Prestige Class- Lawman (AKA: Marshal)

            While bounty hunters work beyond the law to collect bounties, lawmen are the law to collect fugitives from justice. Many can be just as despicable as bounty hunters and often lead large posses or a group of deputies; outnumbering the fugitive is only common sense. Most Lawmen work in the backwater worlds while a few are interstellar Marshals, in essence working as a bounty hunter when out of the government’s jurisdiction. Many Lawmen are accomplished gunfighters. It is an ancient ritual where the Lawman and the fugitive engage in a gunfight. Few still adhere to those principles.

 

Requirements- To become a Lawman, a character must fulfill the following criteria:

            Base Attack Bonus: +4

            Skills: Diplomacy +5, Intimidate +5, Knowledge (law) +5 and Spot +3.

            Feats: Weapon Group Proficiency (blaster pistols).

            Reputation: 3+.

            Vitality: 1d8 per level.

            Organizations: Must belong or have belonged to the judicial arm of a government.

 

Class Skills: The Lawman’s class skills are: Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession (Lawman only, others are cross class, Wis), Read/Write, Repair (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str) and Treat Injury (Wis).

 

Skill Points at Each Additional Level of Experience: 6 + Int modifier.

 

Class Features

            Weapon Proficiency: The Lawman has the Weapon Group Proficiency feats for blaster rifles, simple weapons, slug thrower pistols and slug thrower rifles.

            Deputy: At 3rd level, the Lawman is able to deputize some helpers. The Lawman may roll a reputation check with a +5 modifier (DC 25, D20+Reputation) to acquire 1d4 deputies every week. The total number of deputies cannot exceed ½ the Lawman’s charisma score. Used to hunt down specific fugitives. However, deputies may exist at any other time as long as the law office has the money to pay them. The deputies for this roll essentially work for free or a meager pay check.

            Posse: Replaces “Deputy” at 9th level, the lawman is able to form a “posse” to help hunt down fugitives. The lawman makes a reputation check with a +5 modifier (DC 20, D20+Reputation) to acquire 3d4 deputies per week. There can be no more deputies than the Lawman has Charisma points.

 

            Bonus Feat List: Alertness, Ambidexterity, Animal Affinity, Armor Proficiency (light, medium, heavy, powered), Blind-Fight, Cautious, Dodge (Mobility, Spring Attack, Whirlwind Attack), Endurance, Exotic Weapon Proficiency, Expertise, Fame, Frightful Presence, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Martial Artist, Persuasive, Far Shot, Shot On Run, Quickness, Skill Emphasis, Sharp-Eyed, Starship Operation (Any), Toughness, Track, Two Weapon Fighting (Improved also), Weapon Focus and Weapon Group Proficiency (any).

 

Level   Base Attack   Fort     Ref      Will     Special                        Defense          Rep.

1                      +1        +1        +1        +1        Quickdraw                   +1                    +0

2                      +2        +1        +2        +2        Bonus Feat                   +2                    +1

3                      +3        +2        +2        +2        Deputy                         +2                    +0

4                      +4        +2        +3        +3        Bonus Feat                   +3                    +1

5                      +5        +3        +3        +3        Point Blank                   +3                    +0

6                      +6        +3        +4        +4        Bonus Feat                   +4                    +1

7                      +7        +4        +4        +4        Precise Shot                 +4                    +0

8                      +8        +4        +4        +5        Bonus Feat                   +5                    +1

9                      +9        +5        +5        +5        Posse                           +5                    +0

10                    +10      +5        +5        +6        Bonus Feat                   +6                    +1

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Prestige Class- Duelist

            Lightsabers are an ancient weapon, but the Jedi were not the only ones to master it. Fencing, ancient sport that is, was broadcast live over the holonet with the lightsaber fencing champions. These skilled men and women were machines of death, though they often used a variable lightsaber setting to ‘score’ hits. However, the sport was replete with gruesome deaths. It is unknown if a Jedi was a match for the fencer, since the two never fought in the Saber Circles.

            However, the sport died when Palpatine took power, except on the outer rim worlds. After the Empire, the duelists submerged into dark and deadly tournaments, always illegal to see who was the best. The battles were brief and brutal- survival of the fittest while others bet on the outcome. It became a tournament of gladiators.

            Many were investigated as potential Jedi by the Emperor’s inquisitors, but most duelists are vehemently against force users involved in the sport. However, once the sport degenerated to the slums and back alleys, the use of ‘fair play’ blew like dust in the wind. Now, it is all about who wins the most money. Often, organized crime is involved in any of these tournaments; however, the tournaments are big draw for scoundrels and sports fanatics.

 

Requirements- To become a Duelist, a character must fulfill the following criteria:

            Base Attack Bonus: +4

            Skills: Tumble 6+,

            Feats: Exotic Weapon Feat (lightsaber).

            Attributes: Dexterity 14+, Str 12+.

Reputation: 5+.

            Vitality: 1d8 per level.

            Organizations:

 

Class Skills: Class skills for the Duelist is as follows: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Entertain (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write, Repair (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex),

Skill Points at Each Additional Level of Experience: 6 + Int modifier.

 

Class Features

            Weapon Finesse: The Duelist has the Weapon Finesse feat for Lightsabers, establishing the grace and art of dueling.

            Martial Artist: The Duelist starts with the Martial Artist Feat.

 

            Bonus Feat List: Acrobatic, Alertness, Armor Prof. (Light, Medium, Heavy, Power), Athletic, Blind Fight, Cautious, Dodge, Mobility, Spring Attack, Whirlwind Attack, Endurance, Fame, Heroic Surge, Frightful Presence, Improved Initiative, Nimble, Power Attack, Cleave, Great Cleave, Quickness, Skill Emphasis, Sharp Eyed, Toughness, Two-Weapon Fighting, Improved Two Weapon Fighting, Weapon Focus and Zero G Combat.

 

Level   Base Attack   Fort     Ref      Will     Special                        Defense          Rep.

1                      +1        +1        +1        +1        Initial feats                    +1                    +0

2                      +2        +1        +2        +2        Bonus Feat                   +2                    +1

3                      +3        +2        +2        +2        Quickdraw                   +2                    +0

4                      +4        +2        +3        +3        Bonus Feat                   +3                    +1

5                      +5        +3        +3        +3        Lightning Reflexes         +3                    +0

6                      +6        +3        +4        +3        Bonus Feat                   +4                    +1

7                      +7        +4        +4        +4        Expertise                      +4                    +0

8                      +8        +4        +5        +4        Bonus Feat                   +5                    +1

9                      +9        +5        +5        +5                                            +5                    +0

10                    +10      +5        +6        +5                                            +6                    +1