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Prestige Classes - D20

Stargate Operative

The Rebel Alliance Stargate team is a secret even amongst their own forces.  Only those selected for Stargate duty and a few members of Alliance High Command know about this secret operation.  Most of the operative selected for the Stargate are transferred from Special Ops teams.  Pathfinders and Scouts are the most common troops on a Stargate Team, although a wide range of skills are needed hence the inclusion of Soldier and techs on the team.  Each Stargate team usually operates with between four to six individuals.  Due to the nature of their assignments, scouting new planets in distant galaxies, Stragate operatives need to be resourceful and resiliant.


To qualify to become a Stargate Operative a character must fulfill the following criteria: 

Attack Bonus: +6

Skills: Survival 6 ranks, Spot 6 ranks, Search 6 ranks

Feats: Heroic Surge

Game Information

Vitality: 1D8 + Constitution modifier

Class Skills: Astrogate, Command, Computer Use, Craft, Diplomacy, Disable Device, Gather Information,  Knowledge, Pilot,  Read/Write, Repair, Search, Speak Language, Spot, Sense Motive, Survival, Swim, Tumble.

Skill Points at each level: 6 +Intelligence modifier


Class Features

Starting Feat: Weapon Proficiency (Simple Weapons), Weapon Proficiency (Blaster Pistols), Weapon Proficiency (Blaster Rifles)

Resourceful: The Stargate Operative becomes and expert off living in hostile conditions.  The character gains +3 on all Survival checks.  1/day at 4th level and 2/day at 8th level, the Stargate Operative can choose to make a DC 15 Survival check to replace any Saving throw.

Bonus Feats:  choose Bonus feats from the following - Ambidexterity, Cautious, Dodge, Endurance, Improved Initiative, Mobility, Rugged, Sharp-eyed, Shot-on-run, Track, Weapon Focus.

Identify Alien Artifacts: Due to constant contact with new alien cultures the Stargate Operative can more easily recognise the culture of a piece of alien technology or surmise the purpose of an Alien Artifact.  Any skill checks on newly discovered Alien Artifacts gain a +3 bonus.  This bonus may be applied to Knowledge, Disable Device or Repair skill rolls.

Read Alien Language: The character gains a free Language.  Additionally he may attempt to decipher any new language he comes across to try and make meaning from the symbols or words.  The Character makes a Knowledge (Alien Races) roll.   DC 15 for a rough meaning, DC 20 for detailed meaning, DC 25-35 if the text is complex and includes technical details.

Speak Alien Language:  The character gains a free Language.  Additionally he may attempt to speak any new language he hears to try and communicate with the aliens.  The Character makes a Knowledge (Alien Races) roll.   DC 15 for simple words (yes, no, friend), DC 20 for sentences, DC 25-35 if the sentence is complex and includes technical details.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +1 +1 +1 Starting Feats +1 +0
2 +2 +1 +2 +1 Trialblazing (see Scout: RCR page 48) +2 +0
3 +3 +2 +3 +2 Bonus Feat +2 +1
4 +4 +2 +3 +2 Resourceful 1/day +3 +1
5 +5 +3 +4 +3 Identify Alien Artifacts +3 +2
6 +6/+1 +3 +4 +3 Bonus Feat +4 +2
7 +7/+2 +4 +5 +4 Read Alien Language +4 +3
8 +8/+3 +4 +6 +4 Resourceful 2/day +5 +3
9 +9/+4 +5 +6 +5 Bonus Feat +5 +4
10 +10/+5 +5 +7 +5 Speak Alien Language +6 +4