Force Adept

The Force Adept is strong in the Force, but follows a different path from that of the Jedi. To the Force Adept, the Force is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force Adept comes from a different tradition, with different beliefs and codes of conduct from those of the Jedi. There are precious few Force Adepts, and the numbers who become adventures is even smaller. Some call the Force by its familiar name, while others refer to it by some other term that reflects their own traditions.
If you select the Force Adept class, you need to determine how your character views the Force. It’s important to decide what your hero believes in. Is your Force Adept an alien student of the Force? A shaman from a primitive culture? A follower of one specific aspect of the Force (such as the ecological priests of Ithor)? A Force mage from an isolated planet (such as the witches of Dathomir)? A lightsider? A darksider? The choice is yours, and it will affect the way your character interacts with the campaign.

Exploits

Some Force Adepts become adventures as part of a quest to learn more about the Force (or whatever they call it). Others do so out of necessity. They are force from their world, hunted by unscrupulous agents, or are interested in what the galaxy might have to offer them. Force Adepts might be called wizards, shamans, witches, or prophets, depending on where they come from and what traditions they follow. Most Force Adepts follow the light side (or at least their version of it), but some fully embrace the dark side.

Characteristics

The Force Adept masters the ability to affect the external world, as typified by the Alter feat. The adept might be a shaman, an alien from an out-of-the-way world, or a Force-Sensitive hero who never received the benefit of Jedi training. Because the adept’s training is less formalized, she must depend on more mundane skills to complement her Force powers.

Background

Force adepts discover a power inside themselves that they don't fully understand. Much of their training is haphazard, since few traditions exist to help them achieve mastery. Some come from primitive cultures where they were looked upon as godlike or holy by the people they served. Others just follow a different path from the Jedi—it isn't better or worse, it's just a different tradition. Force adepts have grown accustomed to being either revered or hated, depending on when and where their Force powers came to prominence. Others have learned to keep their powers secret, both because they do not fully understand their powers and because they are afraid of how others might treat them.

Examples of Force Adepts in Star Wars

Teneniel of the witches of Dathomir, Rokur Gepta the Sorcerer of Tund, and the Jensaarai.

Game Rule Information

Force Adepts have the following game statistics.

Abilities

The Force Adept’s most important ability scores are Intelligence and Wisdom, since theses control her most important Force Skills (those of the Alter and Sense feats), as well as many other class skills. Charisma can also be significant for a variety of interpersonal skills.

Vitality

Force Adepts gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Force Adept's class skills, and the key ability for each, are as follows:
Climb (Str), Craft* (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+1+1+2Force Training+3+0
2+1+2+2+3Force Training+4+0
3+2+2+2+3Bonus Feat+4+0
4+3+2+2+4Force Training+4+0
5+3+3+3+4Force Weapon +1d8+5+1
6+4+3+3+5Skill Emphasis+5+1
7+5+4+4+5Comprehend Speech+6+1
8+6/+1+4+4+6Force Talisman +2+6+1
9+6/+1+4+4+6Bonus Feat+6+2
10+7/+2+5+5+7+7+2
11+8/+3+5+5+7Force Secret+7+2
12+9/+4+6+6+8Skill Emphasis+8+2
13+9/+4+6+6+8Force Weapon +2d8+8+3
14+10/+5+6+6+9Bonus Feat+8+3
15+11/+6/+1+7+7+9Force Talisman +4+9+3
16+12/+7/+2+7+7+10Force Secret+9+3
17+12/+7/+2+8+8+10+10+4
18+13/+8/+3+8+8+11Skill Emphasis+10+4
19+14/+9/+4+8+8+11+10+4
20+15/+10/+5+9+9+12Bonus Feat+11+4

Class Features

All of the following are class features of the Force Adept

Starting Feat

The Force Adept begins play with the following feats:
Force-Sensitive
Weapon Group Proficiency (Primitive weapons)
Weapon Group Proficiency (Simple Weapons)

Force Training

The Force Adept gains a bonus Force feat at 1st, 2nd, and 4th level. This bonus Force feat is selected from the following list.
Alter, Control, Sense
Once one of these feats is selected, its associated Force skills become class skills foe the character.

Bonus Feats

At 3rd, 9th, 14th, and 20th level, the Force Adept gains a bonus feat. This feat must be selected from the following list, and the Force Adept must meet any prerequisites.
Alertness, Animal Affinity, Endurance, Frightful Presence, Link, Mind Trick, Mimic, Stealthy, Track

Force Weapon

At 5th level, a Force Adept can imbue a non-powered melee weapon (such as a club, a knife, or a quarterstaff) with the Force. This must be a weapon that the Force Adept wields personally. It takes a full-round action to imbue the weapon with the Force, and costs 3 vitality points. The benefit the weapon gains lasts for a number of rounds equal to the character’s Force Adept level. At 5th level, the weapon’s damage increases by +1d8. (So, a Force-imbued quarterstaff deals 1d6 + 1d8 damage.) At 13th level, the weapon’s damage Increase by an additional +1d8 (for a total of +2d8).
A Force-imbued weapon gains another benefit when used against a lightsaber. If the wielder of a lightsaber attempts to strike a Force-imbued weapon wielded by an opponent, the lightsaber does not ignore the damage reduction of the Force-imbued weapon.

Skill Emphasis

At 6th, 12th, and 18th level, the Force Adept gains a Skill Emphasis bonus feat. Each time the Force Adept gains this bonus feat, it must be applied to a different skill that the Force Adept already has ranks in, including Force skills.

Comprehend Speech

At 7th level, a Force Adept gains the Force ability to comprehend any spoken language. The Force Adept can’t speak any language through this ability, only understand them.

Force Talisman

At 8th level, a Force Adept gains the ability to imbue a small item of personal significance with the Force. It takes a full day to imbue the item, as well as the expenditure of 1 Force Point. Once imbued, the item becomes a Force talisman, providing the Force Adept with a +2 on saving throws made to defend against Force skills or Force feats. At 15th level, the same process can increase the power of the Force talisman; it then provides a +4 bonus. This bonus is only for the creator of the Force talisman.

Force Secret

The Force Adept discovers a Force Secret at 11th and 16th level. Each time, the Force Adept may select the same or a different secret.
Improved Affect Mind: Increase the DC to saves by +1.
Improved Battle Influence: Increase the DC to saves by +1.
Improved Battlemind: Increase the bonus on attack rolls provided by the skill by +1.
Improved Control Mind: Increase the bonus proved by the skill by +1.
Improved Drain Energy: Increase the DC to saves by +1.
Improved Empathy: Increase the bonus proved by the skill by +1.
Improved Force Defense: Increase the bonus on saving throws provided by the skill by +1.
Improved Force Grip: Increase the damage dealt by the skill by +1.
Improved Force Strike: Increase the damage dealt by the skill by +1.
Improved Friendship: Increase the DC to saves by +1.
Improved Heal Another: Increase the amount of healing by +1.
Improved Heal Self: Increase amount of healing by +1.
Improved Illusion: Increase the DC to saves by +1.
Improved Inspire: Increase the bonus proved by the skill by +1.
Improved Plant Surge: Increase the DC to saves by +1.
Improved Sever Force: Increase the DC to saves by +1.
Improved Force Skill: Add a +1 Force bonus to any one Force skill the character has ranks in.

Credits

A 1st level Force Adept starts play with 1d4 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Fringer

Fringers come from outside society, replacing a formal education with skills and knowledge gained from experience. Usually, a Fringer hails from a world that lies outside the "civilized" regions of space, but fringers can conic from the fringe of galactic society—wherever that may be. They use their dexterity, wisdom, and strength to survive whatever the galaxy throws at them. A fringer isn't necessarily unfamiliar with technology, but he certainly doesn't have access to the conveniences available to those of higher status on worlds such as Coruscant and Corellia. The fringer is hardy, robust, independent, and an expert at survival due to learning the lessons of "frontier" regions, be they in the Outer Rim or in the dankest levels of Coruscant.
Some fringers might be from primitive, low-tech societies, but most have a basic understanding of high-tech equipment—they just come from a world or a part of society where such equipment is in extremely short supply.

Exploits

Most fringers who become heroes do so because of circumstances. They are farmers whose families were killed by stormtroopers, colonists whose planets were overrun by marauders, aliens from backwater worlds, streetwise toughs from the lawless levels of Coruscant, or spacers working the hyperspace lanes far from the galactic centres of power. Fringers usually have a dream they wish to fulfil or an idealistic view of the galaxy. Many hope to find their fame and fortune closer to where the action is, viewing their homeworld as insignificant and well off the beaten path.

Characteristics

The fringer is a jack-of-all-trades, learning a little bit of everything to increase his or her chances of surviving. Often, a flinger can keep even the oldest, most beat-up piece of equipment running. Where a scout or a soldier has extensive training in repair skills, a cringer is better at keeping equipment jury-rigged than fixing it completely. This means the fringer is faster at making slapdash repairs, even in extreme situations, but less likely to fully repair an item. The flinger is at home in the hinterlands of space, able to get by without the conveniences of civilization. Of all the classes. fringers are best able to deal with whatever troubles the galaxy throws their way. They have excellent survival instincts and an enthusiasm that gets them through difficult circumstances.

Background

Fringers come to their profession by seeking a better life, searching for excitement, escaping the situation on their planet of origin, or avenging an imagined wrong done by the Republic, Empire, Imperial Remnant, New Republic, or some other power group (depending on the era of play). Some seek wealth and power, others adventure. Others still are motivated by revenge. They may be lured from their home world by promise of riches. They may be escaping from slavery or servitude. They could be recruited to a cause they believe is worth following, or driven from their home by invaders. They usually think of themselves not as fringers but as whatever career they aspire to, such as spacer, mechanic, pilot, or colonist.

Examples of Fringers in Star Wars

Luke Skywalker (at the beginning of Episode IV: A New Hope), Anakin Skywalker, )in Episode I: The Phantom Menace), Biggs Darlighter (in Episode IV: A New Hope).

Game Rule Information

Fringers have the following game statistics.

Abilities

Dexterity, Wisdom, and Strength are the most important ability scores for the fringer class.

Vitality

Fringers gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Fringer's class skills, and the key ability for each, are as follows:
Climb (Str), Craft* (Int), Gamble (Wis), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Pilot (Dex), Profession* (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+2+1+0Bonus feat, bonus class skill+3+0
2+1+3+2+0Barter+4+0
3+2+3+2+1Jury-rig +2+4+0
4+3+4+2+1Bonus class skill+4+0
5+3+4+3+1Survival +2+5+1
6+4+5+3+2Jury-rig +4+5+1
7+5+5+4+2Bonus feat+6+1
8+6/+1+6+4+2Bonus class skill+6+1
9+6/+1+6+4+3Jury-rig +6+6+2
10+7/+2+7+5+3Survival +4+7+2
11+8/+3+7+5+3+7+2
12+9/+4+8+6+4Bonus class skill+8+2
13+9/+4+8+6+4Jury-rig +8+8+3
14+10/+5+9+6+4Bonus feat+8+3
15+11/+6/+1+9+7+5+9+3
16+12/+7/+2+10+7+5Bonus class skill+9+3
17+12/+7/+2+10+8+5+10+4
18+13/+8/+3+11+8+6Survival +6+10+4
19+14/+9/+4+11+8+6+10+4
20+15/+10/+5+12+9+6Bonus feat+11+4

Class Features

All of the following are class features of the Fringer

Starting Feat

The Fringer begins play with the following feats:
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Simple Weapons)

Bonus Feats

At 1st, 7th, 14th, and 20th level, the fringer gains a bonus feat. This feat must be selected from the following list, and the fringer must meet any prerequisites.
Alertness, Armor Proficiency (Light), Endurance, Gearhead, Kit-Bashing, Run, Spacer, Weapon Group Proficiency (Blaster Pistols), Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Slugthrowers)

Bonus Class Skills

At 1st, 4th, 8th, 12th, and 16th level, the fringer may designate a cross-class skill (except Force skills) as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of fringer. The GM is free to rule that a specific skill is off limits as a bonus class skill.

Barter

Beginning at 2nd level, the fringer gains a +5 competence bonus on Diplomacy checks made to buy or sell equipment.

Jury-Rig

Beginning at 3rd level, a fringer gains a +2 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. This bonus increases by +2 at 6th, 9th, and 13th level.

Survival

Beginning at 5th level, a fringer gains a +2 competence bonus on any Survival checks made. This bonus increases by +2 at 10th and 18th level.

Credits

A 1st-level fringer starts play with 1d4 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Jedi Consular

The Jedi Consular uses the Force for knowledge and negotiation, seeking the most peaceful solutions to every problem. As Force–Users trained in the Jedi tradition, characters of this class concentrate more on diplomacy, scholarly pursuits, and the spiritual side of the Force than on more physical activities. Healers and researchers seek to better understand the nature of the Force and their connection to it. Mentors and teachers hope to instruct others and pass on what they have learned. Negotiators and mediators are skilled at bargaining and striking compromises. Consulars train themselves to be versatile, able to handle many situations without reaching for a weapon.

Exploits

Some Jedi Consulars explore the galaxy to further their own knowledge and mastery of the Force. Others continually seek to learn or discover more of the Force’s secrets. Still others see their role as mediators and councilors, using their position and skill to help those in need. Those imbued with the light side refrain from using the Force for every task, preferring to find other solutions and save the Force for when it is truly needed.

Characteristics

The Jedi consular often starts out by mastering the ability to feel the living Force in the world around him, as typified by the Sense feat. Wisdom and Charisma are the most important abilities for the Jedi consular, followed closely by Intelligence.

Background

A Jedi consular typically starts out as a Padawan learner attached to a higher-ranking Jodi Master. (Prior to 1st Intl. the character trained as a student with the Jedi council. He begins his heroic career at 1st level when he is selected as a Padawan learner.) The Jedi consular has a genuine love of scholarly pursuits and diplomatic endeavon. Some consulars want to teach, others want to learn. A Jedi consular has a deep connection to his mentor and the Jedi Order but often operates with only tangential contact with either master or order.

Examples of Jedi Consulars in Star Wars

Yoda, Jocasta the Jedi librarian, Tionne of Luck Skywalker's Jedi academy.

Game Rule Information

Jedi Consulars have the following game statistics.

Abilities

A Jedi Consular should be gifted in all abilities, but Wisdom, Charisma, and Intelligence are the most important. Those who expect to fall back on their combat prowess should also have high Dexterity and Constitution scores.

Vitality

Jedi Consulars gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Jedi Consular's class skills, and the key ability for each, are as follows:
Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+2+1+2Force Training, Deflect (Defense +1)+3+1
2+1+3+2+3Bonus Feat+4+1
3+2+3+2+3Force Training, Deflect (Attack - 4)+4+1
4+3+4+2+4Force Training+4+2
5+3+4+3+4Deflect (Extended Defense and Attack)+5+2
6+4+5+3+5Increased Lightsaber Damage +1d8+5+2
7+5+5+4+5Jedi Knight+6+2
8+6/+1+6+4+6Healing+6+3
9+6/+1+6+4+6Skill Emphasis+6+3
10+7/+2+7+5+7Deflect (Defense +2)+7+3
11+8/+3+7+5+7Bonus Feat+7+3
12+9/+4+8+6+8Increased Lightsaber Damage +1d8+8+4
13+9/+4+8+6+8Deflect (Attack -3)+8+4
14+10/+5+9+6+9Skill Emphasis+8+4
15+11/+6/+1+9+7+9Deflect (Defense +3)+9+4
16+12/+7/+2+10+7+10Bonus Feat+9+5
17+12/+7/+2+10+8+10Deflect (Attack -2)+10+5
18+13/+8/+3+11+8+11Increased Lightsaber Damage +1d8+10+5
19+14/+9/+4+11+8+11Skill Emphasis+10+5
20+15/+10/+5+12+9+12+11+6

Class Features

All of the following are class features of the Jedi Consular

Starting Feat

The Jedi Consular begins play with the following feats:
Exotic Weapon Proficiency (Lightsaber)
Force-Sensitive
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Equipment

A Jedi starts play with a lightsaber provided by his master. Later, the Jedi can build his own lightsaber.

Force Training

The Jedi Consular gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat is selected from the following list.
Alter, Control, Sense
Once one of these feats is selected, its associated Force skills become class skills foe the character.

Deflect (Defense)

A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.
Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Bonus Feat

At 2nd, 11th, and 16th level, the Jedi Consular gains a bonus feat. This feat must be selected from the following list, and the Jedi Consular must meet any prerequisites.
Agile Riposte, Alertness, Aware, Cautious, Compassion, Combat Expertise, Fame, Healer's Touch, Persuasive, Sharp-Eyed, Superior Expertise, Trustworthy

Deflect (Attack)

A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Deflect (Extended Defense and Attack)

At 5th level, a Jedi Consular learns to extend his defensive and offensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All the rules associated with Deflect (Defense) and Deflect (Attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby.

Increase Lightsaber Damage

As a Jedi Consular gains levels, the amount of damage he can deal with his lightsaber increases.
Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Jedi Knight

At 7th level, the Jedi Consular graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Weapon Focus (Lightsaber)

Healing

Beginning at 8th level, a Jedi Consular may spend vitality points to increase the effect of Heal Self or Heal Another when he uses these Force Skills. For every 2 vitality points he gives up, he can add 1 to the number of vitality points he heals. For every 3 vitality points he spends, he can add 1 to the number of wound points or ability points he heals.

Skill Emphasis

At 9th, 14th, and 19th level, the Jedi Consular gains a Skill Emphasis bonus feat. Each time the Jedi Consular gains this bonus feat, it must be applied to a different skill that the Jedi Consular already has ranks in, including Force skills.

Block

This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Credits

A 1st-level Jedi Consular starts play with 1d4 x 250 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Jedi Guardian

Force-Users trained in the Jedi tradition, Jedi Guardians combine physical training with mastery of the Force. Jedi Guardians concentrate on battle prowess, defense, lightsaber training, and physical activities. If Jedi Consulars are the ambassadors of the Jedi Order, guardians are the defenders, protecting the Republic from all dangers. Few are strong enough in the Force and have the devotion to walk the Jedi’s path, but those few are awarded with a powerful ally. They walk in a larger world than those who neither feel nor heed the Force.

Exploits

All Jedi Guardians journey into the galaxy at large to further their own knowledge and to help those in need. They take their responsibility seriously, considering even mundane missions to be personal tests.

Characteristics

The Jedi Guardian’s strength flows from the Force, granting him special powers. This character often masters the ability to feel the living world within him, as typified by the Control feat. Constitution and Strength are the most important abilities for the Jedi Guardian, followed by Intelligence.

Background

A Jedi guardian typically starts out as a Padawan learner attached to a Jedi Master. (Prior to 1st level, the character trained as a student with the Jedi council. She begins her heroic career at 1st level when she is selected as a Padawan learner.) The Jedi guardian has a genuine desire to use the Force to help the people of the galaxy. A guardian has a deep connection to her mentor and the Jedi Order but often operates with only tangential contact with either master or order.

