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by Halfbat |
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- Scholar PrC -
Republic Investigator PrC -
Starfighter Pilot SpC (SAGA) -
Rancher Professional Class -
Many species throughout the galaxy are fascinated by knowledge and the acquisition and development of knowledge. This is not just archive-based research, but also includes on-site archeological and engineering research and field-walking, as well as active investigations in new developments. The Scholar Prestige Class is suited particularly to Technical Specialists who wish to focus on knowledge acquisition.
To qualify to become a scholar, a character must fulfil the following criteria:
Skills: At least 6 ranks in three different Knowledge() skills, at least one of which is at the maximum ranks for the character level (e.g at 8 ranks for a 5th level character); Computer Use at least 10 levels, including skill ranks, feat and species bonuses, but excluding ability bonuses.
Feats: n/a
Special:Intelligence 12+
| Progression Table: Scholar PrC | |||||||
|---|---|---|---|---|---|---|---|
| Base Level | Attack | Fort Save | Ref Save | Will Save | Special | Def. Bonus | Rep'n Bonus |
| 1st | +0 | +1 | +0 | +2 | Starting feats, Research, Scholarly Knowledge +2, Bonus Class Skill | +0 | +1 |
| 2nd | +1 | +2 | +0 | +3 | Field Focus | +1 | +2 |
| 3rd | +1 | +2 | +1 | +3 | Domain Expert | +1 | +2 |
| 4th | +2 | +2 | +1 | +4 | Direct Investigation +2 | +1 | +2 |
| 5th | +2 | +3 | +1 | +4 | Scholarly Knowledge +4 | +2 | +3 |
| 6th | +3 | +3 | +2 | +5 | Field Focus | +2 | +3 |
| 7th | +3 | +4 | +2 | +5 | Domain Expert | +3 | +4 |
| 8th | +4 | +4 | +2 | +6 | Direct Investigation +4 | +3 | +4 |
| 9th | +4 | +4 | +3 | +6 | Scholarly Knowledge +6 | +3 | +4 |
| 10th | +5 | +5 | +3 | +7 | Field Focus, Domain Authority | +4 | +5 |
Vitality: Scholars gain 1d6 vitality points per level. The character's Constitution modifier applies.
The scholar's class skills, and the key ability for each skill, are as follows (see Chapter Four of the RCR for skill descriptions):
Computer Use (Int), Craft* (Int), Diplomacy (Cha), Disable Device (Int),
Knowledge* (Int), Profession* (Wis), Read/Write Language*, Search (Int),
Sense Motive (Wis), Speak Language*, Spot (Wis)
Skill Points at Each level: 4 + Int. modifer (see Domain Expert)
The following are features of the scholar prestige class
Starting Feats
The scholar gains the following feats:
Weapon Group Proficiency (blaster pistols)
Bonus Class Skill
At 1st level the scholar may designate any one Intelligence-based cross-class skill as a class skill (except for Force-based skills). This represents an particular area in which the scholar wishes to develop his knowledge.
Research
This is identical to the Technical Specialist skill of the same name (see RCR), but enables the scholar to apply his scholar PrC levels to the Knowledge check when trawling through databases and other sources in addition to any Technical Specialist skill levels.
Scholarly Knowledge
Beginning at first level the scholar has acquired such a breadth and diversity of knowledge that connections between different areas enhance any knowledge already taken. For any knowledge skill in which the scholar has at least 1 rank, the scholar can add a +2 bonus. The bonus increases to +4 at 5th level and +6 at 9th.
Field Focus
At 2nd level, and again at 6th and 10th, the scholar becomes so intense and focussed when investigating or solving an area of academic expertise that they become almost unaware of their surroundings. The scholar designates an Intelligence-based skill. When making a skill check with this skill, the scholar can take 10 even if stress and distraction would normally prevent the scholar from doing so.
Domain Expert
At 3rd level and again at 7th level, the scholar becomes an acknowledged expert in a specific field of study. For a single designated Knowledge* skill in which the scholar has the maximum ranks possible for his character level (e.g. character level +3), and a minimum of 10 ranks, the scholar can double his scholarly knowledge bonus. Further more at each subsequent level, the scholar gains an additional skill point, above the basic 4+Int bonus, which must be applied to the designated Knowledge* skill. In addition, the scholar can use their "Domain Expert" skill in place of any Profession() skill checks to obtain income from the Lecturing circuit.
