House Rules

This is a formalized listing of several house rules for use with the Star Wars Role-Playing Game. Like any rule, these are optional except where they concern the modification of classes and other permanent features of a character.


Hot and Cold Markers

Hot and Cold Markers represent when a player is rolling remarkably well or poor in their d20 rolls. Whenever a player (including the GM) rolls a 19 or 20 on a d20, they gain a Hot Marker, whenever they roll a 1 or 2, they gain a Cold Marker. Gaining a Hot Marker cancels out a Cold Marker, and vice versa. Hot Markers may be traded in to treat any d20 roll as if it were one number higher, while Cold Markers may be traded in by the GM (or by the players, in the case of a GM's Cold Markers) to treat the roll as if it were one number lower. Any number of Hot or Cold Markers may be spend on a single roll.

Changing to a 1 or 2 does not give the player a Cold Marker, nor does changing the roll to a 19 or 20 give them a Hot Marker. Because Hot and Cold Markers alter the roll, not add or subtract from it, you cannot modify a d20 roll to above 20 or below 1 because the die does not go beyond those numbers.

Hot and Cold Markers are a characteristic of the player, not their characters. Any d20 roll of a 1 or 2 warrants a Cold Marker, and any roll of a 19 or 20 warrants a Hot Marker.


Experience Checks

Often characters will need to draw upon their various experiences to find a solution to a problem. Perhaps they need to see if their characters have heard of someone who sells weaponry in the Mid Rim. Rather than keep an exhausting catalog of what a character knows or does not know, they may make an Experience Check, adding their level (and possibly an attribute modifier) to the roll. The DC for the check varies based on the commonalty of the information they want to see if they know:

DC 10: Everyday, known to anyone who is not oblivious
DC 15: Common, known to most people
DC 20: Uncommon, known to those whom it may concern
DC 25: Rare, known to those in the know
DC 30: Secret, known to the best in a field
DC 35: Obscure, known to just a few
DC 40: Near-Unknown, known only among a handful
DC -5: Regarding star system you are very familiar with

To see if someone has heard of an individual, make an Experience Check with their Reputation as a modifier to the roll.


Accouterment Rating

Characters may have Accouterments rather than an exhaustive listing of all their gear. This represents all the odds and ends of their equipment, not specific items such as their weapons or armor. Whenever a character needs a piece of gear, they may make a check to see if they have it on them. The DC varies depending on how likely a character is to carry a specific item:

DC 10 - Everyday
DC 15 - Common
DC 20 - Uncommon
DC 25 - Rare
DC 30 - Very rare
DC 35 - Highly unlikely
DC +5 - Extra amount

Characters may add in attribute and/or skill bonuses, if applicable. For example, a character with Climb is more likely to have the climbing gear than someone else, therefore may add their ranks in Skill Rank to the gear check. Likewise, a character who thought ahead would get to add their Intelligence or Wisdom modifier to a gear check to see if they packed a specific item they may have needed. Characters may spend 1000 credits to gain a permanent +1 to Accouterment rolls, but must carry another 5 kg worth of gear.

The GM has the final say in commonalty, but should usually allow characters to always have basic items such as all-temperature cloaks and glow rods. Characters are always allowed and encouraged to pick up specific items ahead of time. Also, give characters situation modifiers when it is very likely that they would or would not have a specific item based on the character's personality and lifestyle.


Lightblades

Lightsabers are but one of the Lightblade weapons available to characters. Lightblades encompass an entire group of weaponry which characters have at their disposal. Classes which received free Lightsaber Exotic Proficiency instead receive Lightblade Weapon Proficiency. Classes which receive extra damage bonuses when using Lightsaber instead apply extra damage dice to any Lightblade weapon they use. Classes which would receive a free Lightsaber instead up to 3000 credits worth of Lightblade weapons (unspent funds are lost). The Lightsaber Ritual is instead called the Lightblade Ritual, and produces either one single Lightblade weapon or up to 3000 credits worth of Lightblade weapons (unspent funds are lost).

These weapons represent the various major designs possible with a lightblade. Variants on these designs such as a light-raper or light-nunchuks are possible, but have no game effect.

