|  Slasher Serial Killer  Across the galaxy nearly every
      culture has legends on unspeakable evil.  Stories of serial killers
      who have seemingly killed from beyond the grave.  These crazed
      monsters have shown almost supernatural strength and abilities as they
      carve their path of terror, usually through a deserted log cabin occupied
      by a group of screaming teenagers. The Slasher Serial Killer can come
      in all shapes and sizes, but always has a quench for blood.  They can
      be quick-lipped sarcastic beings, or huge silent hulks, often with their
      own sadistic method of killing their victims.  Requirements
 To qualify to become a Slasher a
      character must fulfill the following criteria:  Dark Side Points: 6+ Base Attack Bonus: +6 Feats: Weapon focus Skills: Intimidation - 6
      ranks Game Information Vitality: (1D12 +
      Constitution modifier) x 3 (recalculate vitality based on this for All
      levels) Class Skills: Balance, Bluff,
      Climb, Disable Device, Escape Artist, Hide, Jump, Knowledge, Listen, Move
      Silently, Pilot, Search, Spot, Survival Skill Points at each level: 2
      +Intelligence modifier Class Features Starting Feat: All Weapon
      Feats Motive: 
      A Slasher serial killer will always have a source of power that motivates
      their killing spree, which can often be interpreted as screaming teenage
      girls in revealing clothes.  The Slasher gains a +1 bonus to all
      attacks and +3 to Intimidation checks against his chosen group. 
      Examples of motive groups: Imperials, Jawa's, Teenagers.  The motive
      can also be a time of year, or a particular day, eg. Tapani Day (the day
      he was originally thought killed).  There must always be some
      connection behind the motive. Slasher Tough: 
      A Slasher serial killer is extremely resilient to pain and damage. 
      The Slashers Constitution score increases by +2 at 3rd level, and a
      further +2 at 6th and 9th levels.  The Slashers new constitution
      modifier now applies to all related skills including wounds and vitality.  Reincarnation: 
      A true Slasher never dies.  At 4th level the Slasher becomes
      virtually immortal.  Should the Slasher be killed they will rise from
      the grave at a later date.  This is often when an event related to
      their Motive is triggered, eg. It's Tapani Day, or an Imperial Jawa
      teenager runs over their grave. Bonus Feat: 
      The Slasher gains a Bonus Feat.  Choose any Feat from the Soldier
      Bonus Feats or one from the list below. 
        
          
            | Level | Base
              Attack | Fort.
              save | Ref.
              save | Will
              save | Special | Defence
              bonus | Reputation |  
            | 1 | +1 | +0 | +0 | +2 | Starting
            Feats, Motive | +1 | +1 |  
            | 2 | +2 | +0 | +0 | +2 | Bonus
            Feat | +2 | +2 |  
            | 3 | +3 | +1 | +1 | +3 | Slasher
            Tough +2 | +2 | +2 |  
            | 4 | +3 | +1 | +1 | +3 | Reincarnation,
            Bonus Feat | +2 | +3 |  
            | 5 | +4 | +2 | +2 | +4 | Bonus Feat | +3 | +3 |  
            | 6 | +4 | +2 | +2 | +4 | Slasher
            Tough +4 | +3 | +4 |  
            | 7 | +5 | +3 | +3 | +5 | Bonus Feat | +3 | +4 |  
            | 8 | +6 | +3 | +3 | +5 | Bonus
            Feat | +4 | +5 |  
            | 9 | +6 | +4 | +4 | +6 | Slasher
            Tough +6 | +4 | +5 |  
            | 10 | +7 | +4 | +4 | +6 | Bonus
            Feat | +5 | +6 |    Uber-Bad Guy WalkPrerequisies: Intimidation 9 Ranks, DSP 6+
 When chasing hapless victims you can always keep up by just walking. Your
      victim could be an Olympic runner, but every time they glance over your
      shoulder you're THERE!
 With this Feat the bad guy's speed code matches whoever he is chasing.
 