Examples of Jedi Guardians in Star Wars

Luke Skywalker (after training under Obi-Wan Kenobi and Yoda), Obi-Wan Kenobi (in Episode I: The Phantom Menace and in Spisode II: Attack of the Clones), Anakin Skywalker (in Episode II: Attack of the Clones).

Game Rule Information

Jedi Guardians have the following game statistics.

Abilities

A Jedi Guardian should be gifted in all abilities, but Constitution and Strength are most important. Dexterity is also useful. Wisdom and Intelligence are the backbone of many important Force skills.

Vitality

Jedi Guardians gain 1d10 per level. The character's Constitution modifier applies.

Class Skills

The Jedi Guardian's class skills, and the key ability for each, are as follows:
Balance (Dex), Climb (Str), Computer Use (Int), Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+1+2+2+1Force Training, Deflect (Defense +1)+3+1
2+2+3+3+2Bonus Feat+3+1
3+3+3+3+2Force Training, Deflect (Defense +1)+4+1
4+4+4+4+2Force Training+4+1
5+5+4+4+3Increased Lightsaber Damage +1d8+5+2
6+6/+1+5+5+3Deflect (Extended Defense and Attack)+5+2
7+7/+2+5+5+4Jedi Knight+6+2
8+8/+3+6+6+4Bonus Feat+6+2
9+9/+4+6+6+4Deflect (Defense +2)+7+3
10+10/+5+7+7+5Increased Lightsaber Damage +1d8+7+3
11+11/+6/+1+7+7+5Deflect (Attack -3)+8+3
12+12/+7/+2+8+8+6Bonus Feat+8+3
13+13/+8/+3+8+8+6Deflect (Defense +3)+9+4
14+14/+9/+4+9+9+6+9+4
15+15/+10/+5+9+9+7Increased Lightsaber Damage +1d8+10+4
16+16/+11/+6/+1+10+10+7Deflect (Attack -2)+10+4
17+17/+12/+7/+2+10+10+8Deflect (Defense +4)+11+5
18+18/+13/+8/+3+11+11+8Bonus Feat+11+5
19+19/+14/+9/+4+11+11+8Deflect (Attack -1)+12+5
20+20/+15/+10/+5+12+12+9Increased Lightsaber Damage +1d8+12+5

Class Features

All of the following are class features of the Jedi Guardian

Starting Feat

The Jedi Guardian begins play with the following feats:
Exotic Weapon Proficiency (Lightsaber)
Force-Sensitive
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Equipment

A Jedi starts play with a lightsaber provided by his master. Later, the Jedi can build his own lightsaber.

Force Training

The Jedi Guardian gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat is selected from the following list.
Alter, Control, Sense
Once one of these feats is selected, its associated Force skills become class skills foe the character.

Deflect (Defense)

A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.
Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

Bonus Feat

At 2nd, 8th, 12th, and 18th level, the Jedi Guardian gains a bonus feat. This feat must be selected from the following list, and the Jedi Guardian must meet any prerequisites.
Acrobatic, Agile Riposte, Athletic, Attuned, Combat Reflexes, Dual Strike, Improved Feint, Kinetic Combat, Mettle, Power Attack, Quickness, Redirect Attack, Stunning Strike, Toughness, Weapon Finesse, Weapon Focus

Deflect (Attack)

A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability. Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Increase Lightsaber Damage

As a Jedi Guardian gains levels, the amount of damage he can deal with his lightsaber increases. Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

Deflect (Extended Defense and Attack)

At 5th level, a Jedi Guardian learns to extend his defensive and offensive deflection skills to others whining 2 meters of the Jedi’s position. You must be carrying an active lightsaber to use this special ability.
Now the Jedi can provide a dodge bonus to anyone within 2 meters of his position, and he can deflect and redirect ranged attacks made against anyone within 2 meters of his position. All the rules associated with Deflect (Defense) and Deflect (Attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby.

Jedi Knight

At 7th level, the Jedi Consular graduates from Padawan learner to Jedi Knight and gets a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Burst of Speed, Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Knight Speed, Lightsaber Defense, Weapon Focus (Lightsaber)

Block

This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Credits

A 1st-level Jedi Consular starts play with 1d4 x 250 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Noble

Members of the noble class use their intelligence and natural charisma to make their way in the galaxy. From true royalty to elected officials, military commanders to crime lords, traders, merchants, ambassadors, holovid stars, and influential corporate magnates, character types who appear in the noble class are varied and numerous. Some bring honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making compromises, the noble commands respect, makes friends, and inevitably influences people.

Exploits

Most nobles wind up in dangerous situations because of something they believe in or because their job calls for it. Others hope to use their negotiating talents to navigate a course through the troubles around them, or seek to find profit in the troubles of others. Whatever their initial motivations, nobles usually wind up taking to a cause and a goal that sustains them through the roughest missions. An adventuring noble might be a senator’s aide, a free trader, a diplomat, a true prince or princess, or an outlaw’s lieutenant. Nobles often feel responsible for others, though some consider themselves to be better than those around them.

Characteristics

The noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where as other classes shoot first, the noble starts out asking questions and hopes to finish by negotiating a deal. The noble believes she can be more effective with words and deeds than with violence, though some draw a blaster when push comes to shove. The noble is more comfortable in civilized regions of space, where law and order have some meaning. Of all the classes, nobles have the best diplomatic and bargaining skills. They’re good talkers, negotiators, and bluffers. They have a knack for inspiring others, and they make good leaders.

Background

Nobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and responsibility to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they aspire to. Power-hungry nobles take advantage of the system and wind up helping others only to help themselves. The halls of power are calling. How the noble answers can make all the difference.

Examples of Nobles in Star Wars

Leia Organa, Pasme Amidala, Talon Karrde, the vile gangster Jabba the Hutt, Chancellor Valorum, Supreme Chancellor Palpatine.

Game Rule Information

Nobles have the following game statistics.

Abilities

Charisma is undoubtedly a noble’s most important ability score, as the noble’s skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important skills, so the ability scores are also significant.

Vitality

Nobles gain 1d6 per level. The character's Constitution modifier applies.

Class Skills

The Noble's class skills, and the key ability for each, are as follows:
Appraise (Int), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Disguise (Cha), Entertain* (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Ride (Dex), Sense Motive (Wis), Speak Language.
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+0+1+2Bonus Class Skill, Favor +1+2+1
2+1+0+2+3Inspire Confidence+3+1
3+2+1+2+3Favor +2, Resource Access+3+1
4+3+1+2+4Coordinate +1+3+2
5+3+1+3+4+4+2
6+4+2+3+5Bonus Feat+4+2
7+5+2+4+5Favor +3+5+2
8+6/+1+2+4+6Coordinate +2+5+3
9+6/+1+3+4+6Bonus Feat+5+3
10+7/+2+3+5+7+6+3
11+8/+3+3+5+7Inspire Greatness+6+3
12+9/+4+4+6+8Favor +4+7+4
13+9/+4+4+6+8Coordinate +3+7+4
14+10/+5+4+6+9Bonus Feat+7+4
15+11/+6/+1+5+7+9+8+4
16+12/+7/+2+5+7+10Favor +5+8+5
17+12/+7/+2+5+8+10+9+5
18+13/+8/+3+6+8+11Coordinate +4+9+5
19+14/+9/+4+6+8+11Bonus Feat+9+5
20+15/+10/+5+6+9+12Coordinate +5+10+6

Class Features

All of the following are class features of the Noble

Starting Feat

The Noble begins play with the following feats:
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Bonus Class Skill

At 1st level, a noble may designate any one cross-class skill (except for a Force-related skill) as a class skill. This represents an area of expertise the noble picks up outside his or her normal training.

Favor

The noble has the ability to call in favors from those she knows. By make a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
To call in a favor, the noble makes a favor check. Roll a d20 and add the character’s favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor being requested to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can’t take 10 or take 20 on this check, nor can she retry for the same (or virtually the same) favor. Note that favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the result of a favor check.
A noble can try to call in a favor a number of times in a week of game time that’s equal to half her noble levels, rounded down (minimum of one). So, as a 1st-level noble, Arani can attempt to call in a single favor, while as a 7th-level noble she can attempt to call in favors as many as three times from different contacts.
The GM should carefully monitor the noble’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game. See Chapter Twelve: Gamemastering for additional information on favors and contacts.

Inspire Confidence

Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effect lasts for 5 rounds. The noble can inspire a number of allies equal to half her noble levels, rounded up. She can inspire confidence once per day for every four levels of noble she possesses (once per day from 1st to 4th level, twice per day from 5th to 8th level, and so on).
An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
The noble can’t inspire confidence in herself. The ability only aids her allies.

Resource Access

Beginning at 3rd level, a noble has access to an array of resources (usually from family, influential friends, or patrons). Once per day, the noble can make a Charisma check to use those resources during the adventure.
The value of resources gained equals the noble’s class level multiplied by the result of the Charisma check multiplied by 20. Thus, a 3rd-level noble who gets a result of 16 on her Charisma check would gain 960 credits’ worth of resources to use in the adventure (3 x 16 x 20 = 960).
These resources can take almost any form the noble chooses (within reason) and are hers to do with as she pleases. She can keep them, use them, give them away, or sell them as she sees fit. The resources gained arrive in the noble’s possession 1d8 hours after she makes the check. These resources must be reasonably available when and where she chooses to make the check. For instance, a noble trekking through the wilderness of Endor’s forest moon won’t have access to many resources.
Resource access tends to be monetary, whereas favors tend to be benefits that can’t necessarily be measured in credits.

Coordinate

A noble has a knack for getting people to work together. When the noble can aid others and give directions, she provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2 (see aiding others), and it increases as the noble gains levels. So, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, etc.
This ability can’t be used to assist in combat.

Bonus Feat

At 6th, 9th, 14th, and 19th level, the noble gains a bonus feat. This feat must be selected from the following list, and the noble must meet any prerequisites.
Diplomatic Immunity, Fame, Frightful Presence, Influence, Mimic, Persuasive, Sharp-Eyed, Trustworthy

Inspire Greatness

Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary vitality points, a +2 competence bonus on attacks, and a +2 morale bonus to saving throws. The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three noble levels attained beyond 11th level, the noble can inspire greatness in one additional ally.
The noble can’t inspire greatness in herself. The ability only aids her allies.

Credits

A 1st-level noble starts play with 1d4 x 1,000 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Scoundrel

Scoundrels are rouges – good, bad, and neutral – who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.

Exploits

Many scoundrels live a life of adventure for the excitement it provides. Others go adventuring to advance their illicit careers. Some are good-hearted rouges in it for the thrill or to right a wrong done to them or shoe they love. Others are despicable knaves who serve only one master – the greed that swells inside them. More often, an adventurous scoundrel falls somewhere in the middle, changing allegiance and attitudes as the political climate changes, until something larger than himself sets him on a particular course through the galaxy. Adventurous scoundrels call themselves smugglers, pirates, outlaws, gamblers, slicers, con artists, thieves, rogues, and spies.

Characteristics

Scoundrels have a knack for getting into and out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous scoundrels are also saddled with a sense of honor that sometimes makes them go against their natural inclinations.

Background

Scoundrels don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

Examples of Scoundrels in Star Wars

Han Solo, Lando Calrissian, Dash Rendar, Dexter Jettster.

Game Rule Information

Scoundrels have the following game statistics.

Abilities

Dexterity and Intelligence are a scoundrel’s most important ability scores, because he must have quick reflexes and a sharp wit to survive. Charisma is important for talking one’s way out of trouble, and Wisdom is useful for spotting trouble before it finds the scoundrel.

Vitality

Scoundrels gain 1d6 per level. The character's Constitution modifier applies.

Class Skills

The Scoundrel's class skills, and the key ability for each, are as follows:
Appraise (Int), Astrogate (Int), Balance (Dex), Bluff (Cha), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Hide (Dex), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Repair (Int), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (8 + Int Modifier) x 4
Skill Points at Each Additional Level: 8 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+0+2+0Illict Barter+3+0
2+1+0+3+0Lucky (1/day)+4+0
3+2+1+3+1Precise Attack +1+4+1
4+3+1+4+1Skill Emphasis+4+1
5+3+1+4+1Bonus Feat+5+1
6+4+2+5+2Lucky (2/day)+5+1
7+5+2+5+2+6+2
8+6/+1+2+6+2Skill Emphasis+6+2
9+6/+1+3+6+3Precise Attack +2+6+2
10+7/+2+3+7+3Bonus Feat+7+2
11+8/+3+3+7+3+7+3
12+9/+4+4+8+4Skill Emphasis+8+3
13+9/+4+4+8+4Lucky (3/day)+8+3
14+10/+5+4+9+4Precise Attack +3+9+3
15+11/+6/+1+5+9+5Bonus Feat+9+4
16+12/+7/+2+5+10+5Skill Emphasis+9+4
17+12/+7/+2+5+10+5+10+4
18+13/+8/+3+6+11+6Lucky (4/day)+10+4
19+14/+9/+4+6+11+6+11+5
20+15/+10/+5+6+12+6Skill Emphasis+11+5

Class Features

All of the following are class features of the Scoundrel

Starting Feat

The Scoundrel begins play with the following feats:
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Illicit Barter

Beginning at 1st level, the scoundrel gains a +5 competence bonus on any Diplomacy checks made to buy or sell illicit or illegal goods.

Lucky

The scoundrel is often as lucky as he is good at something. Therefore, starting at 2nd level, the scoundrel can reroll any failed ability check, skill check, attack roll, or saving throw. (In other words, any task resolution die roll, which are die rolls using a d20.) The second result must be used regardless of whether it is better or worse than the first. The scoundrel can use this ability a number of times per day, depending on his level, but only once in any given encounter. At 2nd level, the scoundrel can use lucky once per day; at 18th level, he can use it up to four times in a day (but only once in any encounter).

Precise Attack

Every round, the scoundrel can add this bonus either to one attack roll or one damage roll using a Dexterity-based attack, but not both. (A Dexterity-based attack is an attack made with either a ranged weapon or a melee weapon using the Weapon Finesse feat.) You must declare where the bonus applies at the start of the attack action.

Skill Emphasis

At 4th, 8th, 12th, 16th, and 20th level, the scoundrel gains the bonus feat Skill Emphasis. This feat may be applied to any class skill. The scoundrel may not select the same skill twice.

Bonus Feat

At 5th, 10th, and 15th level, the scoundrel gains a bonus feat. This feat must be selected from the following list, and the scoundrel must meet any prerequisites.
Alertness, Dodge, Headstrong, Heroic Surge, Improved Initiative, Fame, Infamy, Low Profile, Shady Merchant, Weapon Finesse, Weapon Focus

Credits

A 1st-level scoundrel starts play with 1d6 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Scout

Scouts are natural explorers and adventures, full of curiosity and trained to handle the out-of-the-way locations where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic necessities for survival. Unlike the fringer, who is born to the frontier and often wants to escape from it, the scout consciously embraces the wild regions and understands the skills he or she possesses instead of coming to them by innate ability and happenstance. The scout seeks knowledge, tries to solve mysteries, and wants to be the first to see something new and different. The scout learns to find a path through the wild regions, often becoming a decent pilot along the way, and usually learns how to protect himself from whatever hides over the next hill or beyond the most distant nebula.

Exploits

Many scouts become adventures to see what’s in the next star system. They pick up skills that make them excellent members of any team. They are usually the best trackers, trailblazers, and survivalists the galaxy has to offer. Some scouts are scientists and researchers who learn the skills of the profession so they don’t have to rely on others. Some sell their services to the highest bidder. More often, the adventurous scout has a good heart, a sense of honor, and a burning desire to embrace the wild regions of the galaxy and learn to conquer them – either figuratively or literally. Adventurous scouts call themselves rangers, outriders, hunters, explorers, guides, adventurous scholars, and vanguards.

Characteristics

Scouts temper insatiable curiosity with excellent survival instincts. They make use of Dexterity and Intelligence, as well as Wisdom, to spot and avoid dangers. The scout has an undying faith in himself and his abilities that sometimes allows the scout t call upon reserves and an inner strength to get out of tough situations. Scouts like to be the first to reach any location, although they also want to reach it in one piece. They can be gruff or silent, jovial or talkative. They are confident and brave, and they often appreciate the wonders that the galaxy has to offer.

Background

Scouts come to their profession in search of something, usually knowledge or secrets or the answers to the mysteries of the ages. Scholars, while possibly associated with an institute of learning or a particular government, often forsake the halls of academe for the pure research of working in the field. Pathfinders and explorers may work for a government or a military institution, or they may take on freelance or military institution, or they may take freelance contracts from anyone willing to pay for their services. Many scouts develop into bounty hunters, especially those who combine military skills with their tracking and searching abilities. Every group of adventurers benefits from having a scout in the party.

Examples of Scouts in Star Wars

Chewbacca, Wicket the Ewok, Jar Jar Binks.

Game Rule Information

Scouts have the following game statistics.

Abilities

Most of the scout’s key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the scout who uses athletic skills.

Vitality

Scouts gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Scout's class skills, and the key ability for each, are as follows:
Astrogate (Int), Climb (Dex), Computer Use (Int), Craft* (Int), Demolitions (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Read/Write Language, Repair (Int), Ride (Dex), Search (Int), Survival (Wis), Swim (Str).
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+1+1+1Bonus Feat+2+0
2+1+2+2+2Trailblazing+2+0
3+2+2+2+2Heart +1+3+0
4+3+2+2+2Uncanny Dodge (Dex bonus to Defense)+3+1
5+3+3+3+3Skill Mastery, Extreme Effort+4+1
6+4+3+3+3Evasion+4+1
7+5+4+4+4Uncanny Dodge (Can't be flanked)+5+1
8+6/+1+4+4+4Bonus Feat+5+2
9+6/+1+4+4+4+6+2
10+7/+2+5+5+5Skill Mastery+6+2
11+8/+3+5+5+5Heart +2+7+2
12+9/+4+6+6+6Bonus Feat+7+3
13+9/+4+6+6+6+8+3
14+10/+5+6+6+6Heart +3+8+3
15+11/+6/+1+7+7+7Skill Mastery+9+3
16+12/+7/+2+7+7+7Bonus Feat+9+4
17+12/+7/+2+8+8+8+10+4
18+13/+8/+3+8+8+8Heart +4+10+4
19+14/+9/+4+8+8+8+11+4
20+15/+10/+5+9+9+9Skill Mastery+11+5

Class Features

All of the following are class features of the Scout

Starting Feat

The Scout begins play with the following feats:
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Simple Weapons)

Bonus Feats

At 1st, 8th, 12th, and 16th level, the scout gains a bonus feat. This feat must be selected from the following list, and the scout must meet any prerequisites. Cautious, Endurance, Great Fortitude, Rugged, Sharp-Eyed, Skill Emphasis (Survival), Starship Operation (Space Transport), Starship Operation (Starfighter), Track

Trailblazing

Beginning at 2nd level, the scout becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the scout may make a Survival check to reduce travel time.
With a check result of 15 or better, the scout reduces the total travel time by 25%. With a 25 or better, the time is reduced by 50%.
The scout can guide a group of up ot three individuals at no penalty. However, for each additional three in the group being guided, apply a -2 penalty to the trailblazing check.
The scout can take 10 on this check, but he can’t take 20. This ability does not apply to tatical movement or local movement as described in Heroic Characteristics.

