Palladium Star Wars RPG Information Databank

Jedi Seeker


"We travel, some of us forever, to seek other worlds, other lives, other souls. I am a seeker, but I have ceased to question stars and holocronss; I have begun to listen to the teaching my blood whispers to me."

A Jedi Seeker is the title of one of five distinct schools of thought which a member of the Jedi Order ccan decide to study under following their ascension to the rank of Jedi Knight, the other four being Guardian, Artisan, Consular, or Sentinel. It is not uncommon for some Jedi to feel compelled to travel throughout the galaxy to aid those in need and to oppose those who use the dark side. While some might focus their attentions in cities and urban centers, the need can be just as great far rom the heart of galactic civilization. A Jedi who is willing and able to travel and work in these environments can help ease crushing poverty or crippling plagues of hunger and disease. He can also discover new Force techniques, find sensitives in need of training, and at times halt dangerous threats that could otherwise fester in isolation. A Seeker must be capable of doing all of these things, while traveling far from any meaningful support network.

Seekers generally take a very pragmatic view toward the Force. Operating independently, they consider it to be one of the tools in their arsenal, but not the only one. For a Seeker, preparedness and adaptability are paramount. They cannot count on finding the right tools for the job in the isolated areas in which they travel. As such, they learn to be flexible and adapt quickly to find the best equipment from what is avail­able. In some environments, this may mean discover­ing information about flora and fauna that is previously undocumented. In such situations, the Force can be the most reliable asset, and its flexibility can aid them in selecting and using whatever else is at hand.

This flexibility is vital for a Seeker. Some of these characters travel at the direction of the Force, allowing fortune and chance to select their destinations and their traveling companions. Others work within the confines of larger groups. They may be troubleshooters, bounty hunters, envoys, or even traveling merchants. The variety of work means the Seeker must be prepared to quickly adapt to these changing situations and to make the most effective use possible of the tools that are at hand.

Seekers focused on a variety of fields, some with honorifics in the Order, others with skills taken up by professionals in the rest of civilization. Each of the Seeker's specializations focuses on the ability to survive within savage and hostile environments. In many ways, these specializations center around the necessity for this character to be the apex predator at all times. However, they also reflect the character's intrinsic competence when operating in isolation.

  • Ataru Striker: When working alone in a hostile environment, every physical conflict must be resolved quickly and decisively. Frequently, an uncivilized planet completely lacks any sort of medical facilities. In fact, at times, an isolated explorer could be the only sentient being on the world. In such a situation, a minor injury can be deadly. If a conflict is necessary, it is better to resolve it quickly, taking whatever risks are involved, than to fight more conservatively and prolong the risk of injury. The Ataru Striker embraces this approach, throw­ing himself into combat with every fiber of his being.
  • Hunter: Far from the civilized parts of the galaxy, there are many predators that can endanger sentient life. Some of these are animals that prey upon anything digestible. Others are malicious and twisted individuals who enjoy a savage and bloodthirsty existence. Hunters are Jedi who are uniquely capable of tracking, confronting, and slaying these creatures, particularly those who hide in the wilds, far from civilization.
  • Pathfinder: Few are as capable of exploring a planet and discovering its secrets as a Pathfinder. The combination of Pathfinders' Force talents and their training enables them to quickly and precisely complete a search, even under the most adverse conditions. A Pathfinder can survive in a hostile wilderness for weeks or months, living off the land with minimal supplies and possibly a faithful companion animal. In fact, some Pathfinders are said to be able to bond with their companions through the Force, communicating with them mentally, seeing through their senses, and even directing their actions.

Jedi Seeker Path


Rank: Jedi Knight
Attribute Requirements: none but above average attributes are recommended.
Force Points Alteration: (ME + 2D6) + 2d6 per level.
Additional Powers:

  • Battle Influence
  • Battle Meditation
  • Beast Language
  • Enhance Senses
  • Force Defense
  • Heal Self
  • Force Light
  • Pathfinder MOS also adds Far Seeing
  • Hunter MOS also adds Force Strike
  • Choose 1 power at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Abilities:
  • Force Pilot
  • Psychometry
  • Pathfinder MOS also adds Guiding Spirit
  • Atary Striker MOS also adds Force Mastery
  • Choose 3 at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Techniques:
  • Force Trance

Lightsaber Training: Choose a form from II - VII. 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: Seeker
  1. See hand to hand Jedi Padewan
  2. See hand to hand Jedi Padewan
  3. See hand to hand Jedi Padewan
  4. Leap attack, axe kick, and +2 to strike when performing any back flip or cartwheel.
  5. Tripping/leg hook and backward sweep kicks and +2 to damage.
  6. +1 additional attack/action per melee and roundhouse kick (3D6).
  7. Critical Strike on the roll of a natural 18-20, or from an attack from behind; death blow on a natural 20.
  8. +1 on initiative, +1 to strike and parry, +1 to roll with punch/fall/impact and +2 to maintain balance.
  9. Death blow!
  10. +1 additional attack/action per melee round and +2 to pull punch.
  11. +3 to disarm.
  12. +1 on initiative and +2 to roll with punch/fall/impact.
  13. +2 to damage and +1 to disarm.
  14. Jump kick, +2 to back flip/cartwheel, and +2 to damage.
  15. +1 additional attack/action per melee round.

O.C.C. Bonus: +4 initiative, +1d4 to PE, +1d4 to 2 of the following( IQ, MA, PS, PP), Auto-Parry, +5 save vs Force Powers, +3d6 sdc, +2d4 hp, +5 save vs gases, Auto save vs HF unless it's a Sith/Dark Side creature or spirit then +5 to save.
MOS skills: Select one of the following Jedi MOS skill sets. MOS get a +20% bonus where applicable
  • Ataru Striker:
    • Spacecraft
    • Read Sensory Instruments
    • Navigation: Air, Land, Sea
    • Navigation: Space
    • Wilderness Survival
    • Body building
    • Running
  • Hunter:
    • Surveillance Systems
    • Intelligence
    • Tracking
    • Land Navigation
    • Wilderness Survival
    • Detect Ambush
    • Climbing
    • Running
  • Pathfinder:
    • Archeology
    • Research
    • Antiquarian
    • Spacecraft
    • Wilderness Survival
    • Read Sensory Instruments
    • Navigation: Air, Land, Sea
    • Navigation: Space