Lightsaber
The traditional Jedi weapon. The lightsaber features a handle with a power cell that extends a blade of pure energy, capable of cutting through any substance. All other lightblades are variants of its design.
Cost: 3000, Damage: 2d8, Critical: 19-20
Weight: 1 kg, Size: Medium, Type: Energy

Lightdagger
This is a smaller version of a normal lightsaber, better weighted for throwing, but inflicting less damage. Additionally, the shorter blades make it harder to deflect incoming attacks with.
Cost: 500, Damage: 2d4, Critical: 19-20, Range: 10 meters
Weight: 0.5 kg, Size: Tiny, Type: Energy
-1 penalty to defense or attack when used with Deflect class abilities

Lightdefender
This is a lightdagger with a thinner blade and two additional blades extending at 45-degree angles from the emmitter on the handle. It's blade is less-intense because of the split blades, yet allows for easier deflection of incoming shots.
Cost: 1000, Damage: 2d3, Critical: 19-20
Weight: 0.5 kg, Size: Tiny, Type: Energy
When used as an off-hand weapon the character gains all benefits of the Deflect class ability without having to give up any move actions, provided the character doesn't make an attack with this weapon

Shortsaber
The shortsaber is a smaller version of a lightsaber, lacking the proper balance for throwing that a lightdagger has but instead gaining a bonus when used in pairs.
Cost: 1500, Damage: 2d6, Critical: 19-20
Weight: 0.5 kg, Size: Small, Type: Energy
Considered light if used for off-hand attack, +1 attack if used as pair

Lightspear
The lightspear is a better-balanced version of a lightsaber designed for throwing. It has a heavier handle and a slightly-shorter blade. Because of its ability to be thrown it loses some of its ability to deflect incoming shots.
Cost: 3000, Damage: 2d8, Critical: 19-20, Range: 8 meters
Weight: 2 kg, Size: Medium, Type: Energy
-1 penalty to defense or attack when used with Deflect class abilities

Lightlance
This is a long ploearm with a lightsaber attached to the end, allowing its user greater reach in combat at the cost of close-quarters fighting. It is best-used from a mounted position or in a group formation, and rarely sees commonplace use.
Cost: 3000, Damage: 2d8, Critical: 19-20
Weight: 4 kg, Size: Large, Type: Energy
Can make attacks up to 2 meters away, but cannot make attacks against targets directly next to them

Lightstaff
This is essentially two lightsabers attached together to form a single weapon with blades on either end. It is capable of inflicting a barrage of lightsaber attacks, making it a truly deadly weapon.
Cost: 7000, Damage: 2d8/2d8, Critical: 19-20
Weight: 2 kg, Size: Large, Type: Energy
Can make an off-hand attack as a light weapon

Greatsaber
The greatsaber is a larger-than-normal lightsaber with extra focusing crystals, allowing it to have an extended length blade, allowing for greater penetrating power. The extended length makes is somewhat harder to wield, giving it a penalty to attack and deflect with. Additionally, using a greatsaber requires the user to attack with greater vigor than most lightblades, requiring the user to have the Power Attack feat to wield proficiently.
Cost: 7000, Damage: 2d10, Critical: 19-20
Weight: 2 kg, Size: Large, Type: Energy
-1 to attack; suffers a extra -4 penalty without Power Attack feat
-1 penalty to defense or attack when used with Deflect class abilities


Severing Limbs with Lightblades

When a target is reduced to 0 or fewer wounds by a lightblade attack, the attacker may opt to leave the victim at 0 wounds (making them disabled, with all associated penalties) and sever a limb or mutilate them. They now have a penalty based on what was severed. What injury you may inflict is determined by what the victim's wound point total would be without your mercy:
Wound Total Part Severed/Mutilated Penalty Without Prothesis Penalty With Prothesis
0 or less Fingers -1 to Balance rolls -1 to Balance rolls
-1 or less Fingers -1 to Computer Use rolls -1 to Computer Use rolls
-2 or less Hand -4 on any roll requiring two hands -2 on any roll requiring two hands
-3 or less Foot -2 meters of movement, -2 to Swim rolls, -4 to Balance rolls -1 to Swim rolls, -1 to Balance rolls
-4 or less Arm below or at elbow -4 on any roll requiring two arms -2 on any roll requiring two arms
-5 or less Leg below or at kneecap May only move 2 meters per round -2 meters to movement
-6 or less Arm above elbow -8 on any roll requiring two arms -4 on any roll requiring two arms
-7 or less Leg above kneecap May only move 2 meters as a full-round action per round May move at -4 meters per round
-8 or less Ear -2 to Listen checks, -2 to Surprise rolls No benefit
-9 or less Nose -4 Fortitude save against airborne disease, -4 to rolls requiring a nose -2 Fortitude save against airborne disease, -4 to rolls requiring a nose
-10 or less Eye -2 Spot checks, -2 Surprise rolls No benefit
-11 or less Jaw You must mash up your food to eat it, can barely speak Speak with a noticable deficiency