Heart

The scout possesses a great deal of self-confidence and courage. Because of this, once per day the scout can focus his will and gain a circumstance bonus based on his innate belief in himself and his abilities. The bonus ranges from +1 at 3rd level to +4 at 18th level. The bonus can be applied to any skill check, ability check, or attack roll. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check or attack roll.

Uncanny Dodge

Starting at 4th level, the scout gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 4th level and above, the scout retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.
At 7th level, the scout can no longer be flanked, since he can react to opponents on opposite sides of himself as easily as he can react to a single attacker.

Skill Mastery

At 5th level, the scout designates a skill. When making a skill check with this skill, the scout may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the sue of this skill that he can use it reliably even under adverse conditions. He designates an additional skill at 10th, 15th, and 20th level.

Evasion

At 6th level, a scout gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a grenade blast), the scout suffers no damage with a successful saving throw. Evasion can only be used if the scout is wearing light armor or no armor.

Extreme Effort

The scout can push himself to make an extreme effort a number of times per day based on the character’s scout level (but only once in any encounter). The effort must relate to either a Strength check, a Strength-based skill check, or a melee attack. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check or attack roll. The effort provides a circumstance bonus based on the character’s scout level. Making an extreme effort also hinders the scout with a penalty to Defense for 1 round.
Scout LevelCircumstance BonusPenalty to DefenseUses
5-7+3-21/day
8-11+4-32/day
12-15+5-43/day
16-18+6-54/day
19-20+7-65/day
After making an extreme effort, the scout becomes fatigued until the end of the current encounter.

Credits

A 1st-level scout starts play with 1d6 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Soldier

Soldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventures. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.

Exploits

Many soldiers see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves; others seek to use their muscle to carve their own place of importance in the galaxy. Whatever their initial motivation, most soldiers wind up living for the thrill of combat and the excitement of adventure. Adventuring soldiers call themselves guards, bodyguards, champions, enforcers, mercenaries, warriors, soldiers of fortune, or simply adventurers.

Characteristics

Soldiers have the best all-around fighting abilities, and an individual soldier develops styles and techniques that set him apart from his peers. A given soldier might be especially capable with certain weapons, another trained to execute specific combat maneuvers. As soldiers gain experience, they get more opportunities to develop their fighting skills.

Background

Most soldiers come to the profession after receiving at least some amount of formal training from a military organization, local militia, or private army. Some attend formal academies; others are self-taught and well tested. A soldier may have taken up his weapon to escape a mundane life. Another may be following a proud family tradition. Soldier in a particular unit share a certain camaraderie, but most have nothing in common except battle prowess and the desire to apply it to a given situation.

Examples of Soldiers in Star Wars

Admiral Ackbar, Corran Horn, Captain Typho, Lt. Page, General Madline, Zam Wesell.

Game Rule Information

Soldiers have the following game statistics.

Abilities

Since most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the soldier’s most important ability score, followed closely by Constitution and Strength. Don’t underestimate the importance of Intelligence and Wisdom, however, since many of a soldier’s useful skills are based on these abilities.

Vitality

Soldiers gain 1d10 per level. The character's Constitution modifier applies.

Class Skills

The Soldier's class skills, and the key ability for each, are as follows:
Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Pilot (Dex), Profession (Wis), Repair (Int), Treat Injury (Wis).
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+1+2+0+0Starting Feats+3+0
2+2+3+0+0Bonus Feat+3+1
3+3+3+1+1Bonus Feat+4+1
4+4+4+1+1Bonus Feat+4+1
5+5+4+1+1+5+1
6+6/+1+5+2+2Bonus Feat+5+2
7+7/+2+5+2+2+6+2
8+8/+3+6+2+2Bonus Feat+6+2
9+9/+4+6+3+3+7+2
10+10/+5+7+3+3Bonus Feat+7+3
11+11/+6/+1+7+3+3+8+3
12+12/+7/+2+8+4+4Bonus Feat+8+3
13+13/+8/+3+8+4+4+9+3
14+14/+9/+4+9+4+4Bonus Feat+9+4
15+15/+10/+5+9+5+5+10+4
16+16/+11/+6/+1+10+5+5Bonus Feat+10+4
17+17/+12/+7/+2+10+5+5+11+4
18+18/+13/+8/+3+11+6+6Bonus Feat+11+5
19+19/+14/+9/+4+11+6+6+12+5
20+20/+15/+10/+5+12+6+6Bonus Feat+12+5

Class Features

All of the following are class features of the Soldier

Starting Feat

The Soldier begins play with the following feats:
Armor Proficiency (Light)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Heavy Weapons)
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Bonus Feats

At 2nd, 3rd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level the soldier gets a bonus feat. This feat must be drawn from the following list, and the soldier must meet any prerequisites.
Advanced Martial Arts, Agile Riposte, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Combat Veteran, Dodge, Dual Strike, Echani, Echani Expertise, Echani Mastery, Exotic Weapon Proficiency, Far Shot, Great Cleave, Heroic Surge, Improved Critical, Improved Feint, Improved Grapple, Improved Initiative, Improved Martial Arts, Improved Overrun, Improved Two-Weapon Fighting, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Martial Arts, Mobility, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Redirect Attack, Ride-By Attack, Shot on the Run, Spring Attack, Spirited Charge, Starship Dodge, Starship Operation*, Stava, Stava Expertise, Stava Mastery, Stunning Strike, Superior Expertise, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Two-Weapon Fighting, Weapon Finesse*, Weapon Focus*, Weapon Specialization, Whirlwind Attack, Wrruushi, Wrruushi Expertise, Wrruushi Mastery
A character can select feats marked with an asterisk (*) more than once, but it must be for a different aspect of starship operation or a different weapon each time.

Credits

A 1st-level soldier starts play with 1d6 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Tech Specialist

Tech specialist combine training with natural genius to reach the top of their chosen field. Tech specialist can be dedicated physicians, curious scientists, brilliant technicians, or computer geniuses. They seek to help people or gain knowledge, to create technical gadgets or develop new scientific theories. Every adventuring team benefits from the talents of a tech specialist.

Exploits

Some tech specialists become adventures for the credits and the glory. Others see the field as the best place to test their skills and add to their body of knowledge and training. Some believe it is their duty to provide the kind of help that is available nowhere else. A tech specialist might be a doctor or xenobiologist, a starship mechanic or a weaponsmith, a computer programmer or a droid engineer.

Characteristics

Tech specialist have the best all-around technical abilities, and an individual specialist develops skills and techniques that set him apart from his peers. A given tech specialist might be especially capable in a certain field of study, another trained to use a specific set of tools. As tech specialists gain experience, they get more opportunities to develop their technical proficiencies.

Background

Most tech specialist start out in decidedly unheroic careers. They train to reach to the top of their chosen field, eventually offering their services to an adventuring party. Unlike most of the other examples of the heroic classes, the average tech specialist can’t wait to get back to his workshop or laboratory. He does what is necessary while it is necessary, but the call of research and development make the tech specialist long to return to his primary profession.

Examples of Tech Specialists in Star Wars

Watto, Ghent, Lobot, Danni Quee.

Game Rule Information

Tech Specialists have the following game statistics.

Abilities

Intelligence, by far, is the most important ability for a tech specialist. Wisdom and Dexterity serve the tech specialist well, providing the ability to better perceive the world around him and to interact with it at an advanced level.

Vitality

Tech Specialists gain 1d6 per level. The character's Constitution modifier applies.

Class Skills

The Tech Specialist's class skills, and the key ability for each, are as follows:
Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language, Repair (Int), Search (Int), Treat Injury (Wis).
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+0+1+1Skill Emphasis+2+0
2+1+0+1+1Research+3+0
3+2+0+1+1Instant Mastery+3+1
4+3+1+2+2Tech Specialty+3+1
5+3+1+2+2Expert+4+1
6+4+2+3+3Bonus Feat+4+1
7+5+2+3+3+5+2
8+6/+1+3+3+3Tech Specialty+5+2
9+6/+1+3+4+4+5+2
10+7/+2+4+4+4Expert+6+2
11+8/+3+4+5+5Tech Specialty+6+3
12+9/+4+5+5+5Bonus Feat+7+3
13+9/+4+5+5+5+7+3
14+10/+5+6+6+6Tech Specialty+7+3
15+11/+6/+1+6+6+6Expert+8+4
16+12/+7/+2+7+7+7Instant Mastery+8+4
17+12/+7/+2+7+7+7Tech Specialty+9+4
18+13/+8/+3+8+7+7Bonus Feat+9+4
19+14/+9/+4+8+8+8Tech Specialty+9+5
20+15/+10/+5+9+8+8Expert+10+5

Class Features

All of the following are class features of the Tech Specialist

Starting Feat

The Tech Specialist begins play with the following feats:
Weapon Group Proficiency (Simple Weapons)

Skill Emphasis

At 1st level, the tech specialist gains the Skill Emphasis feat. This feat must be applied to a skill from the following list. Computer Use, Craft (select one), Repair, or Treat Injury

Research

The tech specialist has a knack for finding technical information of all types. Starting at 2nd level, he gets to add his tech specialist level to any Knowledge check whenever he searches through databases and other sources when seeking technical information.

Instant Mastery

At 3rd level and 16th level, the tech specialist gains 4 ranks in any Intelligence-based skill (including cross-class skills, but not Force skills) that he currently has no ranks in.

Tech Specialty

At 4th, 8th, 11th, 14th, 17th, and 19th level, the tech specialist gains a tech specialty. Each time, the tech specialist selects a specialty from among those described below. It can be a different specialty each time, or the tech specialist can choose the same specialty as many as three times over the course of the six selections.

Computer Specialist: Receive a +1 bonus on Computer Use checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Mastercrafter: Applying this specialty to a specific Craft skill allows you to build mastercraft items using that skill. The type of items that can be mastercrafted, and the relevant Craft skill for each type, are as follows.
WeaponsCraft (Specific Weapon Group/Type)
ArmorCraft (Armor)
DatapadCraft (Electronic Devices)
MedpacCraft (Medpacs)
Security KitCraft (Electronic Devices)
Sensor PackCraft (Electronic Devices)
On average, it takes twice as long to construct a mastercraft item as it does to create an ordinary item of the same sort: You must pay double the cost for raw materials (2/3 of the item’s normal price rather than 1/3), and the result of every daily Craft check you make is halved (round down). You can add the mastercraft feature to an existing ordinary item by paying the raw material cost and then making daily Craft checks as though you were constructing the item itself.
In addition to the cost of raw materials, the tech specialist must also pay a number of experience points based on the mastercraft bonus being applied: 40 XP for a +1 bonus, 160 XP for a +2 bonus, and 360 XP for a +3 bonus. These experience points must be paid along with the raw materials cost, before the character makes any daily Craft checks to create the mastercraft item. If the expenditure of these XP would drop the character’s total below the minimum needed for his or her current level, then the XP cannot be paid (and the mastercraft work cannot be begun) until the character gains enough additional XP to remain at his current level after the expenditure is made.
Creating a mastercraft item is a task of extreme complexity; as such, the DC of the final Craft check to complete the item is 20.
When successfully completed, a mastercraft item provides a +1 bonus to the quality of an ordinary item of the same type. For more information, see Mastercraft Items.
Additional selections of this tech specialty can give a character the ability to make items with +2 and +3 bonuses. To make a +2 item, a tech specialist needs to start with a +1 item, paying the monetary and XP costs appropriate to that item. Similarly, to make a +3 item, the character needs to start with a +2 item.

Mechanic: Receive a +1 bonus on Repair checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Medical Specialist: Receive a +1 bonus on Treat Injury checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Surgical Specialist: Improve the number of wounds you can restore using the Treat Injury skill and the Surgery feat ay +1. Additional selections of this tech specialty can improve the number of wounds restored to +2 and +3.

Expert

At 5th, 10th, 15th, and 20th level, the tech specialist selects a specific Craft, Knowledge, or Profession skill. Each time, he must select a different skill.
You receive a +2 expert bonus on checks made using the selected skill. Note that expert bonuses do not stack.

Bonus Feat

At 6th, 12th, and 18th level, the tech specialist gets a bonus feat. This feat must be drawn from the following list, and the tech specialist must meet any prerequisites:
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cautious, Dodge, Gearhead, Lightning Reflexes, Low Profile, Sharp-Eyed, Spacer, Starship Dodge, Starship Operation (Capital Ship), Starship Operation (Starfighter), Starship Operation (Space Transport), Steady, Surgery, Weapon Group Proficiency (Blaster Pistols), Zero-G Training

Credits

A 1st-level tech specialist starts play with 1d6 x 500 credits.

Source: Star Wars: Roleplaying Game Revised Core Rulebook

Prestige Classes

Aerobat

Birds fly, insects fly, and airspeeders fly. The aerobat soars, twirls, floats, darts, and flies rings around all of them. He would rather touch the clouds than stride on land with the pedestrians.
The aerobat’s love of flying goes beyond convenience and evolution. Flight is an intoxicating experience that unleashes another side of the aerobat. The adrenaline rush, confidence boost, and feeling of complete mastery motivate the aerobat to constantly strive to become better at dodging obstacles, avoiding attacks, and flying faster than others of his species.
Aerobats are typically members of flying species, but they can execute maneuvers that would make their winged kin blush with envy. However, even wingless beings can become aerobats with a little help. Some are masters of the Force, while others rely on equipment such as jetpacks and flutter packs. All have one thing in common: They’d rather be flying than doing anything else.

Requirements

To qualify to become a Aerobat, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Spot 4 ranks, Tumble 5 ranks
Feats: Dodge
Special: An aerobat must have some means of flight. An aerobat who cannot fly loses all of the class features of the prestige class

Game Rule Information

Aerobats have the following game statistics.

Vitality

Aerobats gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Aerobat's class skills, and the key ability for each, are as follows:
Entertain* (Cha), Escape Artist (Dex), Jump (Str), Knowledge* (Int), Move Silently (Dex), Profession* (Wis), Read/Write Language, Search (Int), Speak Language, Spot (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+0+0+3+0Flashy Flier, Aerial Defense +2+0+0
2+1+1+4+1Improved Flying Speed (+4 meters)+1+0
3+2+1+4+1Power Dive+1+1
4+3+1+5+1Aerial Evasion+2+1
5+3+2+5+2Bonus Feat+2+1
6+4+2+6+2Improved Flying Speed (+4 meters)+2+1
7+5+2+6+2Spiraling Charge+3+2
8+6/+1+3+7+3Uncanny Flying+3+2
9+6/+1+3+7+3Aerial Defense +4+4+2
10+7/+2+3+8+3Bonus Feat, Improved Flying Speed (+4 meters)+4+2

Class Features

All of the following are class features of the Aerobat

Flashy Flier

The aerobat is a flamboyant showoff by nature. He adds his class level to all Entertain (Stunt Flying) checks.

Aerial Defense

The aerobat possesses increadible agility while in flight. At 1st level, the aerobat gains a +2 dodge bonus to Defense when airborne.
At 9th level, the dodge bonus increases to +4.

Improved Flying Speed

The aerobat’s fly speed increases by 4 meters at 2nd, 6th, and 10th level. The aerobat loses the additional speed if he is carrying a heavy load or wearing medium, heavy, or powered armor.

Power Dive

At 3rd level, an aerobat can perform a dive attack, provided he is at least 8 meters away from his target and at a higher elevation than the target. A dive attack is treated as a charge (see Combat), and the dodge bonus he gets from being airborne cancels out the -2 penalty for charging. A successful dive attack deals double damage.

Aerial Evasion

At 4th level, a flying aerobat can use his airborne agility to avoid hazards. If exposed to an effect, the aerobat suffers no negative effects with a successful saving throw. On a failed save, he suffers only the reduced effect.

Bonus Feat

The aerobat gains a bonus feat at 5th and 10th level. This bonus feat is selected from the following list, and the aerobat must meet all of the feat’s prerequisites.
Acrobatic, Endurance, Flyby Attack, Improved Flight, Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Quickness, Razor Bite, Razor Claws, Run

Spiral Charge

At 7th level, the aerobat can maneuver through the air with tremendous accuracy. He is not required to fly in a straight line when charging or performing dive attacks (see Power Dive, above). The aerobat must still observe all other movement restrictions for his maneuverability class.

Uncanny Flying

At 8th level, the aerobat can no longer be flanked while airborne, since he can react to opponents on opposite sides as easily as he can to a single attacker.

Source: Ultimate Alien Anthology

Antarian Ranger

The life of an Antarian Ranger is not an easy one, and only the most dedicated and the most fit for the position thrive within the organization. Very few members of the Antarian Rangers actually earn the coveted rank of Ranger, as most become the support personnel for this elite group. This prestige class represents the true Rangers.
The Rangers are trained to be the masters of any terrain; they must be stealthy, observant, and capable if they are to assist the Jedi in the field. Upon reaching the rank of Ranger, members are typically assigned to a certain sector and, in some cases, to a particular Jedi who has requested their services. Not having a set uniform, Rangers are rewarded with a distinctive brown leather jacket reminiscent of those worn by off-duty members of sector defense forces.

Requirements

To qualify to become a Antarian Ranger, a character must fulfill all the following criteria.
Base Attack Bonus: +7
Skills: Move Silently 6 ranks, Spot 6 ranks, Survival 8 ranks
Special: The character must have officially joined the Antarian Ranger organization and been designated worthy of the rank of Ranger by the leadership council.

Game Rule Information

Antarian Rangers have the following game statistics.

Vitality

Antarian Rangers gain 1d8 per level. The character's Constitution modifier applies.

Class Skills

The Antarian Ranger's class skills, and the key ability for each, are as follows:
Climb (Str), Craft* (Int), Demolitions (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1+1+2+1+1Starting Feats, Teamwork+1+0
2+2+3+2+2Reconnaissance+2+0
3+3+3+2+2Jedi Familiarity+2+1
4+4+4+2+2Contact+2+1
5+5+4+3+3Jedi Reputation+3+2

Class Features

All of the following are class features of the Antarian Ranger

Starting Feat

The Antarian Ranger begins play with the following feats:
Armor Proficiency (Light)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Simple Weapons)
Weapon Group Proficiency (Vibro Weapons)

Teamwork

Whenever an Antarian Ranger works with another member of his organization, he acts more quickly and with more efficiency than when working with non-Rangers. When cooperating on a skill check with another Antarian Ranger, the Ranger gives the leader a +3 circumstance bonus instead of the normal +2 if his aid another check succeeds. When flanking a defender with another Ranger, the bonus on attacks for flanking is +3 instead of the normal +2.

Reconnaissance

Antarian Rangers are adept at recognizing the signals given off by the terrain around them. Beginning at 2nd level, an Antarian Ranger may add his Antarian Ranger level to all Listen, Search, and Spot checks.