 Ranged Trip Attack
 Prerequisites: Uber-Bad Guy Walk
 1/day per every 5 levels
 When you are stalking your victim they will trip over for no apparent
      reason.
 The Bad Guy simply states he wants to use this Feat, then the target must
      make a Reflex save DC15 + Bad guys Intimidation modifier.
 
 Blank Intimidating Stare
 Prerequisites: DSP 8+, Frighful Presence
 1/day per four level of PrC UberBadGuy
 Even though your face has no visible expression on it, and you actually
      look like you'd rather be somewhere else right now, anybody you encounter
      will be suddenly and immensely scared, and usually begins screaming
      hysterically. Often they will fall over and put their hands in front of
      their faces. To avoid requires a will save of 15+bad guys DSP's.
 
 Evil Laugh
 You have a steriotypical evil laugh. As a full round action you can go
      Muwahhahahahah and intimidate all do gooders and helpless girls in white
      tops out in the rain. Victems must be teenagers or no talent actors posing
      as them and must been within sight. Works well with Uber-bad guy walk.
 
 Evil Laugh of Doom
 Prequisite: Evil Laugh
 Your evil laugh can now be heard by the do-gooders no matter where you
      are, eliminating the range promblems. This also acts as a sonar, so you
      can ememrge right in front of them without being able to see where the
      helpless victem is.
 
 The Freaky Close Up
 Prerequisites: Uber-Bad Guy Walk
 1/day every three levels
 As a full-round action, you can ask for a close-up action shot of your
      face as you stalk your prey. This usually results in terror for the girls
      in white tops you are chasing, causing much screaming.
 Will Save - DC 15 + cha modifier or she is stunned for one round, usually
      enough time to begin to hurt her, but also usually enough time for you to
      get distracted by one of the red-shirt side characters who attempts to
      come to her rescue.
 
 Her Freaky Close Up
 Prerequisites: Uber-Bad Guy Walk, The Freaky Close Up, DSP 8+
 1/day every five levels
 As a full-round action you can ask for a close-up action shot of your prey
      - this must be a young, innocent white-topped girl in the rain. For some
      reason this scares her more than a close-up of your freaky visage causing
      her to really scream her lungs out and fall over in fear.
 Will save DC 20 + cha modifier - or stunned for 1d4 rounds - hopefully
      enough time to finish off her screaming permanently, cuz by now it's
      really beginning to tic you off.
 
 Aura of Logical Suppression
 Prerequisites: Frightful Presence, Uber Bad-Guy Walk
 Benefit: Whenever a target or group of targets (2 per point of Charisma
      modifier) who have been under the influence of the UberBadGuy's Frightful
      Presence in the last (1 hour/5 levels), the targets must make a Will Save
      (12 + Intimidation Modifier) or be compelled to do something totally
      illogical to do in their situation that would serve the UBG's purpose. The
      effect wears out after the death of one person under it's effect.
 1/day per 5 levels
 Let's Split Up!: The party must split up into single persons. Anyone not
      affected by the Aura of Logical Suppression will either join one of the
      people or not join at all and continue as they would. Each person must go
      in a direction or route not currently being taken by another.
 Let's Go to this Way You Guys, I Think This is the Way Out!: Despite the
      obvious probability that the OBG has covered the exits and/or the fact
      they have no idea how to navigate the house/abandoned amusement
      park/campground the group is at, the group is compelled to go to a
      location that is in open view of the OBG, and the OBG gains a +5 bonus to
      all hide checks within a 15 meter radius around the square chosen. Anyone
      not affected by the Aura of Logical Suppression will either join the rest
      of the group, or not join at all and continue as they would.
 ARE YOU THERE!?! CALL OUT IF YOU ARE OUT THERE!
 The group, despite all evidence that one of their compatriots is dead,
      continues to search and make as much noise as possible to "make
      sure", which provides the listed bonus to the OBG's Listen check.
      Also, while yelling, the group takes a -1 per yeller penalty to their own
      Listen checks.
 