Leg injuries may be compensated with by using crutches. They require an attack action to use, and allow the user to move with only a -2 movement penalty. They may opt to use only one crutch as a free action, gaining the benefit of crutches but inflicting a -2 penalty to any rolls made while using the crutch.

Cybernetic replacement or grafting can ignore the injury entirely. The cost of this replacement is equal to -1000 times the minimum damage for the injury (or 500 for toes). For example, replacing an ear with cybernetics would cost 8000 credits (-8 times -1000 = 8000). These cybernetics are crude and obvious, but you may spend twice this amount to give them a completely natural look. Grafted versions of the replacement cost five times this amount, and cloned versions count ten times this amount.

Apply a number of injuries of this sort equal to what the victim's wounds would have been divided by -10, rounded down, with a minimum of 1. For example, if the victim would have been at -23 wounds, apply 2 injuries (-23 / -10 = 2.3, rounded down to 2).


Grey Side Points

Grey Side Points are fractional Dark Side Points, each one representing questionable choices of a character. For example, killing a helpless victim who was a serious threat if they were ever enabled again would warrant a Grey Side Point. Every 5 Grey Side Points add up to the equilivent of 1 Dark Side Point. The character erases their Grey Side Points and adds one Dark Side Point. Expending a Force Point can erase all of your current Grey Side Points.


Cybernetics

Cybernetics are the additions of technology into a subject's body, giving them an advantage they would not normally have. However, as they have more and more cybernetics in their system, they gain a more unnatural state, one which runs contrary to the light side of the Force and begins to taint the character.

Equipment installation covers a large majority of cubernetic replacements. The cost to install cybernetics is equal to the cost of the equipment being installed times 10. This requires a Surgery feat roll (Treat Injury roll) with a DC equal to the cybernetic's cost divided by 200, with a maximum DC of 30. The recipient of the cybernetics recieves a number of permanent Grey Side Points equal to the cost of the cybernetics divided by 500. If these points convert into Dark Side Points (i.e. if there are 5 or more), these Dark Side Points are likewise considered permanent.

You may increase your Strength, Dexterity, or Constitution score by +2 with the installation of cybernetics worth 20,000 credits.

Cybernetics are crude by default. More natural versions of the cybernetics cost twice as much, but use the standard cost for all other purposes.


Components of Force Use

All force powers require the use of limited somatic components, such as a hand wave, pointing, and the like, requiring the user to have one hand free when performing them. Powers which affect other's minds must also include verbal components. Powers which involve senses do not require hands nor verbal components. Without these components, force powers cannot work. A character may gain a +2 bonus on a force power by using 2 hands instead of just one.


Force-Users and Growing Old

The life spans of those with a fundemental connection with the energies that keep the universe together are greatly effected by their connection with the Force. Based on whether they are a light-side, tainted, or dark-side force user, characters have an extended life span, and the effects of aging work quite differently on them.

Light-side:
These characters life 50% longer than normal members of their species. Whenever they would suffer a physical attribute reduction because of age, the character chooses one of those penalties and reduces it by one point.

Tainted:
Because dakrness is creeping into their world, these characters do not live as long nor age as gracefully as light-side force users. Their lifespans are the standard length for their species, and physical attribute reductions effect them normally.

Dark-side:
Darkness takes a heavy fee from characters. Dark-side force users live as long as normal members of their species, but the physical effects of their aging has a much greater toll on them. Halfway between age brackets, dark-side characters suffer the physical effects of the next age category. For example, humans are adults between the ages of 16 and 40, and become middle-aged (which normally subtracts one from each physical attribute but adds one to each mental attribute). A dark-side human character would suffer the -1 to all physical attributes when they turn 28 years old. If they are already over 28 but not older than 40 when they become a dark-side character, they suffer the attribute loss for being 28 (so that there is not a "good age" to become evil). Were they already middle-aged (which is between 41 and 59 for humans) and became a dark-side character, the next critical age for them would be 50 (halfway between 41 and 59) when they would suffer the physical attribute loss for being old (-2 to all physical attributes). They would not suffer the attribute loss for years they have already passed by (such as 28).