Contact

Antarian Rangers gain the trust and assistance of the Jedi Order. When an Antarian Ranger gains a contact, the GM should develop a supporting character to represent the contact. Contacts for Antarian Rangers come exclusively from the Jedi Order or related organizations (such as the AgriCorps).
A contact won't accompany the Antarian Ranger on missions or risk his or her life, but the contact will provide information or expert skills. The more powerful the contact, the less time he or she has to offer the Ranger. Whatever the case, the Ranger should not be allowed to call on the contact more than once per adventure. The Antarian Ranger can have information contacts, expert contacts, and resource contacts as defined in Favors and Contacts.

Jedi Familiarity

At 3rd level, Antarian Rangers become so familiar with Jedi and their ways that their minds become exceptionally open to Force abilities. Whenever the Ranger is the target of the Force Mind, Knight Mind, or Master Mind Force feat, he does not count as an additional target when determining the vitality point cost for using the feat. For example, if the Ranger were one of three individuals targeted by a Jedi using the Knight Mind feat, the Jedi would pay the vitality point cost as if there were only two individuals targeted.

Jedi Reputation

A Ranger who has performed the services asked of him gains a certain amount of respect from members of the Jedi Order. When making checks that would normally allow the use of Jedi Sympathy, the Ranger may instead use his Antarian Rangers Sympathy.

Source: Hero's Guide

Bounty Hunter

The bounty hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from either their employers or their quarry – although bounty hunters who hate their prey often make more spectacular kills.
Not all bounty hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some bounty hunters have reservations about taking lives unnecessarily. Regardless of the bounty hunter’s methods, the hero still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.
Bounty hunters might not particularly respect others in their profession but respect the profession itself. They don’t take kindly to those of their ilk who make bounty hunting look bad. A bounty hunter who kills innocents indiscriminately, or who betrays an employer, is liable to find a contract on her own head. Conversely, a particular successful bounty hunter who draws high-paying contracts away from the rest might discover that other bounty hunters will go out of their way to sabotage his jobs – or even kill him.
At one time, organized bounty hunter guilds apportioned contracts and policed their membership. They dwindled in both power and organization during the rise of Emperor Palpatine.
In any event, few bounty hunters die of boredom.

Requirements

To qualify to become a Bounty Hunter, a character must fulfill all the following criteria.

  • Base Attack Bonus: +6
  • Skills: Gather Information 5 ranks, Intimidate 5 ranks, Move Silently 5 ranks
  • Feats: Track
  • Game Rule Information

    Bounty Hunters have the following game statistics.

    Vitality

    Bounty Hunters gain 1d10 per level. The character's Constitution modifier applies.

    Class Skills

    The Bounty Hunter's class skills, and the key ability for each, are as follows:
    Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Demolitions (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+1+1+1+1Target Bonus +1+1+1
    2+2+2+2+2Sneak Attack +1d6+2+2
    3+3+2+2+2Target Bonus +2+2+2
    4+4+2+2+2Sneak Attack +2d6+2+3
    5+5+3+3+3Target Bonus +3+3+4
    6+6/+1+3+3+3Sneak Attack +3d6+3+4
    7+7/+2+4+4+4Target Bonus +4+4+5
    8+8/+3+4+4+4Sneak Attack +4d6+4+6
    9+9/+4+4+4+4Target Bonus +5+4+6
    10+10/+5+5+5+5Sneak Attack +5d6+5+7

    Class Features

    All of the following are class features of the Bounty Hunter

    Starting Feat

    The Bounty Hunter begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Blaster Rifles)

    Target Bonus

    Due to extensive study, the bounty hunter gains a +1 competence bonus on attack rolls against a chosen victim, usually a contracted target. The hero gets the same bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against or when tracking this specific target. The competence bonus increase by 1 at every odd-numbered level (3rd, 5th, 7th, and 9th).
    The target bonus normally applies only to a single individual. The player of the bounty hunter hero must announce the target before the game session begins (Generally, this target should be someone the bounty hunter has a contract to track down). Alternatively, the bounty hunter can select a small group as his target (a number of individuals equal to or less than his level), or a large group or a species (such as the Rebel Alliance or Wookiees). In such cases, the bonus is one-half or one-third normal, respectively (round fractions down). Whatever the choice, it must be cleared by the Gamemaster.

    Sneak Attack

    Beginning at 2nd level, if a bounty hunter faces an opponent who is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the bounty hunter’s target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the bounty hunter flanks the target, the bounty hunter’s attack deals extra damage. The extra damage is +1d6 at 2nd level and an additional 1d6 every two levels thereafter (4th, 6th, 8th, and 10th). See Combat for combat situations in which the bounty hunter flanks an opponent or the opponent loses his or her Dexterity bonus to Defense.
    Ranged attacks can only count as sneak attacks if the target is within 10 meters; the bounty hunter can’t strike with deadly accuracy beyond that range.
    A bounty hunter can only sneak attack creatures with discernible anatomies. (For example, a sarlacc lacks vital areas to attack.) Additionally, any creature that is immune to critical hits is also invulnerable to sneak attacks.
    Also, the bounty hunter must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The bounty hunter cannot sneak attack while striking a creature with concealment (see Concealment) or striking the limbs of a creature whose vitals are beyond reach.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Chief Engineer

    With high technology and complex systems commonplace throughout the galaxy, engineers are vital and necessary members of society, responsible for the continued improvement of weapons, vehicles, starships, and more. Every new droid design or hyperdrive model produced by a manufacturer begins with an engineer’s inspiration to create it. Major corporations such as BlasTech, Kuat Drive Yards, Rothana Heavy Engineering, and Baktoid Combat Automata would not be as successful or powerful as they are without the intellect and ingenuity of the engineers who produce the designs.
    Chief engineers are not restricted to working in design labs or shipyards, however. Some of the best and brightest engineers in the galaxy work for outlaw groups such as the Rebel Alliance, or ply their wares on the streets of Nar Shaddaa. They work with special forces troops to sabotage enemy infrastructures or design new starfighters for wealthy pirate groups. Chief engineers use their knowledge of the way things are put together to more effectively take them apart, and are often called in to bypass security measures or whip up special weapons for field troops in dangerous situations.
    Many chief engineers spend their days testing and experimenting with new designs and technologies. The most successful, such as Raith Sienar and Bevel Lemelisk, constantly search for new and innovative designs and take a proactive role in their work. Some chief engineers choose to test-pilot their own starships, while others live for the days spent on the blaster range testing the accuracy and deadliness of a new blaster design. Whether adventurous or reserved, chief engineers are a vital and valuable part of the galaxy, and progress is second nature to them.

    Requirements

    To qualify to become a Chief Engineer, a character must fulfill all the following criteria.
    Skills: Computer Use 6 ranks, Craft (Any) 6 ranks, Knowledge (Engineering) 8 ranks, Repair 6 ranks
    Special: The chief engineer must have crafted an item of at least 1,000 credits in value.

    Game Rule Information

    Chief Engineers have the following game statistics.

    Vitality

    Chief Engineers gain 1d6 per level. The character's Constitution modifier applies.

    Class Skills

    The Chief Engineer's class skills, and the key ability for each, are as follows:
    Appraise (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Repair (Int), Search (Int)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+1+1Starting Feats, Personal Design+1+0
    2+1+0+2+2Efficiency +1+1+0
    3+2+1+2+2Structural Analysis +1+2+1
    4+3+1+2+2Personal Design (Computer Use)+2+1
    5+3+1+3+3Efficiency +3+3+1
    6+4+2+3+3Structural Analysis +2+3+2
    7+5+2+4+4Resource Access+4+2
    8+6/+1+2+4+4Solid Construction+4+2
    9+6/+1+3+4+4Structural Analysis +3+5+3
    10+7/+2+3+5+5Efficiency +5+5+3

    Class Features

    All of the following are class features of the Chief Engineer

    Starting Feat

    The Chief Engineer begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Simple Weapons)

    Personal Design

    Chief engineers are so familiar with their own unique style of design and construction that repairing and modifying their own creations becomes almost second nature. A chief engineer gains a +4 compentence bonus on all Repair checks on items he himself designed. At 4th level, he gains the same bonus on Computer Use checks on items he designed that contain computerized systems (such as starships, vehicles, security systems, and so on).

    Efficiency

    Starting at 2nd level, a chief engineer becomes so familiar with the methods of design and construction that he can shave valuable time off of the creation of various items and vessels. When calculating the amount of work completed when using the Craft skill on any one day, the chief engineer gains a +1 competence bonus on his skill check. The bonus increases to +3 at 5th level and to +5 at 10th level.

    Structural Analysis

    Chief engineers tend to have an eye for the way buildings, vehicles, and starships are put together. Starting at 3rd level, the chief engineer may make use of this knowledge for the purposes of determining weak points and faults. By making a Knowledge (Architecture) or Knowledge (Engineering) check against DC 15 (or, at the GM’s option, higher in the case of obscure designs), the chief engineer gains a competence bonus on any Demolitions or Disable Device checks and attack rolls against a given structure or vessel. If the engineer should fail his check, he may not attempt to use this feature on the same target for the next 24 hours. At 3rd level the bonus conferred is +1, which then increases to +2 at 6th level and to +3 at 9th level.

    Resource Access

    Beginning at 7th level, the chief engineer has access to a wide array of resources, which he can use to make his concepts and designs into a reality once per day, the chief engineer can make a Charisma check to use those resources.
    The value of the resources gained equals the chief engineer’s class level x the result of the Charisma check x 30. Thus, a 7th-level chief engineer who rolled a 17 would gain 3,570 (7 x 17 x 30) credits’ worth of resources. These resources can take virtually any form the engineer chooses (within reason), but most be applied to the construction or repair of one of his own designs. The necessary resources arrive in the chief engineer’s possession 2d8 hours after he makes the check. These resources must be reasonably (though not necessarily commonly) available when and where he chooses to make the check. For instance, an engineer slogging through the swamps of Dagobah won’t have access to many resources. The chief engineer’s resource access can be combined with the noble’s resource access (but separate checks are required).

    Solid Construction

    Chief engineers encounter few problems when putting the finishing touches on an item they have designed due to their basic understanding of how things work. When making the final skill check when using the Craft skill to determine whether or not the item functions as intended, the DC of the roll is reduced by 5 (to a minimum DC 5 check).

    Source: Hero's Guide

    Crime Lord

    Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn’t for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive.
    Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Indeed, some of the lesser-known heroes of the Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to finally provide a more noble direction for their groups’ activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire’s evil was a more important long-term goal.
    Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.

    Requirements

    To qualify to become a Crime Lord, a character must fulfill all the following criteria.

  • Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Sense Motive 6 ranks
  • Feat: Infamy
  • Reputation Bonus: +2
  • Game Rule Information

    Crime Lords have the following game statistics.

    Vitality

    Crime Lords gain 1d6 per level. The character's Constitution modifier applies.

    Class Skills

    The Crime Lord's class skills, and the key ability for each, are as follows:
    Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Language
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+1+2Contact+1+1
    2+1+0+2+3Resource access+2+2
    3+1+1+2+3Inspire fear -2+2+2
    4+2+1+2+4Contact+2+3
    5+2+1+3+4Minions+3+4
    6+3+2+3+5Inspire fear -4+3+4
    7+3+2+4+5Contact+4+5
    8+4+2+4+6Exceptional minions+4+6
    9+4+3+4+6Inspire fear -6+4+6
    10+5+3+5+7Contact+5+7

    Class Features

    All of the following are class features of the Crime Lord

    Starting Feat

    The Crime Lord begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistol)

    Contact

    The crime lord has operatives and associate throughout her sphere of influence. Each time a crime lord gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain.
    A contact won’t accompany the crime lord on missions or risk his or her life, but the contact will provide information or expert skills. The more powerful the contact, the less time he or she has to offer the crime lord. Whatever the case, the crime lord should not be allowed to call on the same contact more than once per adventure. For more information on contacts, see Favors and Contacts.

    Resource Access

    Beginning at 2nd level, the crime lord has access to a wide array of resources. Once per day, the crime lord can make a Charisma check to use those resources.
    The value of the resources gained equals the crime lord’s class level x the result of the Charisma check x 50. Thus, a 4th-level crime lord who rolled a 17 would gains 3,400 (4 x 17 x 50) credits’ worth of resources. These resources can take virtually any form the crime lord chooses (within reason) and are his to do with as he pleases. The resources gained arrive in the crime lord’s possession 1d6 hours after he makes the check. Note that these resources must be reasonably (though not necessarily commonly) available when and where he chooses to make the check. For instance, a crime lord slogging through the swamps of Dagobah probably won’t have access to many resources. The crime lord’s resource access can be combined with the noble’s resource access (but separate checks are required).

    Inspire Fear

    Beginning at 3rd level, the crime lord’s infamy and reputation reach such a point that anyone of the same level or lower has trouble taking direct actions against the crime lord. This results in a penalty to any actions made to directly affect the crime lord, including attacks, skill checks in opposition to the crime lord, and Force-based skill uses. This penalty is -2 at 3rd level, -4 at 6th level, and -6 at 9th level.

    Minions

    Beginning at 5th level, a crime lord can add his crime lord level to any Reputation checks made to attract followers (see Followers Chapter 6 in Core Book)

    Exceptional Minions

    Beginning at 8th level, the maximum total levels of the crime lord’s minions is twice his Reputation bonus.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Dark Side Devotee

    The dark side devotee is what the Force adept would have been had he turned to the dark side early on. Pursuing a different path from the Jedi or even the Sith tradition, he regards the Force as something supernatural, fostering that image in the minds of others to make himself seem more mysterious and powerful. His belief system may not recognize the Force as the same tool the Jedi or the Sith use. Dark side devotees are even more rare than Force adepts, although a greater proportion of them take up careers as adventurers or wanderers.
    If you select the dark side devotee class, you need to determine how your character views the Force and decide what his beliefs encompass. Dark side devotees can be aliens-though Humans are far more common while the Emperor is in power-and their specific goals and methods can reflect those of a shaman, an occultist, a sorcerer, a priest, or even a scientist grounded in physics and "rational explanations."
    Dark side devotees become adventurers because of their quest for power. Often they have exhausted the mystical resources and artefacts of their own world, forcing them to look elsewhere for relics and knowledge to further their ambitions. They often forge alliances with other devotees, either to pursue a common goal or simply to exploit their abilities. But every dark side devotee knows that if he falters, if he rejects the power offered to him by the dark side, others will trample him underfoot in their own rush for power. All dark side devotees follow the dark side of the Force, even if they think of it as something else.
    A dark side devotee begins his training in the Force by taking what he wants from others and dominating the world around him, as typified by the Alter feat. Many of his skills and feats-including those that are not directly related to the Force-involve manipulating others. Dark side devotees discover their power early in life. Frequently, they do not care how the Force works, as long as it focuses their hatred and anger against those who have wronged them. What little training they receive is generally bestowed by more powerful darksiders who may initially think of the dark side devotee as an apprentice or even a slave. There are precious few formal traditions for dark side devotees. Many come from primitive cultures where they are regarded in awe and terror for their ability to manipulate the environment, and they nurture this belief to exploit the weak. They occasionally find themselves tricked into an ever-escalating race for power or lured into pacts with more powerful dark side practitioners-in either case, risking a fate worse than death for a lapse in judgment or a show of ambition.

    Requirements

    To qualify to become a Dark Side Devotee, a character must fulfill all the following criteria.

  • Base Attack Bonus: +2
  • Skills: Intimidate 4 ranks
  • Feats: Force-Sensitive
  • Dark Side Points: 3
  • Game Rule Information

    Dark Side Devotees have the following game statistics.

    Vitality

    Dark Side Devotees gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Dark Side Devotee's class skills, and the key ability for each, are as follows:
    Craft* (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+1+2Force Training, Dark Side Skill Emphasis+2+0
    2+1+2+2+3Dark Side Talisman +2+3+1
    3+2+2+2+3Force Training+3+1
    4+3+2+2+4Dark Side Skill Emphasis+3+1
    5+3+3+3+4Force Training+4+2
    6+4+3+3+5Force Weapon +1d8+4+2
    7+5+4+4+5Dark Side Skill Emphasis+4+2
    8+6/+1+4+4+6Dark Side Talisman +4+5+3
    9+6/+1+4+4+6Force Weapon +2d8+5+3
    10+7/+2+5+5+7Dark Side Skill Emphasis+5+3

    Class Features

    All of the following are class features of the Dark Side Devotee

    Starting Feat

    The Dark Side Devotee begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistol)

    Force Training

    The Dark Side Devotee gains a bonus Force feat at 1st, 3rd, and 5th level. This bonus Force feat is selected from the following list.
    Alter, Control, Sense
    Once one of these feats is selected, its associated Force skills become class skills foe the character.

    Dark Side Skill Emphasis

    At 1st level and very three levels thereafter (4th, 7th, and 10th), the Dark Side Devotee gains the bonus feat Skill Emphasis. This feat must be applied to a Dark Side Force skill. The character cannot select the same skill twice.

    Dark Side Talisman

    At 2nd level, a Dark Side Devotee gains the ability to imbue a small item of personal significance with the dark side of the Force. It takes a full day to imbue the item, as well as the expenditure of 1 Force Point. Once imbued, the item becomes a dark side talisman, providing the Dark Side Devotee with a +2 on saving throws made to defend against non-dark side Force skills or Force feats. At 8th level, the same process can increase the power of the dark side talisman; it then provides a +4 bonus.

    Force Weapon

    At 6th level, a Dark Side Devotee can imbue a non-powered melee weapon (such as a club, a knife, or a quarterstaff) with the Force. This must be a weapon that the Dark Side Devotee wields personally. It takes a full-round action to imbue the weapon with the Force, and costs 4 vitality points. The benefit the weapon gains lasts for a number of rounds equal to the character’s Dark Side Devotee level. At 6th level, the weapon’s damage increases by +1d8. (So, a Force-imbued quarterstaff deals 1d6 + 1d8 damage.) At 9th level, the weapon’s damage Increase by an additional +1d8 (for a total of +2d8).
    A Force-imbued weapon gains another benefit when used against a lightsaber. If the wielder of a lightsaber attempts to strike a Force-imbued weapon wielded by an opponent, the lightsaber does not ignore the damage reduction of the Force-imbued weapon.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Dark Side Marauder

    Warriors who discover in themselves an ability to wield the Force can become dark side marauders. Like Jedi guardians, dark side marauders combine physical prowess with training in the Force. Unlike Jedi, they bend it to their own violent purposes. Without the mental disciplines and strict code of conduct the Jedi Order provides, these warriors become brutal, living weapons, delighting in inflicting pain and taking lives. The dark side marauder becomes an extension of the dark side of the Force in the same way that her weapons are an extension of her body. She lives in a world where her destiny is entirely dependent on her mastery of her weapons and her strength in the Force. The dark side makes her survival far more likely. Dark side marauders are the ultimate mercenaries. Adventure, pillage, slaughter, and violence define them. They often live for the joy of battle, the test of arms, and the tempering that only bloody conflict can provide-but they are hardly above taking pleasure in the spoils that victory provides. While the adrenaline rush of combat is a heady drug to them, the thrill of the dark side flowing through their veins is far more intoxicating. To feel that thrill again and again, the dark side marauder seeks out any activity that lets her wield the Force against an opponent. Many can be found acting as bodyguards, gladiators, mob enforcers, mercenaries, street thugs, professional soldiers, or simply adventurers.
    Dark side marauders combine the best aspects of the soldier and the Jedi guardian, mixing a well-rounded complement of fighting tools with the ability to wield the Force. The weapons they choose are many and varied. Without a regular tradition, their techniques are just as diverse. As dark side marauders gain experience, they find that the dark side of the Force offers them far more in the way of destructive potential than any conventional weapon ever could. When violence touches the life of someone strong in the Force, it can change her forever, especially if she lacks a Jedi mentor to guide her development. If her life is violence-such as is the case with warriors-it is almost a foregone conclusion that she will succumb to the temptation of the dark side. A dark side marauder may have turned to the dark side to overcome the horrors of war or the brutality of crime. She may have been trained as a living weapon by a twisted taskmaster or initiated into an exclusive company of Force-strong soldiers-of fortune. Few have formal training in the Force, however; they learn by doing.

