Palladium Star Wars RPG Information Databank

Jedi Consular


"A Consular is a specialized kind of Jedi. They focus more on cerebral Force skills. They're our healers, our researchers, our seers."

A Jedi Consular is the title of one of five distinct schools of thought which a member of the Jedi Order can decide to study under following their ascension to the rank of Jedi Knight, the other four being Guardian, Artisan, Seeker, or Sentinel. Led by the Council of Reconciliation, the Consulars sought diplomatic measures in spreading peace and harmony across the Galactic Republic. Refraining from drawing their lightsabers (many Consulars wielded green lightsabers) except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force.[3] A Consular's role in the Jedi Order had remained largely consistent throughout its history but was first written down by the Consular Jedi Seer Sabla-Mandibu in the text The Jedi Path: A Manual for Students of the Force.

What Jedi Guardians achieve through combat, Jedi Consulars achieve with words or nonviolent use of the Force. Concentrating on mental refinement through study and meditation, Consulars seek to perfect the art of diplomacy and mediation, hoping to calm a tense situation or mend hurt feelings through civil discourse, reasoning, and parley, rather than drawing their lightsabers and cutting down an attacker. While Jedi Consulars will attempt to avoid conflict for as long as possible, the Consulars are sensible and carry a lightsaber, often with a green blade to symbolize their commitment to peace. Jedi Consulars are also able to focus their Force usage against their enemies, which makes it harder for opponents to resist a Consular's Force powers.

Working closely with the Republic Diplomatic Corps, the greatest Consulars are afforded a seat on the Council of Reconciliation. While many serve as Ambassadors, the Consulars are certainly not limited to the confines of the Galactic Senate. Teachers, seers, and healers all claim alignment to the Consular's way of thinking and are all respected members of the Order. While there are many sub-branches to the Consular class, the most skilled and learned Jedi Masters are granted the honorific of Sage Master. Two Sage Masters were said to have joined two Warrior Masters in the founding of the Jedi Temple on Coruscant circa 4000 BBY. These Four Masters were honored with bronzium depictions on the main entrance stairs at the terminus of the Processional Way.

Sentinels focus on a variety of fields, some with honorifics in the Order, others with skills taken up by professionals in the rest of civilization. Applying their abilities to the art of the slicer, technician, spy, and security experts, the Sentinels also take on very specific titles in the Order

  • Ambassador: Vital to the training of Jedi Initiates at the Temple, lightsaber instructors were chosen by the current Jedi battlemaster after having served many long years on the front lines of battle. While the title battlemaster was taken up by many Jedi during the New Sith Wars, it was eventually once more used to represent a single Jedi at each academy, recommending potential instructors to the Jedi High Council for appointment.
  • Seer: A highly respected and secretive group of Jedi, the Shadows go farther than the Investigators in their hunt for the truth. Working closely with the Council of First Knowledge, the Shadows seek and destroy all traces of the Dark side of the Force, and its adepts. While not always present at the Temple, the Shadows are based in the Temple Precinct and report back as frequently as their mission allows.
  • Scholar: Anonymous sentinels who serve as security force and reported to the Jedi Master who leads the Temple's security detail. They wear formal robes and identity-concealing masks, and are the ultimate expression of emotional detachment required in service to this higher calling. Temple Guards carry imposing lightsaber pikes—thick, double-bladed weapons that produce a rare and distinctive yellow blade. Others are Jedi who choose to work alone in the oversight of peace on a single planet or system. Focusing on bettering society and protecting the rights of a system for years at a time, they are a vital liaison between the planetary government and the Jedi High Council.
  • Diplomat: Diplomats are skilled negotiators and wear their lightsaber as a reminder of their strength and authority. Diplomats are widely respected as peaceful beings who seek the simplest way in deciding upon the terms of a treaty. Related to the Jedi Ambassadors, the diplomats are known to take a more direct approach; not working as an intermediary, the Diplomats are the voice of the Republic and can make legal decisions based on their own experience and not having to report back to the Galactic Senate and ask for direction. Serving directly under the Council of Reconciliation, the Diplomats are assigned to work with agents of the Republic Diplomatic Corps so as to best negotiate for peace.

Jedi Consular Path


Rank: Jedi Knight
Attribute Requirements: none but high IQ and MA are recommended.
Force Points Alteration: (ME + 1D6) + 1d6 per level.
Additional Powers:

  • Malachia
  • Friendship
  • Empathy
  • Force Defense
  • Heal Self
  • Diplomat and Ambassador MOS also adds Affect Mind
  • Seer MOS also adds Far Seeing
  • Choose 1 power at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Abilities:
  • Lightsaber Defense
  • Scholar MOS also adds Psychometry
  • Choose 3 at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Techniques:
  • Healing Trance

Lightsaber Training: Choose a form from II - VI. (VII is up to the GM) at levels 7,11 Treat like a skill using the level of the -Form- not the character to determine benefits.
Combat Training: Hand to Hand Jedi: Consular
  1. See hand to hand Jedi Padewan
  2. See hand to hand Jedi Padewan
  3. See hand to hand Jedi Padewan
  4. +1 additional attack/action per melee round and Karate-style kick (2D6 damage).
  5. Critical body flip/throw on natural 19 or 20 (double damage).
  6. +1 to strike, parry and dodge; +1 to body flip/throw.
  7. W.P. Paired Weapons and +2 to damage.
  8. Jump kick and +1 to roll with punch/fall/impact.
  9. +1 additional attack/action per melee round.
  10. +2 on initiative and +1 to parry and dodge.
  11. +1 to break fall and +1 to disarm.
  12. Critical strike on a natural 18,19,20.
  13. +2 to damage and knock out/stun on a natural 19 or 20.
  14. +1 additional attack per melee round.
  15. Automatic body flip/throw. Death Blow on a natural 19 or 20.

O.C.C. Bonus: +4 initiative, +1d4 to PE, IQ and MA, Auto-Parry, +5 save vs Force Powers, +3d6 sdc, +2d4 hp, +6 save vs gases, Auto save vs HF unless it's a Sith/Dark Side creature or spirit then +4 to save.
MOS skills: Select one of the following Jedi MOS skill sets. MOS get a +20% bonus where applicable
  • Ambassador:
    • Etiquette
    • Diplomacy
    • Bureaucracy
    • Galactic Law
    • Choose 3 languages
    • Choose 3 literacy
    • Research
  • Seer:
    • Surveillance Systems
    • Intelligence
    • Astrology
    • History
    • Research
    • Psychology
    • Philosophy
    • Cryptography
  • Scholar:
    • Literature
    • Jedi Lore
    • Sith Lore
    • Galactic Lore
    • History
    • Art
    • Mythology
    • Anthropology
  • Diplomat:
    • Computer Operation
    • Bureaucracy
    • Economics
    • Diplomacy
    • Military Etiquette
    • Jedi Lore
    • Choose 2 languages
    • Choose 2 literacy