If a scholar ever falls below the maximum possible ranks for their character level in their "Domain Expert" area of knowledge, they cease to become a "Domain Expert", do not get the additional skill point per level, and cannot gain the "Lecturer" bonus.
For example, a Tech Spec 5/Scholar 3 has 11 ranks in Knowledge(engineering), the maximum ranks for their character level (5+3 =8 character levels +3 = 11 ranks) after just gaining a level, and choose "Domain Expert: Knowledge(engineering)" as an SQ. For any skill checks involving Knowledge(engineering) they not only get their base ranks (11) plus any intelligence (at least +1) or feat bonuses, but also a +4 Scholarly Knowledge bonus (2* +2). At their next level they can automatically add another point to Knowledge(Engineering) and still have the base 4+Int bonus skill points to spend.
Direct Investigation
This is similar to the Jedi Scholar Direct ability outlined in the Power of the Jedi sourcebook, except the co-operation bonus only applies to Intelligence-based skill checks.
Domain Authority
At 10th level the scholar becomes reknowned as a galactic expert in a single knowledge skill in which he or she has the maximum ranks possible for their character class. The character gains all the benefits of "Domain Expert" (see above) for the skill, and in addition gains the additional benefits of:
Galactic Renown: In academic circles the scholar gains a +3 on all reputation checks.
Premier Lecturer: In addition to the Lecturing capability, the scholar can add their reputation bonus to the income roll when on the lecture circuit at a well-known academic institution or population centre.
Take 20: The lecturer may always Take 20 in this particular skill even if the situation would otherwise prohibit them from doing so.
Most law enforcement agencies need detectives to solve the more complex crimes. Many of these detectives have climbed through the ranks of normal Republican Peace Officers or other Law Enforcement Agencies and have discovered an aptitude for problem-solving which is relatively rare. After transferring into the detective branch, such detectives are rapidly found to be noticeably more competent than normal detectives, often with higher clear-up rates, and whilst not afraid to go undercover or challenge the more dangerous criminal, their principal skills are in pure detective work and in co-operation with other agencies.
The best of these are trained as Republic Investigators: those detectives who the criminal fraternity really do not want to hear are assigned to their case.
To qualify to become a Republic Investigator, a character must fulfil the following criteria:
Basic Attack Bonus: +4
Skills: At least 6 ranks in both Gather Information and Computer Use; At least 4 ranks in each of Knowledge(Forensics), Spot and Sense Motive.
Feats: n/a
Special: The Investigator must be a member of a recognised Law Enforcement Agency or the Republic Peace Organisation, preferably as a detective
Dark Side Points: 0. The Republic Investigator must be beyond reproach
| Progression Table: Republic Investigator PrC | |||||||
|---|---|---|---|---|---|---|---|
| Base Level | Attack | Fort Save | Ref Save | Will Save | Special | Def. Bonus | Rep'n Bonus |
| 1st | +0 | +1 | +0 | +2 | Starting feats, Informant | +1 | +1 |
| 2nd | +1 | +2 | +1 | +3 | Teamwork | +1 | +2 |
| 3rd | +2 | +2 | +1 | +3 | Bonus feat, Informant | +2 | +2 |
| 4th | +2 | +3 | +1 | +4 | Perceptive Questioning | +2 | +3 |
| 5th | +3 | +3 | +2 | +4 | Direct Investigation, Informant | +3 | +3 |
Vitality: Republic Investigator gain 1d8 vitality points per level. The character's Constitution modifier applies.
The Republic Investigator's class skills, and the key ability for each skill, are as follows (see Chapter Four of the RCR for skill descriptions):
Bluff(Cha), Computer Use (Int), Diplomacy(Cha), Disable Device(Int), Disguise (Cha),
Gather Information (Cha), Intimidate (Cha), Knowledge*(Int), Search(Int),
Sense Motive(Wis), Speak Language and Spot(Wis).
Skill Points at Each level: 6 + Int. modifer
The following are features of the Republic Investigator prestige class.