    Requirements

    To qualify to become a Dark Side Marauder, a character must fulfill all the following criteria.

  • Base Attack Bonus: +1
  • Skills: Intimidate 4 ranks
  • Feats: Force-Sensitive, Power Attack
  • Dark Side Points: 4
  • Game Rule Information

    Dark Side Marauders have the following game statistics.

    Vitality

    Dark Side Marauders gain 1d10 per level. The character's Constitution modifier applies.

    Class Skills

    The Dark Side Marauder's class skills, and the key ability for each, are as follows:
    Balance (Dex), Climb (Str), Craft* (Int), Profession* (Wis), Survival (Wis), Tumble (Dex)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (4 + Int Modifier) x 4
    Skill Points at Each Additional Level: 4 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+1+2+2+0Force Training+1+0
    2+2+3+3+0Bonus Feat+2+0
    3+3+3+3+1Force Training+2+1
    4+4+4+4+1Bonus Feat+2+1
    5+5+4+4+1Force Training+3+2
    6+6/+1+5+5+2Bonus Feat+3+2
    7+7/+2+5+5+2+4+3
    8+8/+3+6+6+2Bonus Feat+4+3
    9+9/+4+6+6+3+4+4
    10+10/+5+7+7+3Bonus Feat+5+4

    Class Features

    All of the following are class features of the Dark Side Marauder

    Starting Feat

    The Dark Side Marauder begins play with the following feats:
    Armor Proficiency (light)
    Rage
    Weapon Group Proficiency (blaster Pistol)
    Weapon Group Proficiency (Blaster Rifles)
    Weapon Group Proficiency (Primitive Weapons)
    Weapon Group Proficiency (Vibro Weapons)

    Force Training

    The Dark Side Marauder gains a bonus Force feat at 1st, 3rd, and 5th level. This bonus Force feat is selected from the following list:
    Alter, Control, Sense
    Once one of these feats is selected, its associated Force skills become class skills foe the character.

    Bonus Feats

    At 2nd level and every two levels thereafter (4th, 6th, 8th, and 10th), the Dark Side Marauder gets a bonus feat. The bonus feat must be drawn from the following list:
    Advanced Martial Arts, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Force Shot, Great Cleave, Guided Attack, Hatred, Heroic Surge, Improved Critical, Improved Initiative, Improved Martial Arts, Improved Two-Weapon Fighting, Martial Arts, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Elite Trooper

    The elite trooper represents an individual who has received advanced combat training. More than a mere soldier, the elite trooper is highly trained and capable of taking on any number of combat-related missions, such as guarding an important location, assaulting an enemy base, or participating in a stealthy insertion into enemy territory. She’s a crack shot and, though trained in the use of armor, can easily operate with it if the situation warrants. And when the fighting gets particularly brutal, the elite trooper can dispatch foes hand-to-hand as easily as she does with a blaster.
    Elite troopers exist in a variety of roles, but unlike the Imperial Stormtroopers – the “elite troops” of the Empire – they rely on skill and ingenuity more than sheer force and blind obedience to the Emperor’s will. Thus, the best mission for them involve penetrating attacks deep behind enemy lines, or guerrilla warfare conducted on enemy-held worlds – situations where versatility and sheer determination are the elite trooper’s best armaments and armor.
    Elite troopers are frequently recruited from the ranks of military organizations, though a rare handful are completely self-taught – and highly valued when the shooting starts. They are often put in charge of the groups of lesser-trained soldiers, in hopes that some of their cunning will rub off on the rookies. At the very least, their experience might keep the rookies alive long enough to become elite troopers themselves. Even so, everyone recognizes that the elite trooper’s destiny will no doubt include a violent end – preceded by a lifetime of adrenaline-filled excitement.

    Requirements

    To qualify to become a Elite Trooper, a character must fulfill all the following criteria.

  • Base Attack Bonus: +6
  • Feats: Dodge, Point Blank Shot, Precise Shot
  • Game Rule Information

    Elite Troopers have the following game statistics.

    Vitality

    Elite Troopers gain 1d10 per level. The character's Constitution modifier applies.

    Class Skills

    The Elite Trooper's class skills, and the key ability for each, are as follows:
    Climb (Str), Computer Use (Int), Demolitions (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+1+2+1+1Starting Feats+1+0
    2+2+3+2+2Weapon Focus+2+1
    3+3+3+2+2Uncanny Dodge (Dex Bonus)+2+1
    4+4+4+2+2+2+2
    5+5+4+3+3Weapon Specialization+3+2
    6+6/+1+5+3+3+3+3
    7+7/+2+5+4+4Uncanny Dodge (Can’t be Flanked)+4+3
    8+8/+3+6+4+4+4+4
    9+9/+4+6+4+4Deadly Strike+4+4
    10+10/+5+7+5+5+5+5

    Class Features

    All of the following are class features of the Elite Trooper

    Starting Feat

    The Elite Trooper begins play with the following feats:
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Armor Proficiency (Heavy)
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Blaster Rifles)
    Weapon Group Proficiency (Heavy Weapons)
    Weapon Group Proficiency (Vibro Weapons)

    Weapon Focus

    At 2nd level, the elite trooper gains Weapon Focus as a bonus feat. This feat applies to a specific weapon of the character’s choosing.

    Uncanny Dodge

    Starting at 3rd level, the elite trooper gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 3rd level and above, the elite trooper retains her Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.
    At 7th level, the elite trooper can no longer be flanked, since he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. This ability denies bounty hunters the ability to use flank attack to sneak attack the elite trooper
    This ability stacks with the Scout version.

    Weapon Specialization

    On achieving 5th level, the elite trooper gains Weapon Specialization. Weapon Specialization adds a +2 competence bonus on damage rolls with a chosen type of weapon. The Elite Trooper must have Weapon Focus with that melee weapon type to take Weapon Specialization.

    Devastating Strike

    At 9th level, the elite trooper gains the ability to execute a deadly strike with any weapon she wields. Making a deadly strike requires a full-round action. (The elite trooper can take a 2-meter step, but cannot take any other actions.) The elite trooper uses her normal base attack bonus (including all relevant modifiers), with an additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals maximum possible damage (regardless of whether it is a normal or critical hit). This ability does not stack with the Jedi Weapon Master’s deadly strike.
    Example: An elite trooper uses her deadly strike when firing a blaster pistol. The threat range for a critical hit doubles from 20 to 19-20. if she hits, the blaster pistol deals 18 points of damage (maximum value for 3d6), plus any bonuses for other feats or special abilities the elite trooper has. (A critical hit deals 18 points of wound damage.)

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Infiltrator

    Throughout the galaxy, special operatives devote their lives to the science of stealth. From Rebel Alliance SpecForce troops to Corporate Sector jewel thieves, some beings take their natural talent for being unnoticed to new levels and gain both fame and fortune in the process. Infiltrators master the art of getting into – and occasionally back out of – highly dangerous and tightly secured areas. They are adept at bypassing security and dealing with other hindrances to their missions, resulting from diverse training.
    Special Forces groups such as the New Republic’s Katarn Commandos, the independent Red Moons, and the Empire’s Storm Commandos often employ infiltrators within their units. Independent infiltrators might be freelance mercenaries, thieves, or saboteurs.
    Companies form the Corporate Sector employ infiltrators as agents of industrial espionage, spying on competitors and causing major setbacks in their plans. Infiltrators rely heavily on secrecy, concealment, and subtlety, and therefore also make excellent spies, assassins, and strike team members.
    An infiltrator is expected to be a master of himself and his environment, silent and invisible even under the most extreme conditions. The infiltrator relies heavily on his ability to go unnoticed, and failing at such a task usually means capture, injury, or even death.

    Requirements

    To qualify to become a Infiltrator, a character must fulfill all the following criteria.
    Base Attack Bonus: +6
    Skills: Balance 6 ranks, Hide 8 Ranks, Move Silently 8 ranks, Spot 5 ranks
    Feat: Stealthy

    Game Rule Information

    Infiltrators have the following game statistics.

    Vitality

    Infiltrators gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Infiltrator's class skills, and the key ability for each, are as follows:
    Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft*(Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Search (Int), Spot (Wis), Tumble (Dex)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+2+1Starting Feats, Covert Movement (Full Speed)+1+0
    2+1+2+3+2Skill Mastery+2+0
    3+2+2+3+2Sneak Attack +1d6+2+1
    4+3+2+4+2Ambush+3+1
    5+3+3+4+3Covert Movement (Charge)+4+1
    6+4+3+5+3Sneak Attack +2d6+4+2
    7+5+4+5+4Skill Mastery+5+2
    8+6/+1+4+6+4Covert Movement (Run)+6+2
    9+6/+1+4+6+4Sneak Attack +3d6+6+3
    10+7/+2+5+7+5Uncanny Hide+7+3

    Class Features

    All of the following are class features of the Infiltrator

    Starting Feat

    The Infiltrator begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Simple Weapons)
    Weapon Group Proficiency (Vibro Weapons)

    Covert Movement

    Infiltrators learn to control the amount of noise they make while moving at less than cautious speeds, allowing them quick entry and exit while remaining undetected. At 1st level, the infiltrator no longer suffers the -5 penalty on Move Silently checks while moving at full speed. At 5th level, the infiltrator suffers only a -10 penalty on Move Silently checks when charging.
    At 8th level, the infiltrator suffers only a -10 penalty to Move Silently checks while running, and only a -5 penalty on Move Silently checks while charging.

    Skill Mastery

    At 2nd level and again at 7th level, the infiltrator designates a skill. When making a skill check with this skill, the infiltrator may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use it reliably even under adverse conditions. The infiltrator must designate a skill from the following list. Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, Tumble

    Sneak Attack

    At 3rd level, if the infiltrator faces an opponent who is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the infiltrator’s target would be denied his Dexterity bonus to Defense (whether or not he actually has a Dexterity bonus or not), or when the infiltrator flanks a target, the infiltrator deals extra damage. The extra damage begins at 3rd level with a +1d6 bonus, and increase by an additional 1d6 at 6th and 9th levels.
    Ranged attacks can only count as sneak attacks if the target is within 10 meters; the infiltrator can’t strike with deadly accuracy beyond that range. An infiltrator can only sneak attack creatures with discernible anatomies (for example, a sarlacc lacks vital areas to attack). Additionally, any creature that is immune to critical hits is also invulnerable to sneak attacks. Also, the infiltrator must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The infiltrator cannot sneak attack while striking a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.

    Ambush

    Starting at 4th level, whenever the infiltrator encounters a flat-footed enemy during the surprise round, he gains a bonus equal to half his number of infiltrator levels (round down) to his first attack. For example, a 7th-level infiltrator gains a +3 bonus on his first attack against a flat-footed opponent during the surprise round.

    Uncanny Hide

    At 10th level, the infiltrator becomes so adept at avoiding notice that he may hide from enemies with unnatural speed. Whenever the infiltrator is unaware during the surprise round and would normally be unable to act, he may make a Hide check as a free action to avoid being noticed, provided that he is not being directly observed at the time.

    Source: Hero's Guide

    Jedi Ace

    A Jedi Ace feels most at home in the cockpit of a Starfighter and uses his mastery of the Force in the exhilarating art of Starfighter combat. Using his connection to the Force, the Jedi Ace can weave effortlessly through asteroid fields, dodge storms of enemy laser fire, execute death-defying combat manoeuvres, and overcome entire squadrons of enemy craft as easily as he breathes.
    A Jedi Ace flies his ship not for the thrill of battle, but for the connection to the Force it brings. As the Jedi Ace slowly surrenders to the Force, flying almost takes care of itself. Even in a great battle, a Jedi Ace trusts her instincts to lead her to victory. When the battle is over, the Jedi Ace feels closer to the Force than ever before.
    Jedi Aces belong to the Jedi Order. They have turned their command of the Force to battles fought in space rather than on the ground.
    Jedi Aces gravitate towards starfighter squadrons, where they their abilities to good use.

    Requirements

    To qualify to become a Jedi Ace, a character must fulfill all the following criteria.

  • Base Attack Bonus: +4
  • Skills: Pilot 6 ranks, See Force 4 ranks
  • Feats: Force-Sensitive, Sense
  • Special: Jedi level 1+
  • Game Rule Information

    Jedi Aces have the following game statistics.

    Vitality

    Jedi Aces gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Jedi Ace's class skills, and the key ability for each, are as follows:
    Astrogate (Int), Computer Use (Int), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Repair (Int), Spot (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+2+1Starfighter Defense+1+0
    2+1+2+3+2Starship Focus+2+1
    3+2+2+3+2Familiarity +1 +2+1
    4+3+2+4+2Starfighter Evasion+3+2
    5+3+3+4+3Trust the Force, Familiarity +2 +3+2

    Class Features

    All of the following are class features of the Jedi Ace

    Starting Feat

    The Jedi Ace begins play with the following feats:
    Starship Operation (Starfighter)

    Starfighter Defense

    At 1st level, the Jedi Ace can add her Defense bonus from her Jedi Ace levels to the Defense of any starfighter-class vehicle she’s piloting.

    Starship Focus

    At 2nd level, the Jedi Ace can use his ability to sense the Force to aid his flying. After activating this ability, a successful See Force check (DC 15) grants the Jedi Ace a Force bonus on her Pilot checks when she is piloting a starship (or cooperating on skill check with another pilot). The bonus is equal to one-third the Jedi Ace’s Force-User level (round down) and lasts 10 rounds. Activating this ability is a full-round action.

    Familiarity

    At 3rd level, the Jedi Ace gains a +1 competence bonus on Pilot and Repair skill checks used on a starfighter he designates as familiar. The same bonus is applied to the Jedi Ace’s attack roll when firing the starfighter’s weapons. At 5th level, the bonus increases to +2.
    To designate a starfighter as familiar, the Jedi Ace must have operated the starfighter for at least three months. A Jedi Ace can only be familiar with one starfighter at a time. This limitation applies even if the Jedi Ace has levels in the Starship Ace prestige class.

    Starfighter Evasion

    At 4th level, the Jedi Ace can make a Pilot check to lessen the damage dealt by a successful hit against a starfighter-class vehicle he is piloting. If the Pilot check exceeds the attack roll, the damage dealt to the pilot’s ship is halved (round fractions down, to a minimum of 1 point of damage). The Jedi Ace can make an evasion check once per round.

    Trust the Force

    Once per day, a Jedi Ace of 5th level can reroll any failed attack roll made with a starship’s weapon. The second result must be used, regardless, of whether it is better or worse than the first. This ability is not cumulative with the scoundrel’s lucky class feature.

    Jedi Knight

    When the Jedi Ace’s total Jedi Class levels (Jedi Ace levels plus any other Jedi class or prestige class levels) equal 7, the character becomes a full Jedi Knight and gains a bonus knight feat (this replaces the Jedi Knight class feature of any other Jedi class). This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
    Force Mastery, Force Mind, Knight Defense, Knight Mind, Lightsaber Defense, Skill Emphasis (Pilot)

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Jedi Investigator

    A Jedi Investigator is a specially appointed representative of the Jed Council charged with uncovering hidden threats to the galaxy. Threats worthy of a Jedi Investigator’s attention include darksiders, shady criminal syndicates preying on the innocent, corrupt officials conspiring against the Republic or the Jedi Council, and mysterious alien invaders from beyond the Outer Rim. The Jedi Investigator’s duty is to root out these threats, discover their agendas, and disclose his findings to the Jedi Council so that the appropriate actions can be taken. In a way, the Jedi Investigator brings darkness into the light.
    A Jedi Investigator is a skilled insurgent, not above using guile, deception, and force to insinuate himself into a group or organization for the purpose of gathering information. Upon discovering a threat to the Republic or the galaxy at large, a Jedi Investigator might be called upon to neutralize the threat before widespread conflict erupts. This is much easier to accomplish from within, particularly when the Jedi Investigator has no one to help him.
    When confronted by a criminal syndicate, a Jedi Investigator might try to join the organization to learn more about its operations. When confronted by a cabal of Dark Side Devotees, the Jedi Investigator might try to lure them out of their lair and into the reach of a team of Jedi Guardians. Against a threat from beyond, the Jedi Investigator might procure samples of the aliens’ weapons and technology so that the Jedi Council and the Republic at large can study the new enemy before readying a defense.
    The Jedi Council keeps detailed records of known criminals (pirates, smugglers, and assassins mostly) and often uses Jedi Investigators to spy on these individuals. A Jedi Investigator might be called upon to capture dangerous criminals before they can strike again, although more often than not the Jedi Council hires or appoints others to assist the Investigator in completing such missions.
    In the time of the Republic, the Jedi Council calls upon Jedi Investigators to help identify Force-Sensitive children to be trained in the ways of the Force. The task of identifying possible Jedi recruits can be daunting given the thousands of worlds that must be routinely surveyed. Searching the galaxy for Jedi recruits isn’t the primary responsibility of Jedi Investigators, but their keen observation skills make them ideally suited for the task.
    Often, a Jedi Investigator operates in secret. Usually, only the Jedi Council (or perhaps a few members or even only one member) knows about the Investigator’s mission. Sometimes an Investigator goes undercover to reveal a threat or even appears to leave the Jedi Order to perform a mission.

    Requirements

    To qualify to become a Jedi Investigator, a character must fulfill all the following criteria.

  • Skills: Enhance Senses 4 ranks, Gather Information 6 ranks, Search 3 ranks, See Force 4 ranks, Sense Motive 6 ranks
  • Feats: Alter, Control, Force-Sensitive, Sense
  • Special: Jedi Level 1+
  • Game Rule Information

    Jedi Investigators have the following game statistics.