Jedis with Blaster Pistols

Throughout the Star Wars films, no Jedi ever used a blaster pistol, save for Luke Skywalker. He learned his proficiency with a blaster pistol in his days on Tatoonie before learning the ways of the force and becoming a Jedi like his father. To reflect this, no Jedi class recieves the free feat Weapon Group Proficiency (Blaster Pistols). This naturally does not prohibit them from using a blaster pistol without proficiency, nor does it prohibit them from becoming proficient with blaster pistols.


Armor

In addition to its damage reduction for wound damage, armor helps resist against vitality damage, providing damage reduction against vitality damage at half strength (rounded down). For example, a trooper with medium armor that has damage reduction 5 would reduce vitality damage by 2 points (5 / 2 = 2.5, rounded down to 2). If, after damage reduction, an attack penetrates into wounds, apply damage reduction up to the rating of the armor. So if that same trooper with the DR 5 armor took 15 damage and had 10 vitality, he first reduces the damage taken by 2, meaning he takes 13 damage. The remaining 3 points of damage are soaked up by his armor (since it has now reduced 5 total points, 2 from vitality and 3 from wounds), meaning he takes no wound damage (since the attack is now at 0 damage). If that attack had dealt 16 points of damage instead, he would have taken 1 point of wound damage after the armor's DR 5 kicked in.


Broken Charge

Characters may make a charge attack while using a throwing weapon. In this case, they close towards their target as per a normal charge, but stop no less than 4 meters from them and throw their weapon. Use the standard bonuses and penalties for charge when making a broken charge.


Aimed Attack

To enhance their chances of hitting a target, characters may spend a full-round action to make a single ranged attack against a single target, applying a +2 accuracy bonus on the attack roll. If the character spends an additional round doing nothing except aiming, they may make their attack with a +4 accuracy bonus instead. If they take any damage or are required to make a saving throw, they must make a Will save against DC 15 or lose the benefit the Aimed Attack.


Changed Force Powers

Dissipate Energy:
This feat works differently than in the normal rules. When attacked by an energy source, the character may make a Fortitude roll with a DC equal to the damage dealt. If successful, they may ignore that damage. Increase this DC by 10 if the damage came from a critical hit. This feat requires a single free hand to perform, and takes up the character's next move action. This feat may be attempted again at the cost of the character's next attack action, but not beyond that.

Fear:
This skill may be used untrained, and requires the Alter and Sense feats to use
You can use the Force to induce fear in others. When using this skill, the character designated one subject within 10 meters. They must then make a Will save with a DC based on the skill roll, or take on a stage of fear. Each time a roll is failed, increase the stage by one (from shaken to frightened, or from frightened to panicked). If the Will save fails by 10 or more, increase the stage of fear by another step.

Roll Will Save DC
less than 5 5
5-14 10
15-24 15
25-34 20
35+ 25

Fear comes on in three stages: Shaken, Frightened, and Panicked. Each has its own penalties and characteristics:

Shaken: The victim has a -2 morale penalty to all attack rolls, saving throws, and skill checks.

Frightened: The victim is shaken and will flee the area as quickly as possible without taking any other course of action. If cornered, they may still fight.

Panicked: The victim is shaken, and will flee in a random path from the area. They have a 50% chance of dropping anything they are carrying. If cornered, they will cower rather than fight.

The effects of this skill last for 1 round per Rank the user has in this skill.

Using this skill costs its user 4 vitality per use.

Force Grip:
This skill may be used untrained, and requires the Alter feat to use
You may use the Force to incapacitate or even kill an opponent. The subject of this skill makes a Will save, with the DC based on the skill check result. If they fail, they take 3d4 vitality damage. Victims without any remaining vitality pass out. If the user takes a Dark Side Point when using this skill, they may deal wound damage to the subject if they fail their Will save.

Roll Will Save DC
less than 5 5
5-14 10
15-24 15
25-34 20
35+ 25

This skill costs 4 vitality, or the same as the damage dealt to the victim, whichever is higher.