 Do You Guys Hear Anything? No? Okay!
 Prerequisites: Aura of Logical Suppression, Move Silently 8 Ranks
 Benefit: While under the effects of Aura of Logical Suppression, the
      group's senses are dulled as the OBG approaches. The penalty to Spot and
      Listen is equal to the OBG's Charisma modifier. The OBG also gains a +2
      bonus to Initiative when he does attack.
 Use 1/day every 5 levels.
 
 Weapon from the air
 1/day every two levels
 Somehow the UBG always manages to have the same weapon throughout the
      entire scene - even if previously the weapon has been knocked from his
      grasp or otherwise lost. And, to make matters worse, said weapon is always
      dripping with a red substance, possibly blood.
 Whenever UBG loses his weapon, he can roll a Sleight of Hand check - DC 15
      - to regain his weapon - somehow!
 
 Sick Wit
 Prerequisites: 6+ DSP, ability to speak
 1/day for every 5 levels you get to make some lame sick joke at your
      victims expense. When chasing victim and player/GM come out with a sick
      joke 'in-character' they may choose to activate this Feat. Upon doing so
      they gain +1 circumstance bonus onto all checks this round, including
      Defense.
 
 Signature Kill
 Prerequisites: Weapon Focus (melee or thrown slashing or piercing weapon),
      Sick Wit
 Benefit: Once a day for every 3 levels the UBG may make a signature kill
      with his chosen weapon by making a coup-de-gras as full round action. This
      kill is some sort of over-the-top gory attack that creates an intimidating
      mess for other would-be victims. The UBG may make a Frightening Presence
      check from this body's location, even if he isn't there, with a +1 bonus
      to the check for every round afterward he spends in
      "presentation" of the body.
 The UBG must remain within 100 meters of the body in order for this
      ability to work.
 
 Quantum Displacement
 Prerequisite: Uber-Bad Guy Walk, Ranged Trip Attack
 With this ability, the Bad Guy (tm) can appear anywhere he chooses in the
      good guy's path or trail.
 
 Example 1: Zylo the scoundrel shoots the Uber-Bad Guy, who falls over as
      if dead. He then immediately hops in his airspeeder and zips away. Just as
      he reaches cruising altitude and starts to relax, the Bad Guy grabs
      him...from the back seat!
 
 Example 2: Quardie the fringer is being chased by the Bad Guy. Quardie
      reaches the safety of his land speeder just as the Bad Guy reaches him,
      but manages to speed away. Quardie, thinking he's safe, turns the corner,
      and the Bad Guy is...right in front of him!
 
 This feat also allows for temporal paradox, alowing the Bad Guy to
      temporarily be in two places at once. Note: cannot be used to double
      oneself to make multiple attacks against the same person or group of
      people. But it is usefull for escaping from those pesky cul-de-sacs from
      which there is no escape.
 
 
 Infinite Ammo
 You may fire your weapon continuously, regardless of the number of shots
      remaining in your power pack/magazine.
 Prerequisites: Appropriate weapon proficiency
 Benefit: You can shoot all day long and never run out of ammo. This even
      applies to thrown weapons. Even if you only have one throwing knife or
      grenade, you can still pull one out when needed.
 
 Uber-Wield
 You can pick up a large ranged weapon that normally requires two-hands to
      fire and wield it single-handed.
 Prerequisites: There must be a big gun lying around.
 Benefit: You suffer no penalities to attack when wielding a two-handed
      weapon using only one hand.
 
 Improved Uber-Wield
 You can pick up a large, huge or gargantuan ranged weapon that normally
      requires a vehicle mount and wield it with two hands.
 Prerequisites: There must be a really big gun lying around.
 Benefit: You suffer no penalties to attack when wielding an emplacement
      weapon with no mount, bipod or tripod.
 