    Vitality

    Jedi Investigators gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Jedi Investigator's class skills, and the key ability for each, are as follows:
    Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis), Read/Write Language (none), Search (Int), Spot (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+1+1Bonus Feat, Profile, Target Bonus +1, Deflect (Defense)+1+0
    2+1+2+2+2Contact, Increased Lightsaber Damage +1d8+2+1
    3+2+2+2+2Target Bonus +2, Favor +1+2+1
    4+3+2+2+2Contact, Deflect (Attack)+3+2
    5+3+3+3+3Target Bonus +3, Favor +2+3+2

    Class Features

    All of the following are class features of the Jedi Investigator

    Profile

    Beginning at 1st level, a Jedi Investigator can access the motives or background of a single criminal or assailant by analyzing the scene of the crime and studying minute clues. The Jedi Investigator relies on his familiarity with criminal behavior and his Force-tuned instincts to piece together the available clues.
    When examining the scene of a crime or violent attack, the Jedi Investigator can make a Sense Motive check. The result determines what information the Jedi Investigator can derive form the crime scene. Each time the Jedi Investigator encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus on this check. (The GM might wish to apply this bonus secretly if the Jedi Investigator doesn’t know the identity of the perpetrator.)
    TaskTimeDC
    Determine perpetrator’s motive10 minutes15
    Determine perpetrator’s species and gender30 minutes20
    Determine perpetrator’s primary class1 hour25
    Determine perpetrator’s relative level6 hours30

    By analyzing a crime scene extensively, a Jedi Investigator can piece together a comprehensive picture of his target. “Relative level” is given in terms of being much lower than the Investigator (four or more levels); approximately the same level as the investigator (within three levels); or higher than the Investigator (four or more levels higher).
    A GM can allow the investigator to gain other kinds of information as well, at his discretion.

    Target Bonus

    At 1st level, a Jedi Investigator understands his target (or targets) so well that he gains a +1 competence bonus to attack rolls against any one individual. To receive this benefit, the Jedi Investigator must interact with the target for a period of 10 rounds or spy on the target for a period of 1 day. The Jedi Investigator applies the same bonus to Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills in opposition to the target. The competence bonus increase to +2 at 3rd level and +3 at 5th level.
    The Jedi Investigator can transfer this bonus to a new target only when the previous target is slain or otherwise neutralized.

    Deflect (Defense)

    A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
    Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
    For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.
    Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
    Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

    Contact

    The Jedi Investigator cultivates associates and informants throughout his sphere of influence. Each time a Jedi Investigator gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact will not accompany the Jedi on missions or risk his or her life, but a contact can provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the Jedi Investigator. Whatever the case, a Jedi is not allowed to call on the same contact more than once per adventure. The Jedi Investigator can have information contacts, expert contacts, and resource contacts as defined in Favors and Contacts.

    Increase Lightsaber Damage

    As a Jedi Investigator gains levels, the amount of damage he can deal with his lightsaber increases.
    Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

    Favor

    At 3rd and 5th level, the Jedi Investigator gains the ability to call in favors. By making a favor check, the Jedi Investigator can call upon contacts and resources that most heroes don’t have. This allows the Jedi Investigator to gain important information without going through the time and trouble of a Gather Information skill check, or to requisition resources without paying for them. Favor can also be used to acquire the loan of equipment or documents from influential acquaintances.
    To call in a favor, the Jedi Investigator makes a favor check. Roll a d20 and add the Jedi Investigator’s favor bonus (+1 at 3rd level, +2 at 5th level). The GM sets the DC of the check. Simple favors are DC 10, while expensive or illegal favors could be DC 20 or higher. The Jedi Investigator cannot take 10 or 20 on this check, nor can he make multiple attempts at the same (or virtually the same) favor. Truly extreme favors, such as eliminating a major foe, are generally impossible. Such tasks should be the basis of an adventure, not decided by a single die roll.
    A Jedi Investigator can try to call in a favor a number of times per week of game time equal to one-half his Jedi Investigator level, rounded up. This is cumulative the noble’s ability to call in favors.
    The Gm should carefully monitor the use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The GM can disallow any favor deemed to be disruptive to the game. See Favors and Contacts.

    Deflect (Attack)

    A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
    Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
    The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
    If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
    Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

    Jedi Knight

    When the Jedi Investigator’s total Jedi Class levels (Jedi Investigator levels plus any other Jedi class or prestige class levels) equal 7, the character becomes a full Jedi Knight and gains a bonus knight feat (this replaces the Jedi Knight class feature of any other Jedi class). This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites. Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Lightsaber Defense

    Source:

    Jedi Master

    Jedi Masters represent the pinnacle of the Jedi Order. They are Jedi who are both strong enough in the Force and patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan learner to Jed Master usually takes decades, and many who start upon the path never reach its final destination.
    Becoming a Jedi Master requires patience, inner strength, wisdom, and a deep connection to and understanding of the Force. Further, a Jedi usually doesn’t become a Jedi Master until he trains a student to completion. Jedi Masters are allowed only one Padawan at a time, and the training of a single Padawan can take years.
    The most respected Jedi Masters are invited by their peers (and, in some cases, their former masters) to join them on the Jedi Council. Those who join the council use their wisdom and influence to instruct others in the ways of the Force and preserve peace in the galaxy. The Jedi Council is also tasked with identifying Force-Sensitive children across the galaxy and offering them instruction in the Jedi Order. These lessons are fairly rudimentary – usually intended to teach a student “the basics” until he or she is old enough to receive formal training as a Padawan.

    Requirements

    To qualify to become a Jedi Master, a character must fulfill all the following criteria.

  • Jedi Level: 7th or higher (see below)
  • Skills: See Force 6 ranks, plus 20 total ranks in other Force skills
  • Special: To qualify for this prestige class, a character must either take on a Padawan learner, or possess 13 or more Jedi class levels.
  • Game Rule Information

    Jedi Masters have the following game statistics.

    Vitality

    Jedi Masters gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Jedi Master's class skills, and the key ability for each, are as follows:
    Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Sense Motive (Wis), Treat Injury (Wis), Tumble (Dex)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+1+1+1+2Force Secret+1+1
    2+2+2+2+3Increased Lightsaber Damage +1d8+2+1
    3+3+2+2+3Force Secret+2+2
    4+4+2+2+4Bonus Feat+3+2
    5+5+3+3+4Deflect (Defense)+3+3
    6+6/+1+3+3+5Force Secret+4+3
    7+7/+2+4+4+5Increased Lightsaber Damage +1d8+4+4
    8+8/+3+4+4+6Bonus Feat+5+4
    9+9/+4+4+4+6Increased Lightsaber Damage +1d8+5+5
    10+10/+5+5+5+7Deflect (Attack)+6+5

    Class Features

    All of the following are class features of the Jedi Master

    Force Secret

    The Jedi Master discovers a Force Secret at 1st, 3rd, and 6th level. Each time, the Jedi Master may select the same or a different secret:
    Improved Affect Mind: Increase the DC to saves by +1.
    Improved Battle Influence: Increase the DC to saves by +1.
    Improved Battlemind: Increase the bonus on attack rolls provided by the skill by +1.
    Improved Control Mind: Increase the bonus proved by the skill by +1.
    Improved Drain Energy: Increase the DC to saves by +1.
    Improved Empathy: Increase the bonus proved by the skill by +1.
    Improved Force Defense: Increase the bonus on saving throws provided by the skill by +1.
    Improved Force Grip: Increase the damage dealt by the skill by +1.
    Improved Force Strike: Increase the damage dealt by the skill by +1.
    Improved Friendship: Increase the DC to saves by +1.
    Improved Heal Another: Increase the amount of healing by +1.
    Improved Heal Self: Increase amount of healing by +1.
    Improved Illusion: Increase the DC to saves by +1.
    Improved Inspire: Increase the bonus proved by the skill by +1.
    Improved Plant Surge: Increase the DC to saves by +1.
    Improved Sever Force: Increase the DC to saves by +1.
    Improved Force Skill: Add a +1 Force bonus to any one Force skill the character has ranks in.

    Increase Lightsaber Damage

    As a Jedi Master gains levels, the amount of damage he can deal with his lightsaber increases.
    Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

    Bonus Feat

    The Jedi Master gains a bonus feat at 4th and 8th level. The Jedi Master must meet the prerequisites of the bonus feat, and the bonus feat must be selected from the following list:
    Alertness, Blind-Fight, Combat Reflexes, Improved Critical, Persuasive, Power Attack, Sharp-Eyed, Trustworthy

    Deflect (Defense)

    A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
    Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.
    For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.
    Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
    Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

    Deflect (Attack)

    A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
    Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
    The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
    If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
    Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Loyal Protector

    When important public figures receive threats to their lives and well-being, it becomes their bodyguards’ responsibility to make sure that no tragedy befalls them. Men and women trained in the art of protection can ensure that safety of their employers when others fail. Elite bodyguards such as loyal protectors are trained from an early age to put themselves between the person they protect and any danger often at the cost of their own lives. These defenders are completely devoted to safeguarding their clients, no matter what it takes.
    Loyal Protectors do more than simply ward off physical threats. They must be able to identify and deal with threats such as poisons in food, subtle traps, and a variety of other dangers. They are often also security experts who keep up to date with modern technology and tactics to better defend a client. Many loyal protectors believe that the key to being a good bodyguard is more mental than martial, and spend as much or more time exercising their minds as they do their bodies.
    In addition, Loyal Protectors are well trained in the art of disguise. Rather than appear as conspicuous bodyguards, they often assume alternate identities, appearing as harmless suitors, innocuous servants, or even as the individuals they are trying to protect. Conversely, some loyal protectors try to make themselves as noticeable as possible to deter potential attackers while in public. The loyal protector must be prepared for any eventuality, countering the moves of potential assassins with advance planning and the safety of the client always in mind.

    Requirements

    To qualify to become a Loyal Protector, a character must fulfill all the following criteria.
    Base Attack Bonus: +4
    Skills: Disguise 6 ranks, Knowledge (Streetwise) 4 ranks
    Feats: Improved Initiative, Heroic Surge

    Game Rule Information

    Loyal Protectors have the following game statistics.

    Vitality

    Loyal Protectors gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Loyal Protector's class skills, and the key ability for each, are as follows:
    Balance (Dex), Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+2+1Decoy+1+0
    2+1+2+3+2Harm’s Way+2+0
    3+2+2+3+2Shielding Strike +1+2+1
    4+3+2+4+2Deflect Attack +1+3+1
    5+3+3+4+3Ignore Pain+4+1
    6+4+3+5+3Shielding Strike +2+4+2
    7+5+4+5+4Deflect Attack +2+5+2
    8+6/+1+4+6+4Remain Conscious+6+2
    9+6/+1+4+6+4Shielding Strike +3+6+3
    10+7/+2+5+7+5Deflecting Attack +3+7+3

    Class Features

    All of the following are class features of the Loyal Protector

    Starting Feat

    The Loyal Protector begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Simple Weapons)

    Decoy

    Loyal Protectors often disguise themselves as the people they are trying to defend to throw off potential attackers. They gain a +5 bonus on all Disguise checks when attempting to act as decoys for their clients.

    Harm’s Way

    At 2nd level, the Loyal Protector may elect to place herself in the path of danger to protect a single ally. As a free action, she selects her ally when she rolls initiative. Once per round, if she is within 2 meters of her designated ally and her ally takes damage from a direct melee or ranged attack, she may switch places with her ally and receive the damage in his stead. She must declare her intention to put herself in harm’s way before the attack roll is made. She may not change her chosen ally for the duration of the encounter.

    Shielding Strike

    At 3rd level, the Loyal Protector may make an attack of opportunity against an adjacent opponent who attacks her designated ally in melee (as described in the harm’s way class feature). She gains a +1 bonus on this attack, which increases to +2 at 6th level and +3 at 9th level. This ability does not grant the protector more attacks of opportunity than she is normally allowed in a round.

    Deflect Attack

    Beginning at 4th level, the Loyal Protector can attempt to parry a melee attack against her ally. She must be within 2 meters of her ally to attempt this and holding a melee weapon, shield, or other object with which the attack can be deflected. Once per round when her ally would normally take damage from an attack, she may make a Reflex save (DC equal to the attack roll made against her designated ally). She gains an aptitude bonus of +1 on the Reflex save, which increase to +2 at 7th level and +3 at 10th level. If the Reflex save succeeds, the attack is deflected and her ally takes no damage. If the object or weapon is used to deflect an attack from an energy weapon (such as a blaster or lightsaber), the object takes the damage instead. Deflecting an attack is a reaction that costs the Loyal Protector a move action in her next round.
    This ability cannot be performed if the Loyal Protector is flat-footed.

    Ignore Pain

    At 5th level, the Loyal Protect can continue defending an ally despite being wounded in combat. Whenever the Loyal Protector has declared an ally (as described in the harm’s way class feature, above), she may make a Fortitude save (DC 20) after taking wound damage. If the save succeeds, she does not suffer the normal penalties to Strength and Dexterity.

    Remain Conscious

    At 8th level, the Loyal Protector can continue functioning beyond her normal capacity after sustaining grievous injuries. Whenever the Loyal Protector has declared an ally (as described in the harm’s way class feature, above), she can remain conscious until her wound points drop to -10.

    Source: Hero's Guide

    Martial Arts Master

    Martial Arts Masters devote themselves not only to perfecting a single style of fighting, but also to expanding their knowledge to encompass several martial arts forms. They learn not only the individual techniques but also the philosophy and history behind the styles. They can switch styles quickly in the middle of combat and can improvise new styles by seamlessly combining elements of several forms into one.
    Some masters are so skilled at their chosen styles that they can execute the moves as second nature, making them among the fastest combatants alive. True masters hone their reflexes to such an extent that they can execute practiced motions almost by instinct.
    Martial Arts Masters are among the most deadly warriors in the galaxy. They are blindingly fast and need no weapons beyond their own hands, feet, tentacles, hooves, or whatever.

    Requirements

    To qualify to become a Martial Arts Master, a character must fulfill all the following criteria.
    Base Attack Bonus: +8
    Feats: Advanced Martial Arts, Improved Martial Arts, Martial Arts, at least two martial arts expertise feats (Echani Expertise, K’tara Expertise, K’thri Expertise, Stava Expertise, Teräs Käsi Expertise, Wrruushi Expertise, Teräs Käsi Expertise)

    Game Rule Information

    Martial Arts Masters have the following game statistics.

    Vitality

    Martial Arts Masters gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Martial Arts Master's class skills, and the key ability for each, are as follows:
    Balance (Dex), Bluff (Cha), Climb (Str), Craft* (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Move Silently (Dex), Profession* (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+1+1+2+1Uncanny Dodge (Dex Bonus)+1+1
    2+2+2+3+2+2+1
    3+3+2+3+2Bonus Feat+2+1
    4+4+2+4+2Dodge Blasters (Half Damage)+3+2
    5+5+3+4+3Improvisation+4+2
    6+6/+1+3+5+3Bonus Feat+4+2
    7+7/+2+4+5+4Uncanny Dodge (Can’t Be Flanked)+5+3
    8+8/+3+4+6+4Dodge Blasters (Full Damage)+6+3
    9+9/+4+4+6+4Bonus Feat+6+3
    10+10/+5+5+7+5Grand Master+7+4

    Class Features

    All of the following are class features of the Martial Arts Master

    Starting Feat

    The Martial Arts Master begins play with the following feats:
    Weapon Group Proficiency (Primitive Weapons)
    Weapon Group Proficiency (Simple Weapons)
    Weapon Group Proficiency (Vibro Weapons)

    Uncanny Dodge

    Starting at 1st level, the Martial Arts Master gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 1st level and above, the Martial Arts Master retains her Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.
    At 7th level, the Martial Arts Master can no longer be flanked, since he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. This ability denies bounty hunters the ability to use flank attack to sneak attack the Martial Arts Master. This ability stacks with the Scout version.

    Bonus Feat

    At 3rd, 6th, and 9th levels the Martial Arts Master gains a bonus feat that compliments her martial arts talents. The bonus feat must be drawn from the following list, provided she meets the prerequisites.
    Combat Expertise, Combat Reflexes, Improve Critical (Unarmed), Improved Disarm, Improved Trip, Power Attack, Weapon Finesse (Unarmed), Weapon Focus (Unarmed), Whirlwind Attack

    Dodge Blasters

    Starting at 4th level, the Martial Arts Master gains the ability to react quickly to incoming blaster bolts, avoiding the damage they would normally deal. Once per round, the Martial Arts Master may make a Reflex save (DC 20) to avoid a blaster bolt. If the save is successful, the Martial Arts Master takes half damage from the attack, round down (minimum of 1). At 8th level, the Martial Arts Master may use this ability to avoid all damage from the attack with a successful save. To sue this ability, the Martial Arts Master must not be denied her Dexterity bonus to Defense.

    Improvisation

    A Martial Arts Master becomes adept at creating her own unique fighting style based on the training she has gained over the course of her studies. Starting at 5th level, the Martial Arts Master may improvise attacks by combining the effects of two martial arts feats from different martial art styles in the same round. The following feats classify as martial arts style feats.
    Echani, Echani Expertise, Echani Mastery, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Stava, Stava Expertise, Stava Mastery, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Wrruushi, Wrruushi Expertise, Wrruushi Mastery

    Grand Master

    Beginning at 10th level, a Martial Arts Master is considered a Grand Master. For any martial arts feat that is limited to a certain number of uses over a certain period (per day, per gaming session, or other limit), she gains a single additional use of that feat during the given time period.

    Source: Hero's Guide

    Master Duelist

    The concept of dueling can be found throughout the galaxy in many forms. Most noble houses still practice some form of dueling as a means of contesting honor gained or lost. Some cultures, such as that of the people of Adumar, idolize duelists as great athletes and heroes, whether they come from highborn or lowborn families.
    The Master Duelist has not only the talents and skills but also the reflexes and knowledge of dueling that make him one of the greatest in the galaxy. The Master Duelist wins tournaments and bests opponents as a part of everyday life, making even the most challenging matches look routine thanks to his skill. Some Master Duelists open their own schools, where the art of the duel is taught to any student who can afford to join. The son of a noble house might be in the same class as a gutter-fighting commoner, but under the tutelage of master duelist, both are on the road to becoming masters themselves.
    The Master Duelist specializes in a weapon that can be used in melee duels. The most common dueling weapon is the vibroblade, though some cultures still prefer knives or mundane swords as their weapon of choice. The lightsaber is by its very nature a dueling weapon, and some of the most talented Jedi Knights can be considered master duelists even without the use of the Force to guide their hands. A Master Duelist’s weapon is almost an extension of his arm, and he treats his weapon as his most prized possession, rarely far from his side and never used by anyone else.

    Requirements

    To qualify to become a Master Duelist, a character must fulfill all the following criteria.
    Base Attack Bonus: +6
    Skills: Balance 6 ranks, Jump 4 ranks
    Feats: Dodge, Weapon Finesse, and Weapon Focus in a melee weapon appropriate for dueling (such as a longsword, vibroblade, lightsaber, Adumari blastsword, or similar weapon)

    Game Rule Information

    Master Duelists have the following game statistics.

    Vitality

    Master Duelists gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Master Duelist's class skills, and the key ability for each, are as follows:
    Balance (Dex), Bluff (Cha), Climb (Str), Craft* (Int), Entertain (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+2+1Canny Defense+2+0
    2+1+0+3+2Showmanship+3+1
    3+2+1+3+2Bonus Feat+3+1
    4+3+1+4+2True Strike +1d6+4+2
    5+3+1+4+3Elaborate Parry+4+2
    6+4+2+5+3Bonus Feat+5+3
    7+5+2+5+4True Strike +2d6+5+3
    8+6/+1+2+6+4Acrobatic Attack+6+4
    9+6/+1+3+6+4Delayed Strike+6+4
    10+7/+2+3+7+5True Strike +3d6+7+5

    Class Features

    All of the following are class features of the Master Duelist

    Starting Feat

    The Master Duelist begins play with the following feats:
    Weapon Group Proficiency (Simple Weapons)
    Weapon Group Proficiency (Vibro Weapons)

    Canny Defense

    When not wearing armor, the Master Duelist adds his Intelligence bonus (in addition to his Dexterity bonus) to his Defense against melee attacks. If the Master Duelist is caught flat-footed or otherwise denied his Dexterity bonus, he loses the Intelligence bonus as well.

