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Prestige Classes
Jedi
Shadow
A Jedi must prove themselves strong of will before they can
take the path of learning as a Jedi Shadow. A Jedi Shadow works in the
most dangerous of situations, undercover in Dark Side cults. It is the
role of the Jedi Shadow to seek out and infiltrate these dark sects, and learn
their secrets. A Jedi Shadow is a master of stealth. Rumors say a
Jedi Shadow could walk right past you and you would not notice his
presence. The subterfuge that leads a Jedi into these dark sects does
takes it's toll on the Jedi Shadow. She will often be subjected to, and
forced to participate in, Dark Side practices that could cause her to fall to
the Dark Side. This can even cause other Jedi to mistrust her, not truly
knowing if the Jedi Shadow walks the path of the Light Side or the Dark.
As such on the strong of mind ever make it to become a Jedi Shadow.
Requirements: Jedi Level 6, Move
Silently 6 ranks, Hide 6 Ranks, Link 6 ranks
Class skills: Balance, Bluff, Climb,
Computer Use, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather
Information, Hide, Jump, Knowledge, Listen, Move Silently, Search, Spot,
Survival, Tumble.
Starting feats: Stealthy, Vibro
Weapons, Simple Weapons
Vitality: D8 + Con
Skill Points: 6 + INT
Bonus Feat - choose from: Acrobatic,
Alertness, Balance, Iron Will, Mettle.
Jedi Anchor: Due to treading the path of the Dark Side in
her quest to seek out the Sith or Dark Side devotees the Jedi Shadow makes a
bond with another individual, usually another Jedi, but not necessarily. This
other person can atone Dark side Points on behalf of the Jedi Shadow.
Ninja Stealth: The Shadow becomes so adept at hiding they
can almost disappear in plain sight. The Jedi Shadow gains a +2 onto all Hide
and Move Silent checks, becoming +8 when moving through shadows. Additionally,
once per day the Jedi Shadow may employ the Shadow ability. This lasts for 1D4
rounds + the characters total levels. While using this power the character
remains still and anyone must make a Spot check DC 25 + Shadows Hide modifier to
spot the Jedi Shadow even if they are in plain sight. If someone bumps into the
Shadow, or the Shadow is attacked by someone who made the spot check, the power
is dropped
|
Level |
Base Attack |
FORT |
REF |
WILL |
Special |
Defense Bonus |
Reputation |
|
1 |
+0 |
+1 |
+2 |
+1 |
Starting Feats |
+1 |
0 |
|
2 |
+1 |
+1 |
+2 |
+1 |
Jedi Anchor |
+2 |
0 |
|
3 |
+2 |
+2 |
+3 |
+2 |
Bonus Feat |
+2 |
+1 |
|
4 |
+2 |
+3 |
+3 |
+2 |
Deadly Strike |
+3 |
+1 |
|
5 |
+3 |
+3 |
+4 |
+3 |
Ninja Stealth |
+3 |
+1 |
Gambler
From the quick-witted charmers to the underworld money
barons. Gamblers come in all shapes and forms. Some species are even
addicted to it, such as the Herglics. However, gambling for a few credits
for fun is one thing, turning it into a profession is an art form. To be a
professional gambler knowing how to play Sabacc or ride the odds is only part of
the game. Professional gamblers may well find themselves targeted by Hutt
bosses who don't like so many credits to leave their casino's. Or even
worse, knowing how to deal with that angry Hutt when you don't have the credits
to back up your bet. A gambler is quick and cunning. Some play fair,
others are unscrupulous and cheat. But when the creds are on the floor and
the gambler walks out with nothing but his clothes (if he's lucky) deep inside
there is a wry smile. He knows a good meal and a luxury apartment am only
the next town and game away from being his.
Requirements: Gambling 9 ranks,
Bluff 9 ranks, Profession (Gambler) 5 ranks
Class Skills: Bluff, Diplomacy,
Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge, Pilot, Profession, Sense Motive, Sleight of Hand,
Spot.
Starting
feats: Blaster Pistol Weapon Proficiency, Card Shark
Vitality: D6 + Con
Skill Points: 6 + INT
Choose Bonus Feats from: Trick,
Persuasion, Run, Skill Emphasis, Fame, Infamy,
Choose Skill Emphasis: Bluff, Gambling, Profession
(Gambler), Sense Motive, Sleight of Hand, Spot,
Lady Luck - The Gambler has a lucky
mascot. This can
be virtually anything. A ring, a coat, a necklace, or even a pretty
lady. When the gambler has his lucky mascot he gains +2 onto Gambling and
Spot checks. If the gambler chooses a pretty lady as his mascot he must
first charm the lady into becoming his mascot for the evening and must share 20%
of any takings with her. With the exception of a 'pretty lady' (or
gentleman if the gambler is female) a gamblers Lucky Mascot cannot be
changed. If the mascot is lost another may be chosen another the next time
he progresses a level. The gambler may never have more than one lucky
mascot.