 Hide Under A Table
 You can hide under tables, counter-tops, bookshelves, etc. and remain
      unseen by your enemies, even in bright light or broad daylight.
 Prerequisites: Hide 10 ranks
 Benefit: If an enemy spots you at any time, and there is a table or
      table-like object nearby, you may instantly dive under the object and hide
      as a move action. While under the table, enemy Spot checks suffer a -20
      penalty. If you move out from under the table and get spotted, you may
      attempt a Reflex Save (DC 25) to duck back under it before the enemy can
      take action.
 Normal: If you tried to hide under a table without this feat, you'd
      probably get shot up pretty bad.
 
 The Old "Revolving Door" Trick
 You have the uncanny ability to enter one doorway and exit from
      another non-adjacent door.
 Prerequisites: Bluff 8 ranks, Dodge
 Benefit: If you find yourself in a long hallway that has several doors,
      you may duck into one door and emerge from another door. The door you
      emerge from does not need to be anywhere near the door you entered in. You
      must take a double move action to use this feat.
 Special: If enemies are actively pursuing you, they are also affected by
      this feat. The GM should randomly determine which door the enemies exit
      from.
 
 Lights Out:
 The UBG has the ability to completely turn off all lighting in the haunted
      house/haunted mine/haunted anything. Whenever a screaming, running
      teenager tries to turn on a light in whatever room they enter, it will not
      turn on - even if the lightbulbs are brand new! This effect lasts until at
      least two redshirt side characters have perished.
 
 Uber Lights Out:
 Prereq's: Lights Out
 The same as the previous, except now, for some unknown reason, the
      screaming teens don't even think about turning the lights on. Now they
      just wander around the darkened room, searching for clues, looking scared.
      This effect lasts the entire time said party of teens is in the room or
      area.
 
 Lock The DoorsPrerequisite: None
 With an act of will, you can disable any door as if you had 15 ranks of
      Disable Device. No mater how many time your victim pushes the
      "Open" button, or how hard they turn the handle, the door
      refuses to operate.
 
 Ironically, this power dissipates and the door mechanism reverts to normal
      operation as soon as the Bad Guy declares an attack (ranged, ranged touch,
      melee, or melee touch) against the victim, or gets within range of a melee
      touch attack.
 