    Showmanship

    At 2nd level, the Master Duelist learns to apply a certain amount of flair and style to his dueling techniques in an effort to please spectators and intimidate his opponent. As a move action, the Master Duelist may make an Entertain check (DC 15). If successful, he gains a +1 morale bonus on attack rolls and damage for the duration of the duel. This only applies during duels, and there must be at least six noncombatant spectators present to provide the morale bonus.

    Bonus Feat

    At 3rd level and 6th level, the Master Duelist gains a bonus feat to reflect the combat skills that he has learned as a result of years of dueling. The Master Duelist may select a bonus feat from the following list, provided he meets the prerequisites.
    Agile Riposte,Ambidexterity, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Feint, Lightning Reflexes, Mobility, Off-Hand Parry, Weapon Specialization, Whirlwind Attack

    True Strike

    At 4th level the Master Duelist gains the ability to strike precisely with a one-handed dueling weapon, dealing an additional 1d6 points of damage. He may use this ability a number of times per day equal to half his class level (2/day at 4th level, 3/day at 6th level, and so on). When making a true strike, the Master Duelist cannot attack with a weapon in his other hand, although he can defend with it. A Master Duelist’s true strike only works against living beings with discernible anatomies. Every three Master Duelist levels gained thereafter, he increases the extra damage by +1d6 (+2d6 at 7th level and +3d6 at 10th level).

    Elaborate Parry

    At 5th level, if the Master Duelist chooses to fight defensively or use the total defense option while engaged in melee combat, he gains an additional +2 dodge bonus to his Defense.

    Acrobatic Attack

    At 8th level, if the Master Duelist attacks by jumping at least 2 meters toward an opponent, jumping down at least 2 meters onto an opponent, or swinging on a cable or a similar object into his opponent, he gains a +2 to attack and damage rolls. He must first make a Jump check. If the result is over 2 meters, the Master Duelist gains the bonus and may, as a free action, reduce the distance of his jump to avoid jumping past his target.

    Delayed Strike

    At 9th level, the Master Duelist is able to wait until the moment is right before striking a deadly blow. When the Master Duelist delays his attack with a melee weapon until after he is attacked in the round, he takes advantage of the opening and can add a +2 bonus on his attack and damage rolls against the opponent who attacked him.

    Source: Hero's Guide

    Officer

    Even the best-trained troops need someone to make decisions and provide direction. The officer fills that role, but also takes responsibility when the troops fail in their appointed tasks. They frequently also suffer the disrespect of their subordinates, who often see the uniform as a symbol of oppression. Many soldiers can’t see the honor of the person inside the uniform. Very few officers earn the universal respect of their troops and their superiors, but to those who understand the concepts of leadership and valor, it often just comes naturally. An officer must be comfortable in command, willing to make tough decisions when his men need guidance, and occasionally ordering individual soldiers to their deaths so that the unit can survive. A good officer learns to so without hesitation and only agonizes over his decision when lives are no longer at stake. The best officers don’t let their distaste for life-or-death decisions paralyze them when their troops are counting on them. Those who can’t find the courage to face such dilemmas rarely stay officers for long – though certainly, a few somehow manage to avoid the issue by shifting blame elsewhere.
    Officers generally command about a dozen troops, with higher-ranking officers having larger forces, and the highest ranking commanding other officers. The officer is responsible for ensuring that the troops have a clear understanding of their objectives, the equipment they need to accomplish their objectives, and the leadership necessary to come back alive. In time, an officer might become a respected tactician, admired by allies and enemies alike.

    Requirements

    To qualify to become a Officer, a character must fulfill all the following criteria.
    Base Attack Bonus: +4
    Skills: Diplomacy 6 ranks
    Reputation Bonus: +2
    Special: Must belong to an organization with a military or paramilitary division. Examples include the Trade Federation, the Galactic Empire, the Rebel Alliance, and the New Republic.

    Game Rule Information

    Officers have the following game statistics.

    Vitality

    Officers gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Officer's class skills, and the key ability for each, are as follows:
    Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Read/Write Language, Sense Motive (Wis), Speak Language
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+1+1Leadership+1+1
    2+1+2+2+2+2+1
    3+2+2+2+2Requisition Supplies+2+2
    4+3+2+2+2Bonus Feat+2+2
    5+3+3+3+3Tactics+3+3
    6+4+3+3+3+3+3
    7+5+4+4+4Uncanny Survival+4+4
    8+6/+1+4+4+4Bonus Feat+4+4
    9+6/+1+4+4+4Improved Tactics+4+5
    10+7/+2+5+5+5+5+5

    Class Features

    All of the following are class features of the Officer

    Starting Feat

    The Officer begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Blaster Rifles)

    Leadership

    By directing the actions of others, an officer can increase their chances of success. This requires a Diplomacy check (DC 10 + the number of allies to be assisted) and a full-round action. A success grants a competence bonus on all his allies’ skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). The bonus is equal to the officer’s Charisma bonus. All allies to be affected must be within sight and voice range of the officer, and must be able to understand him.
    Example: An officer with Charisma 16 directs three allies in their repair work on a starship. By making a Diplomacy check (DC 13), he adds +3 (his Charisma bonus) to each of the allies Repair checks for the duration of the repair work.

    Requisition Supplies

    At 3rd level, an officer can requisition supplies for individual missions. The maximum value of the supplies assigned to the officer at any given time is equal to the officer’s calls level x his Charisma modifier x 1,000 credits. Thus, a 3rd-level officer with Charisma 14 (+2 modifier) could have up to 6,000 credits’ worth of supplies (including weapons, vehicles, or any other equipment) assigned to him at any given time. A 10th-level officer with Charisma 18 (+4 modifier) could have up to 40,000 credits of gear “on loan” to him at any time.
    In general, the officer should return requisitioned equipment in a reasonable time frame; however, no specific limits (other than the GM’s discretion) are assigned. If any requisitioned equipment is lost or destroyed, its value counts as a permanent penalty to the officer’s maximum value.

    Bonus Feat

    At 4th and 8thlevel, the officer gains a bonus feat selected from the following list, provided the officer meets the prerequisites.
    Fame, Frightful Presence, Influence, Mimic, Persuasive, Sharp-Eyed, Trustworthy

    Tactics

    Beginning at 5th level, an officer can use his tactical knowledge to direct his allies during a battle. By using his attack action, the officer can grant any one ally (not including himself) within range (see below) a compentence bonus on attack rolls or a dodge bonus to Defense and Reflex saving throws. The bonus is equal to the officer’s Intelligence bonus and lasts a number of rounds equal to 1d4 + the officer’s Charisma modifier.
    With a full-round action, the officer can grant the selected bonus to all of his allies (including himself) within range (see below). In this case, the bonus lasts a number of rounds equal to the officer’s Charisma modifier.
    All allies to be affected must be within sight and voice range of the officer, and must be able to understand him.

    Uncanny Survival

    Beginning at 7th level, the officer can add his officer levels to his Defense for 1 round, once per day. He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.
    This ability comes in handy when the officer’s tactics or subordinates fail him, and he is forced to withdraw from the field of combat. The boost to Defense helps to ensure that the officer escapes with his life.

    Improved Tactics

    At 9th level, the officer requires less time to direct his allies. He can direct a single ally with a free action or all allies with an attack action. Even so, the officer can use improved tactics only once per round.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Outlaw Slicer

    Slicers – computer specialists who write and repair computer programs – are an accepted part of corporate, military, an industrial life, due to their ability to keep computers running smoothly. But their skills are not exclusive to their trade. Outlaw slicers, computer specialists with criminal motivations (or at least an anarchistic bent), have made their mark throughout the galaxy on all levels of business, government, crime, and the military. When a necessary computer job is illegal, an outlaw slicer can do it – and most likely, has done it before.
    Some outlaw slicers do what they do because they love the challenge. Some embrace the “no more secrets” philosophy and “information liberator” lifestyle.
    Others simply appreciate the huge piles of credits that clients pay them for illegally tampering with the clients’ business competitors, romantic rivals, or political enemies. Outlaw slicers commonly lack any concern for the privacy of others. Information stored anywhere on the HoloNet or other information storage and retrieval systems is fair game, even if it’s guarded by multiple levels of password protection and mundane security. The information is out there to be discovered; getting at it provides the challenge.
    Tech specialist and scoundrels make the best outlaw slicers, for their combination of computer expertise and deception skills. Outlaw slicers tend to work in private and in secret, rarely needing the kind of social skills that nobles acquire. Soldiers involved in information warfare sometimes become outlaw slicers, though their skills are strictly directed and their activities are monitored by their superiors.

    Requirements

    To qualify to become a Outlaw Slicer, a character must fulfill all the following criteria.
    Skills: Computer Use 8 ranks, Craft (Computers) 4 ranks, Forgery 3 ranks, Read/Write Language (Binary)
    Special: The outlaw slicer must own a custom-built slicing computer, ranging in cost from 2,500 credits (for a desktop model) to 5,000 credits (for a handheld model the size of a datapad). The character can build such a computer herself or modify an off-the-shelf model for this purpose. Custom-building a slicing computer is a high-complexity Craft (Computers) task. Modifying and off-the-shelf- model is much easier, requiring only a Repair check (DC 25) and additional parts and components equal in value to one-fifth the total price of the computer.

    Game Rule Information

    Outlaw Slicers have the following game statistics.

    Vitality

    Outlaw Slicers gain 1d6 per level. The character's Constitution modifier applies.

    Class Skills

    The Outlaw Slicer's class skills, and the key ability for each, are as follows:
    Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Repair (Int)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+1+1False Identity, Bonus Class Skill+1+0
    2+1+0+2+2Slicer Specialization+1+0
    3+1+1+2+2Bonus Feat+2+1
    4+2+1+2+2Bonus Class Skill+2+1
    5+2+2+3+3Slicer Specialization+3+1
    6+3+2+3+3Skill Mastery+3+2
    7+3+2+4+4Bonus Feat+4+2
    8+4+2+4+4Bonus Class Skill+4+2
    9+4+3+4+4Slicer Specialization+5+3
    10+5+3+5+5Skill Mastery+5+3

    Class Features

    All of the following are class features of the Outlaw Slicer

    False Identity

    By tweaking a database here and there, the outlaw slicer creates an alternative persona for himself, complete with life history, goals, and employment record. To all appearances, he is a law-abiding citizen with no criminal proclivities whatsoever. The character’s Reputation bonus from levels of the outlaw slicer prestige class does not apply (either as a bonus or a penalty) to Bluff checks he makes to deny his true identity.
    When operating online, the outlaw slicer gains a +2 competence bonus on all Reputation checks made while using his alternate identity. Additionally, any attempt to trace the outlaw slicer suffer a -4 penalty to Computer Use and Gather Information checks.

    Bonus Class Skill

    Sometimes, being an outlaw slicer means going into dangerous places and risking dangerous situations. A slicer benefits by having skills outside this normal mode of operations. The outlaw slicer may designate any one cross-class skill (except for a Force-related skill) as a class skill.

    Slicer Specialization

    At 2nd, 5th, and at 9th level, the outlaw slicer selects a function of the Computer Use skill (Conduct Complex Search, Write Program which includes Digital Warfare, Alter Program, Break Computer Security, Operate Remote, or Ship Systems). The outlaw slicer gains a +2 bonus on Computer Use checks to perform that function. Additional selections of the same function increase the bonus to +4 and +6, or the slicer may choose a different function each time.

    Bonus Feat

    The outlaw slicer gets a bonus feat at 3rd level and an additional bonus feat at 7th level. These bonus feats must be drawn from the following list, provided the outlaw slicer meets the prerequisites.
    Corporate Credit Line, Fame, Gearhead, Hutt Favor, Impersonator, Infamy, Influence, Information Debt, Low Profile, Perfect Memory, Persuasive, Piece of the Action, Premier Credit Line, Underworld Connections

    Skill Mastery

    At 6th and 10th level, the outlaw slicer designates a skill. When making a skill check with this skill, the outlaw slicer may take 10 even if stress and distraction would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use it reliably even under adverse conditions.

    Source: Hero's Guide

    Priest

    Faith comes in many shapes and forms. The Ithorians revere nature and have clergy who tend the forests of their world. The B’omarr monks devote themselves to pure thought. As for the Dim-U brotherhood…well, no one is quite sure what they believe in, because the idea of a “divine bantha” is simply too absurd.
    Any given populated world reflects a handful of religions, meaning that hundreds of thousands of belief systems are scattered throughout the galaxy. Some touch upon the power of the Force and take it for divine; others merely find a belief and cling to it for strength. Part and parcel of these belief structures are Priests – people who guide and comfort the faithful, or, at the very least, work to bring more believers into the fold.
    Though Priests sometimes appear to perform miracles, their “powers” are mainly secular. Their faith in their beliefs guides them through difficulties and lets them set an example to othters. The provide inspiration and solace, and just as often, leadership and direction. Of course, some Priests are little more than charlatans and confidence tricksters, taking advantage of those who need the most protection. Even so, a significant portion of the galaxy’s population places a great deal of trust in their priests, and worthy ones do their best to honor that trust.
    In most cases, nobles find it easiest to enter this prestige class, though not all Priests take the direct route. Ex-scoundrels and soldiers sometimes make the most devout priests, having seen the worst of the galaxy for themselves. Not all who cal themselves “Priests” need take the Priest prestige class; this class is for those who derive special benefits from their faith.

    Requirements

    To qualify to become a Priest, a character must fulfill all the following criteria.
    Base Attack Bonus: +4
    Skills: Diplomacy 6 ranks, Knowledge (Religion) 8 ranks
    Feat: Influence
    Special: The Priest must have acquired the inspire confidence ability and must belong to a religious organization. Examples include the B’omarr monks, the Dim-U, the Yuuzhan Vong Priest caste, and others.

    Game Rule Information

    Priests have the following game statistics.

    Vitality

    Priests gain 1d6 per level. The character's Constitution modifier applies.

    Class Skills

    The Priest's class skills, and the key ability for each, are as follows:
    Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Langauge, Sense Motive (Wis), Speak Language, Treat Injury (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+1+2Bonus Class Skill, Bonus Feat+1+1
    2+1+0+2+3Authority+1+1
    3+1+1+2+3Inspire Faith+2+1
    4+2+1+2+4Bonus Feat+2+2
    5+2+1+3+4Act of Faith+3+2

    Class Features

    All of the following are class features of the Priest

    Bonus Class Skill

    At 1st level, a Priest may designate any one cross-class skill (except for a Force-related skill) as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of Priest. The skill must be one relatively common to the campaign.

    Bonus Feat

    At 1st and 4th level, the Priest gets a bonus feat. These bonus feats must be drawn from the following list, provided he meets the prerequisites.
    Fame, Headstrong, Persuasive, Trustworthy, Worldwise

    Authority

    The Priest’s standing within his religious order grants him a certain amount of authority. When dealing with other members of his faith whose character levels do not exceed his own, the Priest’s Reputation bonus from levels of the Priest prestige class is doubled.

    Inspire Faith

    Beginning at 3rd level, the Priest can use oratory to inspire faith in his allies, filling them with confidence that their beliefs can sustain them through adversity. An ally must listen to and observe the Priest for a full minute for the assurance to take hold. The effect lasts for 10 minutes per Priest class level. The Priest can inspire a number of allies equal to his Priest levels. He can inspire faith once per day.
    An ally inspired with faith gains a +3 morale bonus on saving throws or a +3 morale bonus on attack rolls. The Priest chooses which upon commencing the oratory. The Priest cannot inspire faith in himself. The ability only aids his allies.

    Act of Faith

    When a Priest spends a Force Point to roll bonus dice, he adds an extra die to the number of dice rolled. For example, if the Priest would normally roll 3d6 bonus dice, he rolls 4d6 instead.

    Source: Hero's Guide

    Sharpshooter

    The sharpshooter is the master of long-range combat, preferring to engage his enemies from hundreds of meters away. Stealth is his greatest asset – the ability to strike a target without warning and with uncanny accuracy. His patience, control, and cunning make him a feared opponent.
    Many sharpshooters are members of military organizations. They often operate with spotters – partners who watch their backs while they focus on their goal. They penetrate deep into enemy territory and eliminate high-profile targets, sowing confusion and fear in the ranks of the opposition. Sometimes, sharpshooter teams are attached to other military units. One of the most famous sharpshooters in the New Republic was Myn Donos, a former member of the Corellian militia who earned his Corellian bloodstripes as a sniper. His shooting and flying skill prompted Wedge Antilles to recruit him as a member of Wraith Squadron, the New Republic Special Forces group that was instrumental in defeating Imperial Warlord Zsinj.
    Not all sharpshooters serve in the military. On many urbanized worlds, local security forces train sharpshooters as part of crisis response teams. Similarly, sharpshooters are often included in the security forces that protect important political figures. Many sharpshooters are sports hunters, using their exceptional skill to track and kill the most dangerous wild beasts. And of course, sharpshooters assassins sell their deadly services to the highest bidder.

    Requirements

    To qualify to become a Sharpshooter, a character must fulfill all the following criteria.
    Base Attack Bonus: +4
    Skills: Hide 5 ranks, Spot 5 ranks
    Feats: Far Shot, Point Blank Shot, Precise Shot

    Game Rule Information

    Sharpshooters have the following game statistics.

    Vitality

    Sharpshooters gain 1d6 per level. The character's Constitution modifier applies.

    Class Skills

    The Sharpshooter's class skills, and the key ability for each, are as follows:
    Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Repair (Int), Spot (Wis), Survival (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (4 + Int Modifier) x 4
    Skill Points at Each Additional Level: 4 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+0+1+2Preferred Weapon+1+0
    2+1+0+2+3Ranged Sneak Attack +1d6+1+0
    3+2+1+2+3Follow Target+2+0
    4+3+1+2+4Improved Range (x2)+2+0
    5+3+1+3+4Preferred Weapon+2+1
    6+4+2+3+5Ranged Sneak Attack +2d6+3+1
    7+5+2+4+5Deadly Aim+3+1
    8+6/+1+2+4+6Improved Range (x2.5)+4+1
    9+6/+1+3+4+6Preferred Weapon+4+2
    10+7/+2+3+5+7Range Sneak Attack +3d6+5+2

    Class Features

    All of the following are class features of the Sharpshooter

    Preferred Weapon

    At 1st, 5th, and 9th level, the sharpshooter gains a +1 bonus on attack rolls with a single ranged weapon of his choice. Choose one weapon with which the sharpshooter is proficient. Each time this ability is gained, it may be applied to the same weapon (the effects stack) or to a different weapon. This ability stacks with the Weapon Focus feat, as well as any other bonuses that increase the sharpshooter’s ranged attack bonus with the preferred weapon.

