Jedi Healer

Jedi Healer

Designed by Simon Boucher. Editted by Matthew “Tao” Myers.

“It’s not the size of the Jedi or the amount of power running through her lightsaber, but the strength of her heart.”
-Barriss Offee.

Examples of Jedi Healers in Star Wars

Barriss Offee, Stass Allie, Cilghal


To qualify to become a Jedi Healer, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Treat Injury, Use the Force.
Feats: Force Sensative, Force Training.
Talents: At least on talent from the Jedi Consular or Jedi Sentinal talent tree.
Dark Side Score: Your Dark Side Score must never be greater than 1. If your Dark Side Score ever becomes greater than 1, you lose access to all class features granted by this class until you atone.

Game Rule Information

Jedi Healers have the following game statistics.

Hit Points
At each level, Jedi Healers gain 1d8 hit points + their Constitution modifier.

Force Points
Jedi Healers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features

The following are the class features of the Jedi Healer prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Fortitude Defense.

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Healer talent tree (presented below), the Jedi Consular talent tree (Saga Edition Core Rulebook, page 39), or the Force Adept talent tree (Saga Edition Core Rulebook, page 214). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Medical Knowledge
Starting at 2nd level, you gain a bonus on the amount of hit points you heal with your Treat Injury check equal to one-half your class level (rounded down).

1st +0 Defense bonuses, talent
2nd +1 Medical Knowledge +1
3rd +2 Talent
4th +3 Medical Knowledge +2
5th +3 Talent
6th +4 Medical Knowledge +3
7th +5 Talent
8th +6 Medical Knowledge +4
9th +6 Talent
10th +7 Medical Knowledge +5


You have learned to use the Force to heal yourself and others efficiently and effectively.
Improved Aid: When using the Treat Injury skill to restore hit points, you also move the target +1 step on the condition track in addition to healing it normally.
Prerequisite: Medical Sense.
Medical Sense: You can reroll Treat Injury checks, but the result of the reroll must be accepted even if it is worse.
Return to Life: You have two turns, instead of one, to make a Treat Injury check to revive a creature that has just died.
Prerequisite: Medical Sense.
Vital Symbiosis: When healing yourself with the Vital Transfer force power, you do not take the any damage. However, you take a -5 penalty to your Use the Force check.
Prerequisite: Equilibrum.
Vital Synchronism:You take one-quarter (instead of one half) as much damage as you heal through the use of the Vital Transfer power .

Jedi Healer

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