 With thanks to the
      SW-RPG Holonet @ http://holonet.swrpgnetwork.com/ 
 Contributors: IzVenjari
      (Blank Intimidating Stare, The Freaky Close Up, Her Freaky Close Up,
      Weapon from the air, Lights Out, Uber Lights Out), Kanner Ra'an (Evil
      Laugh, Evil Laugh of Doom), Rostek (Aura of Logical Suppression, Do You
      Guys Hear Anything? No? Okay!, Signature Kill), Ash DuQuennes (Quantum
      Displacement, Lock The Doors), johnnyputrid (Infinite Ammo, Uber-Wield,
      Improved Uber-Wield, Hide Under A Table, The Old "Revolving
      Door" Trick), Sithspawn (Uber Bad Guy Walk, Ranged Trip Attack, Sick
      wit).     The
      Ronto  The story starts on the distant
      agricultural world of Garil where Garrik Windrider lived and worked as a
      farmer in a small community on a Ronto farm.  When the Empire arrived
      there planets government put up no resistance.  Soon after the
      foodstuffs were being sold to the Empire, but at a reduced cost.  On
      top of that the Imperial levied heavy taxes making traders very unwelcome
      on Garil.  Some of the local farmer tried to petition the Empire for
      more money, but this led to several prominent figures disappearing in the
      middle of the night.  It was Garrik Windrider who formed the first
      Rebel band on Garil, and  it was he who led the first attack on an
      Imperial outpost on the world.  At first these rebels were laughed at
      by the Empire, but Garriks attacks got bolder.  The Empire stuck
      back.  Garrik was attacking a cargo transport, unbeknownst it was a
      trap.  His rebel allies were wiped out.  Garrik, managed to
      escape the initial trap and flee into the hills.  It is believed that
      he met a group of teenager, who just laughed at this farmer with a 
      gun.  Garrik hid in a barn, but Imperial Stormtroopers were not far
      behind.  They Stormtoopers questioned the teenagers, threatening them
      with life on Kessel.  One of the teenagers, a deranged girl, panicked
      and started crying.  She pointed to Garrik in the barn.  When
      Garrik Windrider was dragged from the barn he was barely alive due to the
      Stormtrooper attack, but all that repeated in his mind was that screaming
      girl who had betrayed his location to the Empire.
 It was at this time that an Imperial
      Inquisitor named Nexix was overseeing experiments to try and create a
      super-soldier for the Empire.  All of his experiments so far had poor
      results, but he had high hopes for his next subject, Garrik Windrider. 
      The perfect irony, thought Nexix, turning a rebel terrorist into the
      Empires best weapon.  However, the experiments were far from
      successful.  Garrik's body was subjected to vile mutations, until
      eventually Inquisitor Nexix deemed this experiment a failure and ordered
      Garrik to be terminated.  As the spherical black interrogator droid
      approached to give that fatal injection Garrik broke free of his
      restraints.  In a rage he destroyed everything that got in his path,
      the droid and Stormtroopers included, taking one of the helmets to cover
      his mutated face, all the time he all he could hear was the screaming. 
      Screaming.  It was the fault of the screaming.  The screaming
      must be silenced!  Garrik returned to his farm, now run by Imperial
      farm-droids.. The the screaming filling his head he went berserk, trashing
      the farm.  In the process the herd of Ronto's broke, and Garrik was
      caught in the stampede.  He should have been dead.  But he
      wasn't.  He killed every last one of the beasts, but it didn't stop
      the screaming.  The Ronto-Killer, as the holonet news would refer to
      him, made his way to the hills where the local teenagers hang out. 
      There the killing started.  They screamed as he killed them. 
      But the screams had to be silenced.  The Ronto legend was born. Officially the records show that the
      killer was apprehended an executed by the Empire.  Unofficially
      Inquisition and Ubiqtorate records show that the body of the Ronto was
      never recovered. The Empire calls them copy-cats, but
      every few years the killings start up again.    D20 stats RONTO Adult Male
      Human, Fringer 3/Soldier 4/ Slasher 5 Init +5
      (+1 Dex, +4 Bonus); Def 20 (+1 Dex, +9 Class); Spd 10m; VP/WP
      384/19; Atk +11/+5 melee (1d6+1, sickle), +11/+5 ranged (by
      weapon); SQ Barter,
      Jury-rig +2; SV Fort +13, Ref +6, Will +7; SZ M; FP: 0;
      Rep: +1; Str 13
      (+1), Dex 12 (+1), Con 19 (+4), Int 11 (+0), Wis 12
      (+1), Cha 12 (+1).
      
        
      
                  
      Skills: Climb +7 (+1 Str, +6 ranks), Demolitions +4 (+4
      ranks), Handle Animal +9 (+1 Cha, +5 ranks, +3 misc), Hide +3 (+1 Dex, +2
      ranks), Intimidate +12 (+1 Cha, +11 ranks), Jump +5 (+1 Str, +4 ranks),
      Listen +6 (+1 Wis, +3 ranks, +2 misc), Pilot +2 (+1 Dex, +1 ranks),
      Profession (Farmer) +3 (+1 Wis, +2 ranks), Read/Write Basic, Repair +2 (+2
      ranks), Ride +5 (+1 Dex, +4 ranks), Search +6 (+6 ranks), Speak Basic,
      Spot +7 (+1 Wis, +4 ranks, +2 misc), Survival +7 (+1 Wis, +6 ranks), Swim
      +3 (+1 Str, +2 ranks), Treat Injury +5 (+1 Wis, +4 ranks)
      
                  
      Feats: Alertness, Cleave, Endurance, Great Cleave, Improved
      Initiative, Power Attack, Skill Emphasis (Handle Animal), Weapons Group
      Proficiency (blaster rifles, heavy weapons, primitive weapons, simple
      weapons, vibro weapons), Uber Bad Guy Walk, The Freaky Close-Up, Uber
      Wield, Lock the Doors
      
        
         |