    Ranged Sneak Attack

    Beginning at 2nd level, if an opponent is unable to defend herself effectively from the attack, the sharpshooter can strike a vital spot for extra damage. If the sharpshooter’s target would be denied her Dexterity bonus to Defense (regardless of whether she has a Dexterity bonus) and the sharpshooter suffers no range penalties, his ranged attack deals +1d6 points of damage. At 6th level, this bonus improves to +2d6, at 10th level, it improves to +3d6. This ability only applies to one attack made during a given round. If a sharpshooter has begun aiming before combat and fires his weapon during the surprise round, the sharpshooter is allowed to add his sneak attack damage.
    This ability is not cumulative with sneak attack bonus dice earned by gaining levels in other classes.

    Follow Target

    At 3rd level, the sharpshooter becomes adept at keeping his weapon trained on a moving target. If the sharpshooter has made a successful ranged touch attack against a moving target, there’s a chance he can retain the benefits of aiming (see Combat). Each round the target moves, the sharpshooter can attempt a Reflex save (DC = distance move in meters) to stay locked on target.

    Improved Range

    At 4th level, the sharpshooter has become so familiar with his preferred weapons that he can greatly extend their range. When using a preferred weapon, treat its range increment as if it was double its listed value. At 8th level, the sharpshooter treats the range increment for a preferred weapon as if it were 2.5 times the listed value. Improved range replaces the effects of the Far Shot feat when using a preferred weapon.

    Deadly Aim

    Beginning at 7th level, the sharpshooter can use a preferred weapon to deliver a coup de grace to a helpless foe even at long range as a full-round action. To use deadly aim, the sharpshooter must suffer no range penalties against the target and make a normal ranged attack roll. Because the target is helpless, ranged sneak attack damage also applies.

    Source: Hero's Guide

    Sith Lord

    The Sith Lord is the pinnacle of the Sith tradition. His most sacred tasks include preserving the lore and glory of the Sith and plotting their eventual ascendance to their place as rulers of the galaxy. The Sith Lord must allow nothing to stand in the way of this goal: not all the forces of the Republic military, nor the entirety of the Jedi Order. When the time comes, the Sith Lord must be prepared to ruthlessly crush al opposition, leaving no traces behind. This has been the way of the Sith for a thousand years.
    Most Sith Lords begin as Sith acolytes or Sith warriors. The Sith Lord cultivates individuals with the potential for both great power and great evil, training them from childhood, when possible, to be every bit as ruthless as he is himself. The training can be better described as physical and mental torture, but it is designed to create someone strong, fast, cunning, and deadly. The Sith Lord passes on his knowledge of the dark side of the Force, instilling in his apprentice both a lust for power and a fear of failure.
    Arguably, only the truly ambitious or deeply twisted ever seek to become Sith Lords. Following the path of the Sith dominates one's destiny, requiring a constant devotion to engineering the ascendance of the Sith. A Sith Lord cannot afford the luxury of friends, mercy, or even rest. The dark side sustains him through decades of scheming and planning, of masterminding plots subtle and grandiose. Even then, a Sith Lord may meet his end without ever seeing his contributions to the Sith grand scheme come to fruition. Each must content himself with knowing that his apprentice, or a descendant of his apprentice a hundred generations down the line, will one day honour his sacrifice by destroying the Jedi Order and replacing it with the dark empire of the Sith.

    Requirements

    To qualify to become a Sith Lord, a character must fulfill all the following criteria.
    Base Attack Bonus: +6.
    Skills: Battlemind 6 ranks, Knowledge (Sith lore) 8 ranks, Intimidate 8 ranks, Read[Write Sith, Speak Sith.
    Dark Side Skills (any) : 8 ranks total.
    Feats: Force-Sensitive, Alter, Control, Sense, Exotic Weapon Proficiency (Sith sword, lightsaber, or double-bladed lightsaber).
    Reputation: 3+
    Dark Side Points: Equal to or greater than the character's Wisdom score.

    Game Rule Information

    Sith Lords have the following game statistics.

    Vitality

    Sith Lords gain 1d10 per level. The character's Constitution modifier applies.

    Class Skills

    The Sith Lord's class skills, and the key ability for each, are as follows:
    Alchemy (Int), Battlemind (Con), Bluff (Cha), Computer Use (lnt), Craft (lnt)*, Diplomacy (Cha), Empathy (Wis), Enhance Ability (Con), Enhance Senses (Wis), Farseeing (Wis), Fear (Wis), Force Defense (Con), Force Grip (lnt), Force Stealth (Con), Gather Information (Cha), Illusion (Cha), Intimidate (Cha), Knowledge (Int)*, Move Object (lnt), Profession (Wis), Read/Write Language (None)*, See Force (Wis), Sense Motive (Wis), Speak Language (None)*, Telepathy (Wis).
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (6 + Int Modifier) x 4
    Skill Points at Each Additional Level: 6 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus

    Class Features

    All of the following are class features of the Sith Lord

    Starting Feat

    The Sith Lord begins play with the following feats:
    Weapon Group Proficiency (simple weapons)
    Weapon Group Proficiency (blaster pistols)
    Weapon Group Proficiency (vibro weapons)

    Deflect (Defense)

    A Sith Lord learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.
    Deflecting an attack is a reaction that costs the Sith Lord a move action in his next round. The Sith Lord must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Sith Lord gains the dodge bonus against all ranged attacks directed at him in the round.
    For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-Mal loses a move action to account for the effort expended to deflect the attacks in round three.
    Each time the Sith Lord gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.
    Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Sith Lord expects to come under heavy fire.

    Deflect (Attack)

    A Sith Lord learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Sith Lord's position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.
    Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Sith Lord must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Sith Lord can decide not to use the defense if he wants a better chance of redirecting the incoming attack).
    The Sith Lord can deflect and redirect a number of attacks equal to one-half his Sith Lord and Jedi levels, rounded up. The redirected attack must miss the Sith Lord by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.
    If the Sith Lord can redirect the attack, the Sith Lord immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).
    Each time the Sith Lord gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

    Increase Preferred Weapon Damage

    As a Sith Lord gains levels, the amount of damage he can deal with his Preferred Weapon increases. The preferred weapon can be a Sith sword, lightsaber.
    Each time the Sith Lord gains Increase Preferred Weapon, the weapon’s damage increases by +1d8.

    Resource Access

    Beginning at 2nd level, the Sith Lord has access to an array of resources. Once per game session, the Sith Lord may make a Charisma check to use those resources during the game session.
    The value of the resources gained equals the Sith Lord's class level x the result of the Charisma check x 50. Thus, a 4th-level Sith Lord who got a check result of 17 would gain (4 x 17 x 50) 3,400 credits' worth of resources.
    These resources can take virtually any form the Sith Lord chooses (within reason) and are his to do with as he pleases. He may keep them, use them, give them away, or sell them as he sees fit.

    Sith Battle Prowess

    At 3rd, 6th, and 9th level, the Sith Lord gets a bonus feat associated with combat. This bonus feat must be drawn from the following list. The Sith Lord must meet the prerequisite for the feat to select it, though the Sith Lord may substitute his Sith levels for Jedi levels for purposes of qualifying for feats.
    Knight Defense, Lightsaber Defense, Master Defense, Mettle, Sith Sword Defense, Sith Sword Expert Defense, Sith Sword Mastery

    Sith Secrets

    The Sith Lord plunges boldly into the abyss of Sith knowledge. At 4th level, then again at 7th level, the Sith Lord gains a bonus feat involving Sith lore. This bonus feat must be drawn from the following list.
    Dark Power, Drain Force, Force Mastery, Force Mind, Hatred, Malevolent, Mind Trick, Rage, Sith Sorcery, Summon Storm

    Minions

    Beginning at 5th level, a Sith Lord can add his Sith Lord level to any Reputation checks made to attract followers (see Followers).

    Exceptional Minions

    Beginning at 8th level, the level limit of the Sith Lord’s minions is twice his Reputation bonus.

    Sith Master

    At the pinnacle of his ability, the Sith Lord is able to bolster the Force abilities of his minions with his own. The Sith Lord may grant temporary ranks in any skill he possesses to any Force-Sensitive being. The maximum number of ranks that can be granted in this ability is his total ranks in the skill in question. While the Sith Lord is exercising this power, he loses that number of ranks from the skill. The Sith Lord can grant skill ranks to any number of targets - but the more skill ranks he grants to others, the more he weakens himself. Using this ability requires a daily expenditure of 1 vitality point per skill rank granted, beginning at the moment the ranks are initially granted. Vitality points spent in this fashion are recovered normally. The Sith Lord can alter the precise number granted to the target at the same time that he spends vitality points. He may also completely withdraw bonus ranks at this same time, regaining them immediately. Should he withdraw all granted ranks from a target at any time, that target immediately becomes fatigued. If the Sith Lord should perish, the transferred ranks remain with the target until the time they would ordinarily be renewed the next day.
    To bestow the skill ranks, a target must be within 2 meters of the Sith Lord. But afterward, the target can range as far as he or she likes; the bonus remains for as long as the Sith Lord continues to expend vitality on the target's behalf.
    The target can only gain skill ranks in his or her class skills in this fashion. If the target does not meet the requirements of the skill - generally, by not possessing the proper feats - he or she gains no benefit from the transfer of skill ranks.
    For example, a 10th-level Sith Lord has 13 ranks in Affect Mind. By expending 6 vitality points, he can transfer 6 ranks to his favorite assassin, a Dark Jedi with the Alter feat. The Sith Lord now effectively has only 7 ranks in Affect Mind, and the Dark Jedi has 6 ranks (which are added to his Charisma modifier and any ranks in Affect Mind he may already have). If the Dark Jedi had not yet taken the Alter feat, he would not gain any ranks in Affect Mind. The Sith Lord would be wasting vitality and lowering his own ability with the skill for no reason.

    Source: The Dark Side Sourcebook

    Starship Ace

    The starship ace is to starship combat what the elite trooper is to hand-to-hand fighting. Her arms and armor are the weapons and shields of a sleek starship soaring through space or shrieking through the atmosphere. A veteran of countless engagements, the starship ace has proven her skill again and again by virtue of facing the enemy and surviving – and making sure the enemy did not. She has several kills to her credit, some of which might be studied and discussed in training academies for their ingenuity and effectiveness.
    For her part, the starship ace only feels truly alive in the cockpit, where she can pit herself against her peers in a life-or-death contest to see who is the better pilot. For some, the contest is enough, and they don’t care whether they win or simply get away with their lives. For others, the important thing is the kill. The adrenaline surge they feel when finishing off an enemy brings them back again and again. The best starship aces learn to stop enemies without destroying them, but those aces are rare, and their exploits are legendary.
    The starship ace is broken out into two subtypes: the starfighter ace and the space transport ace.
    A starfighter ace usually sees action as part of a squadron. If she doesn’t lead the squadron, it’s only because the rest of the pilots are aces themselves. The squadron is often assigned to protect a capital ship – preventing the enemy’s fighter squadron from overwhelming the larger ship’s defenses – but many squadrons are regularly assigned the dangerous “honor” of trying the same tactic on the enemy’s capital ships. In a few notable cases – the Rebel Alliance’s famous Rogue Squadron, for example – the starfighter aces take on a myriad of targets, including groundside defenses, heavily defended cargo transports, battleships, and even the occasional enemy ace.
    The space transport ace prefers to fly alone, fighting the good fight on her own terms. She doesn’t need the comfort that wingmen and escorts provide, instead relying on her uncanny instincts, devious maneuvers, and sheer firepower to run blockades and blast pirate ships to space dust.
    The space transport ace takes great pleasure in customizing her ship and looks forward to spending her hard-earned credits on upgrades and weapon modifications.

    Requirements

    To qualify to become a Starship Ace, a character must fulfill all the following criteria.
    Base Attack Bonus: +6
    Skills: Pilot 9 ranks
    Feats: Starship Dodge (Starfighter or Space Transport), Starship Operation (Starfighter or Space Transport)

    Game Rule Information

    Starship Aces have the following game statistics.

    Vitality

    Starship Aces gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Starship Ace's class skills, and the key ability for each, are as follows:
    Astrogate (Int), Computer Use (Int), Knowledge* (Int), Pilot (Dex), Repair (Int), Spot (Wis)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (4 + Int Modifier) x 4
    Skill Points at Each Additional Level: 4 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+1+2+1Starship Defense+1+0
    2+1+2+3+2Familiarity +1+2+1
    3+2+2+3+2+2+1
    4+3+2+4+2Familiarity +2 +3+1
    5+3+3+4+3Starship Evasion+3+2
    6+4+3+5+3Familiarity +3 +4+2
    7+5+4+5+4+4+2
    8+6/+1+4+6+4Familiarity +4 +5+3
    9+6/+1+4+6+4Improved Starship Evasion+5+3
    10+7/+2+5+7+5Familiarity +5+6+3

    Class Features

    All of the following are class features of the Starship Ace

    Starting Feat

    The Starship Ace begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)

    Starship Defense

    At 1st level, the starship ace can add her Defense bonus derived from her starship ace levels to the Defense of any starfighter (for starfighter ace) or space transport (for space transport ace) she’s piloting.

    Familiarity

    The starship ace gains a competence bonus on Pilot and Repair checks when used on a starship she designates as familiar. The same bonus is applied to the starship ace’s attack roll whenever firing the starship’s weapons. This bonus is +1 at 2nd level and increases by 1 every two levels thereafter (4th, 6th, 8th, and 10th).
    To designate a starship as familiar, the starship ace must have operated it for at least three months. A starship ace can only be familiar with one starship at a time.
    This ability does not stack with the Jedi Ace’s Familiarity Ability.

    Starship Evasion

    At 5th level, the starship ace can make a Pilot check to lessen the damage dealt by a successful hit against a starfighter (for starfighter ace) or space transport (for space transport ace) she is piloting. If the Pilot check exceeds the attack roll, the damage dealt to the pilot’s ship is halved (round fractions down, minimum of 1 point of damage). The starship ace can make an evasion check once per round.

    Improved Starship Evasion

    At 9th level, the starship ace’s starship evasion improves. A successful Pilot check negates all damage suffered by the attack.

    Source: Star Wars: Roleplaying Game Revised Core Rulebook

    Treasure Hunter

    Considering the age of the galaxy, it should come as no surprise that countless civilizations have risen and fallen over the course of its history. With the passing of time, civilizations crumble to dust and ruins, leaving behind relics and artifacts worth a great deal to both historians and collectors alike. Religions and Force traditions leave behind sacred temples, and the sites of ancient cities become mazes of winding tunnels and crumbled buildings. Finding the valuable items trapped within collapsed structures is a job for the most experienced archaeologists and extraction crews, but that doesn’t stop intrepid treasure hunters from trying their best to unearth the big payoff that can bring them wealth and fame.
    Treasure hunters are opportunists and glory seekers with a penchant for adventuring. Most have at least some peripheral interest in ancient history, which enables them to locate and unearth valuable artifacts with more speed and precision than simple looters. Treasure hunters know a thousand different tales of lost artifacts and fallen civilizations, and can frequently put those tales together to discern the truth and locate rare and valuable objects. Many treasure hunters, fearless in the face of danger, have sought out dangerous Sith artifacts and ancient Jedi relics in temples dating back to the days of the Great Hyperspace War and occasionally earlier. Indeed, the Jedi sometimes hire well-known treasure hunters to help seek out lost holocrons and other items of interest involving the Force.
    Treasure hunters are used to working in low lighting and occasionally total darkness. They are excellent spelunkers, climbers, and simmers thanks to the variety of environments they must endure while on the hunt. Treasure hunters are more at home dangling high above the floor of a collapsed Sith burial chamber, reaching for the jewel that once served as the focus in ancient Sith rituals, than anywhere else in the galaxy. Treasure hunters live for the thrill of the hunt and the glory of a real find, using the most high-tech equipment available to be the first to reach the prize. Treasure hunters experience danger at every turn and are rarely surprised when seemingly placid situations turn deadly in a heartbeat.

    Requirements

    To qualify to become a Treasure Hunter, a character must fulfill all the following criteria.
    Base Attack Bonus: +5
    Skills: Balance 6 ranks, Climb 6 ranks, Gather Information 6 ranks
    Special: The Treasure Hunter must have obtained at least one artifact (such as a Sith holocron) or valuable treasure (a relic worth at least 5,000 credits) from an expedition.

    Game Rule Information

    Treasure Hunters have the following game statistics.

    Vitality

    Treasure Hunters gain 1d8 per level. The character's Constitution modifier applies.

    Class Skills

    The Treasure Hunter's class skills, and the key ability for each, are as follows:
    Appraise (Int), Balance (Dex), Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Read/Write Language, Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
    *This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
    Skill Points at 1st Level: (8 + Int Modifier) x 4
    Skill Points at Each Additional Level: 8 + Int Modifier
    LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
    1+0+2+2+0Archaic Lore, Find Passage +2+1+0
    2+1+3+3+0Sense Traps +2+2+0
    3+2+3+3+1Decipher Script, Find Passage +4+2+1
    4+3+4+4+1Sense Traps +4+3+1
    5+3+4+4+1Resist Curse, Find Passage +6+4+1

    Class Features

    All of the following are class features of the Treasure Hunter

    Starting Feat

    The Treasure Hunter begins play with the following feats:
    Weapon Group Proficiency (Blaster Pistols)
    Weapon Group Proficiency (Simple Weapons)

    Archaic Lore

    Treasure Hunters pick up bits and pieces of information about artifacts and lost civilizations throughout their travels and adventures, and they frequently can recall one single clue they heard years ago to solve a piece of the puzzle. The Treasure Hunter may add his class level to any Knowledge checks made regarding archaeology and treasure hunting.

    Find Passage

    Beginning at 1st level, the Treasure Hunter becomes adept at noticing the small discrepancies in walls and floors that signal a secret door or passage. When passing by or searching for a secret entrance or panel, the Treasure Hunter gains a +2 bonus on all Search and Spot checks to detect the door. The bonus increases to +4 at 3rd level and to +6 at 5th level.

    Sense Traps

    At 2nd level, the Treasure Hunter can predict the kinds of traps that ancient civilizations put in their burial caverns and religious temples to protect their valuable relics. When actively searching for traps, the Treasure Hunter gains a +2 bonus on his Search check. This bonus increases to +4 at 4th level.

    Decipher Script

    After many years of delving into ruined temples and lost civilizations, the Treasure Hunter becomes adept at recognizing the basic meaning of ancient writings. Starting at 3rd level, the Treasure Hunter can make an Intelligence check (DC 15) to puzzle out any ancient language he encounters while treasure hunting.

    Resist Curse

    Many ancient ruins and temples – particularly ones found in places where Force traditions once held sway – contain residual Force power. Many of these sites contain traps designed to release dark side Force powers upon unsuspecting treasure seekers. After repeated exposure to harmful Force powers, the 5th-level Treasure Hunter learns to recognize the signs of a potential trap and avoid its nastiest effects. He gains a +2 bonus on al Reflex and Will saves when avoiding a Force power sprung by a trap.

    Source: Hero's Guide