Big Gun - You are one of the best, and know how to make
money off what you do. Gain a +2 bonus onto Gamble Checks and +2 bonus onto
Profession (Gambler). Also, when using Profession (Gambler) the time scale is
one evening (not one week - but open to GM discretion) and the money made is
doubled. This Class feature may only be employed once a week, and gives a +2
onto all Reputation checks while on this world for one month..
|
Level |
Base Attack |
FORT |
REF |
WILL |
Bonus |
Defense Bonus |
Reputation |
|
1 |
+0 |
+0 |
+2 |
+1 |
Starting Feats |
+0 |
+1 |
|
2 |
+1 |
+0 |
+2 |
+1 |
Skill Emphasis |
+1 |
+1 |
|
3 |
+1 |
+1 |
+3 |
+2 |
Lady Luck |
+1 |
+2 |
|
4 |
+2 |
+1 |
+3 |
+2 |
Bonus Feat |
+2 |
+2 |
|
5 |
+2 |
+2 |
+4 |
+3 |
Big Gun |
+2 |
+3 |
Dark Side
Prestige Class
Dark
Lady of the Sith
The Dark Lady is a mast of subterfuge,
deceit and lies. She draws power from the weaknesses of others, thriving
of the misery she reaps. The Dark Lady enjoys the high life, mixing with
the nobles of Coruscant and the Lords or Tapani, none knowing her true identity.
When called for the Dark Lady can blend into the shadows. She is a
powerful illusionist and a master at seduction and mind control.
Requirements
To qualify to become a Dark Lady a character
must fulfill the following criteria:
Gender: Female
Force using levels: 6
Skills: Illusion 6 ranks, Bluff 6
ranks, Knowledge (Sith Lore), 6 ranks, Mind Control 6 ranks
Feats: Force Sensitive
Game Information
Vitality: 1D6 + Constitution modifier
Class Skills: Appraise, Balance, Bluff,
Command, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information,
Handle Animal, Hide, Intimidate, Knowledge, Listen, Move Silently, Read/Write,
Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot.
Force Class Skills: Affect Mind,
Enhance Ability, Farseeing, Fear, Force Defense, Force Grip, Force Stealth,
Force Strike, Heal Self, Illusion, Move Object, Telepathy.
Skill Points at each level: 6
+Intelligence modifier
Class Features
Starting Feat: Weapon Proficiency
(Simple Weapons)
Choose Bonus Feats from the following:
Bonus Class Skill: Any skill may
be chosen as a bonus class skill.
Control Mind: At 7th level the Dark
Lady stronger when controlling the mind of others. Unlike the Control Mind
skill (Dark Side Sourcebook) this ability allows the Dark Lady to control the
mind of unwilling subjects. The Dark Lady roll her Affect Mind skill with
a +3 bonus. For determining the Will saving DC consult the Affect Mind
table (RCR page 76). The effects last for 1D3 hours. The subject
literally becomes an automaton and a slave to the Dark Lady. The Dark Lady
can command the subject to reveal information or perform tasks, even to kill
another. If commanded to perform a task totally against their nature, at
GM discretion, the subject can make a Will saving throw to attempt to break the
control.
Seductress: The Dark Lady is
capable of using a combination of her charms and the force to persuade others
into doing what she wants. Gain a +2 bonus onto Bluff, Diplomacy and
Gather Information checks when dealing with males.
Rage: At odds with her normal calm
demeanour the Dark Lady must vent her anger, and this is through intense fits of
Rage. Use the game mechanics provided for Wookiee Rage (see RCR page 33 for
Wookiee rage) with the addition that no Force skills can be used except for
Force Lightening and Force Strike. Both skills add have a +2 bonus to
skill checks and damage while the Dark Lady is in Rage.
Manipulative: The Dark Lady is the
master of her surroundings. She sees the people around her as nothing but
pawns in her own dark games of supremacy. At 10th level the Dark Lady
rolls any Diplomacy skill checks twice and chooses the higher of her two rolls.
| Level |
Base
Attack |
Fort.
save |
Ref.
save |
Will
save |
Special |
Defence
bonus |
Reputation |
| 1 |
+0 |
+1 |
+1 |
+1 |
Starting Feat, Bonus Feat |
+1 |
+0 |
| 2 |
+1 |
+2 |
+2 |
+2 |
Inspire
Fear |
+2 |
+0 |
| 3 |
+2 |
+2 |
+2 |
+3 |
Bonus Class skill |
+2 |
+1 |
| 4 |
+3 |
+3 |
+2 |
+4 |
Seductress |
+3 |
+1 |
| 5 |
+3 |
+3 |
+3 |
+5 |
Rage 1/day |
+3 |
+1 |
| 6 |
+4 |
+4 |
+3 |
+6 |
|
+3 |
+1 |
| 7 |
+5 |
+4 |
+4 |
+7 |
Control Mind |
+4 |
+2 |
| 8 |
+6 |
+5 |
+4 |
+8 |
Bonus
Feat |
+4 |
+2 |
| 9 |
+6 |
+5 |
+4 |
+9 |
Rage 2/day |
+5 |
+2 |
| 10 |
+7 |
+6 |
+5 |
+10 |
Manipulative |
+5 |
+3 |
|