Starting Feats
The Republic Investigator gains the following feats:
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency(simple weapons)
Skeptical (sic)(if Wisdom is already 13+)
Informant
Republic Investigators develop informants throughout their work. Whenever a Republic Investigator gains an informant, the GM should generate a supporting character from the underworld to represent the informant, a specialised contact. The Informant will only contact the Republic Investigator in secret or when not threatened and will provide key information or expert skills.
The Informant cannot be called more than once per adventure. Refer to the RCR chapter 12 for details on Favors and Contacts.
Teamwork
Whenever a Republic Investigator works with another member of a Law Enforcement Agency he acts more quickly and more effectively than when working with civilians. When cooperating on a skill check, or when giving a flanking bonus, with another LEA officer, the hero gives the leader of the situation a +3 bonus instead of +2.
Bonus Feat
The Republic Investigator can choose one of the following feats providing any pre-requisites are met:
Alertness, Persuasive, Sharp-eyed, Skeptical,
Street Smart, and Trustworthy.
The Republic Investigator has spent so much time questioning suspects, that their skills become almost second nature. At 4th level, the RI can use this skill to reduce the time for Gather Information checks to 1 hour. Alternatively, the Republic Investigator can apply a +3 situation bonus to Gather Information, Diplomacy or Sense Motive when interrogating a prisoner in a location which he has been able to prepare beforehand.
Direct Investigation
At 5th level the Republic Investigator has become so used to the methods and techniques involved in his work that he can direct the actions of others to increase their chances of success. The bonus is equivalent to the Cha bonus of the Republic Investigator and lasts for a single task or for 1 minute. To invoke this skill, the Republic Investigator must make a Diplomacy check equivalent to 10 + the number of allies to be affected. This can only be applied to valid Law Enforcement Agency work, or to skills in which the Republic Investigator has ranks himself, or to which he can add a synergy bonus.
Note: Specialist classes are similar to prestige classes but focus those taking them on particular specialisations of normal classes.
Whilst many Soldiers and Scouts make excellent pilots, this class is a specialisation of the Soldier class which angles the soldier for life as a Starfighter Ace. It assumes some military training has already been received.
To qualify to become a Starfighter Pilot, a character must fulfil the following criteria:
Base Attack Bonus: +1 (e.g. basic military training)
Skills: Pilot is Trained Skill
Feats: Vehicular Combat OR Talent: Spacehound
| Progression Table: Starfighter Pilot PrC | |||||||
|---|---|---|---|---|---|---|---|
| Base Level | Attack | Special | |||||
| 1st | +1 | Defense bonuses, Starting Feats | |||||
| 2nd | +2 | Feat | |||||
| 3rd | +3 | Talent | |||||
| 4th | +4 | Feat | |||||
| 5th | +5 | Talent | |||||
| 6th | +6 | Feat | |||||
Hit points: Starfighter Pilots gain 1d10 hit points per level. The character's Constitution modifier applies.
For the purposes of the Trained Skill feat, The Starfighter Pilots's class skills are:
Initiative(Dex), Knowledge*(Int), Perception(Wis), Pilot(Dex), Mechanic(Int), Treat Injury(Wis), Use Computer(Wis).
The following are features of the Starfighter Pilot Specialist class
Starting Feats
The Snubfighter Pilot gains the following feats:
Starship Operations (Starfighter)*, Armour Proficiency (Light)
* If the Starfighter Pilot is already proficient with starfighters (has Starship Operations(Starfighter) already), then he gains a bonus feat from the Starfighter Pilot Bonus Feat list.
Starfighter Pilot Bonus Feats
Bonus feats for the Starfighter Pilot are :
| Armour Proficiency(Medium), Combat Reflexes,
Dodge, Combat Expertise, Expert Gunner*, Far Shot, Gearhead, Gunner*, Heroic Surge, Improved Critical,
Improved Initiative, Manoeuvre Expertise()*, Mobility, Pinpoint Accuracy*, Point Blank Shot, Precise Shot,
Quick Draw, Rapid Shot, Rapid Gunner, Skill Emphasis(Pilot),
Starfighter Operations(Transport), Starship Point Blank Shot*,
Weapon Finesse(), Weapon Focus(), Skill Training() If a Force-User the character can also take Force Dodge*, Force Pilot* |
| * Feats from Starships of the Galaxy |
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Page modified 26th November 2006 by Halfbat