for movement, defense, and agile combat, and Wisdom for Force powers, perception, and survival checks. You can still wield a lightsaber effectively, but your true strength is your ability to set up the party for success by choosing favorable ground, avoiding ambushes, and guiding allies through hazards that would slow or break less prepared groups.

    In scenes heavy on exploration, you are often the one rolling Survival, Perception, and Insight to navigate, track, and assess danger. In combat, your role might shift between mobile striker and tactical support, enabling allies to reposition, cutting off enemy retreats, and making sure your group never gets trapped in a dead end — physically or strategically. Groups that enjoy travel-heavy campaigns, planetary adventures, and “edge-of-map” stories will find a Jedi Pathfinder both flavorful and mechanically rewarding.

    Padawan Traits (Levels 1–2)

    Before choosing the Pathfinder path at level 3, your character advances through the same Padawan stages as every other Jedi. The traits below are shared with all Jedi subclasses and reflect universal training in lightsaber defense, Force fundamentals, and basic discipline during the earliest levels of play.

    Level 1 – Lightsaber Defense

    While wielding an ignited lightsaber, you gain a +1 bonus to AC. This bonus improves to +2 at level 7 and +3 at level 15.
    You lose this benefit if you are incapacitated, surprised, or not holding an ignited lightsaber.

    Level 1 – Force Training

    You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.

    Level 2 – Lightsaber Form Basics

    Learn one Core Form (1 FP):
    * Shii-Cho – Momentum Flow: On hit, make a second attack (disadvantage) against a different creature within 5 ft.
    * Soresu – Defensive Spiral: Action – gain +2 AC and advantage on Dex saves vs. area effects; can’t attack this turn.
    * Ataru – Flowing Assault: Move 10 ft before attacking to gain advantage; on hit, move 10 ft without provoking.
    * Niman – Harmonized Strike: Your next lightsaber attack has advantage; next attack against you has disadvantage.

    Level 2 – Focused Mind

    Once per Short Rest, reroll a failed Wisdom saving throw; +1 to Insight checks.

    Jedi Pathfinder Traits (Level 3+)

    At level 3, your Jedi commits to the Pathfinder path, specializing in exploration, survival, and control of the battlefield through superior positioning and terrain mastery. The traits below are unique to the Jedi Pathfinder and build on your Padawan foundation, defining how you grow as a frontier scout, trailblazer, and guardian of allies traveling through the most dangerous parts of the galaxy.

    Level 3 – Primal Force Instincts

    As a Bonus Action, spend 2 Force Points to channel the instincts of the Living Force for a number of rounds equal to your Proficiency Bonus. Choose one aspect:
    • Wampa’s Strength – +1 to melee attack and damage rolls.
    • Nexu’s Agility – +10 ft Speed; Advantage on Dexterity saving throws.
    • Kath Hound’s Tenacity – Gain temporary HP equal to your PB + level.
    • Mynock’s Evasion – +1 AC; Advantage on Stealth checks.

    • At level 7, spend 3 FP and switch aspects as a Move Action; bonuses improve (+2 atk/dmg, +15 Speed, AC +2, and Kath gains resistance to bludgeoning, piercing, and slashing damage).
    • At level 13, spend 4 FP and switch aspects as a Bonus Action; bonuses improve again (+3 atk/dmg, +20 Speed, AC +3, Kath adds damage reduction equal to your Wisdom bonus, and Mynock becomes invisible after Dodging until the start of your next turn).
    • At level 17, spend 5 FP to channel two aspects simultaneously, regaining 1 FP at the start of each turn.

    Level 5 – Tame Beast

    As an Action, spend 2 Force Points to calm one beast or wild creature within 30 ft that can see or sense you. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become non-hostile toward you and your allies. If the creature was already non-hostile, you instead form a temporary Force bond. While bonded, you gain Advantage on Perception and Survival checks. If the bonded creature is attacked, it remains by your side for a number of rounds equal to your Proficiency Bonus, after which the bond is severed permanently.

    • At level 10, you may spend 3 Force Points to form a bond with up to two creatures at once. A bonded creature may act on your initiative, taking the Help action as a Bonus Action on your turn.

    • At level 15, you may spend 4 Force Points to form a bond with up to three creatures at once. Each bonded beast can attack using its natural weapons when commanded as a Bonus Action (once per turn).

    Level 6 – Pathfinder Force Channeling

    Once per Long Rest, as a Bonus Action, you may open yourself to the flow of the Living Force, letting it surge through your body like wind and current. You regain Force Points equal to your Wisdom modifier (minimum 2).
    • At level 12, your mastery deepens: you may instead regain Force Points equal to your Wisdom modifier + your Proficiency Bonus, but doing so leaves you fatigued — you have disadvantage on attack rolls and ability checks until the end of your next turn.
    • When you use this ability while in a natural environment strong in the Force, the effect is doubled, restoring twice as many Force Points, but you remain fatigued for 3 turns.

    Level 7 – Force Leap

    You can spend 2 Force Points to take a Force-enhanced jump; double jump height and distance.
    • At level 15, you may spend 3 Force Points and fly briefly during Force Leap (up to 60 ft).

    Level 9 – Environmental Mastery

    Difficult terrain caused by natural hazards no longer slows your movement, and once per Short Rest, you can 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 10 – 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 11 – Instinctive Evasion

    When subjected to an effect that allows a Dexterity save for half damage, take none on a success and half on a failure. Functions only while wearing Light or no armor.

    Level 13 – Force Barrier

    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 14 – Force Tempest

    As an Action, once per short rest, you can spend 4 Force Points to unleash the raw energy of the Living Force, shaping it into a storm of elemental power in a 20-foot radius centered on you.
    Choose one effect:
    • Wind Burst (creatures of your choice make a Strength saving throw or are pushed 15 feet away and take 2d8 kinetic damage)
    • Lightning Surge (up to three targets make a Dexterity saving throw or take 3d8 energy damage)
    • Stone Tremor (the ground ripples violently; creatures of your choice within 10 feet must make a Dexterity saving throw or fall prone, and the area becomes difficult terrain for 1 round).

    Level 15 – Empowered State

    Once per long rest, you may enter an empowered state for 3 rounds. During this time, you gain +2 attack, +2 AC, and all lightsaber attacks deal +1d6 energy damage.

    Level 17 – Phase Shift

    As a Bonus Action, spend 2 FP 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 18 – Unbreakable Will

    You can’t be charmed or frightened. Once per long rest, when reduced to 0 HP, drop to 1 HP instead.

    Level 19 – Force Enlightenment

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

    Level 20 – Flow of the Living Force

    Once per Long Rest, as an Action, you may spend 5 Force Points to fully attune your body and mind to the motion of the Living Force for 3 rounds. While this state lasts 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, you deal an additional 1d8 elemental damage of your choice (heat, cold, or electric). At the end of each of your turns, you regain 1 Force Point.