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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