See Force:
The See Force skill can also be used to sense and analyse disturbances in the Force. The greater the the disturbance, the lower the DC to sense it. The higher the roll, the more knowledge you can gleen from your sense of the Force.


New Feats

Advanced Throw Lightblade
Prereq: Alter, Base Attack +6, Force-Sensitive, Move Object 10 ranks, Throw Lightblade
You have mastered the attacking with a lightblade at a distance, using the force to guide the blade in a series of strikes against a target.
Benefit: You may take a full-round action to throw a lightblade at a series of targets using your full allotment of attacks available. The range increment is 6 meters, and an attack roll is required for each attack made. You must spend 2 vitality for each attack, as well as 2 vitality for each individual target beyond the first. Your lightblade returns to your hand after all attacks are made.

Celebrity Actor
Prereq: Charisma 13
Your character is either played by or has the voice of a famous actor.
Benefit: you gain an additional 1 point of Reputation, as well as a +2 to any Skill which seems likely that your actor would have.

Cheap Heat
Prereq: Fame or Infamy
Your character goes for the easy glory.
Benefit: You gain a hot marker when you roll an 18.

Craftsman
You are very handy with constructed devices.
Benefit: +2 to all Craft checks.

Death-Blossom Maneuver
Prereq: Dexterity 15, Base Attack +6, Pilot 12 ranks, Base Fortitude +5, Starship Operations (starfighter)
The death-blossom is a dangerous, high-speed maneuver where the pilot of a starfighter spins their ship in a tight, stationary circle, firing their weaponry in every direction without discirimination. It requires not only a mastery of starfighter piloting, but amazing endurance and nerves of solid steel.
Benefit: You may make an attack with each of your weapons against every potential target within weapon range.
To initiate a death-blossom, the pilot of the starfighter must prepare the ship's systems for the move. This can only be done while stationary, requiring the pilot to spend a full-round action to make a Pilot check with a DC of 15. Then the pilot must make a Pilot check with a DC 25 and spend 1 Force Point to initiate the death-blossom.
During the death-blossom, make an attack roll with each weapon. Then make a damage roll for each weapon. Apply this damage to every ship within each weapon's range whose defense is lower than your attack roll. Ignore all range modifiers, but apply any cover modifiers. You may not move out of your current hex during the round which you are in the death-blossom.
At the end of the death-blossom, the pilot must make a Fortitude save with a DC of 15 or pass out for 1d4 rounds. The starship must be deconditioned at the end of the death-blossom, requiring the pilot to be stationary and spend another full-round action to make another Piloting check with a DC of 15.
Special: Use of this feat requires the expenditure of a Force Point.

Entertaining
You are adept at entertaining.
Benefit: +2 to all Entertain checks.

Grizzled
Prereq: The character must have unintentionally lost a limb or other significant body part and still retain the other part, Base Fortitude save +4, Base Willpower save +4
After losing a significant portion of the character's body, the character is now hardened, tougher than before. you are able to use what you have left that much better to compensate for the disadvantage of the missing part.
Benefit: You may ignore any penalties caused by your injury when using a prosthesis, or treat it as if you had a prosthesis when you actually don't. For leg injuries, you instead move 2 meters faster than you normally would because of your injury, and may make any effected rolls without penalty.
Additionally, you gain +2 to Fortitude saves, +2 to Will saves, and +2 Wound Points.
Special: The benefits of this feat is lost if the lost body part is ever replaced.

Knowledgable
You tend to pick up details about intellectual matters.
Benefit: +2 to all Knowledge checks.

Linguist
You are well-versed in both spoken and written languages.
Benefit: You gain a number of additional languages equal to your Intelligence modifier. You are also literate in any language you speak.

Low Profile
You attract less attention to yourself than the average character of your level.
Benefit: +1 to all Bluff, Disguise, and Gather Information checks.

Merchant
You are adept with areas of commerse.
Benefit: +2 to all Appraise and Forgery checks.

Melee Shot
Prereq: Point-Blank Shot
You know how to use your firearms proficiently in melee situations.
Benefit: You may fire at a target you are adjecent to using any weapon of your size or smaller without provoking an Attack of Opportunity.

Power Strike
Prereq: Power Attack, Str 15
You have mastered a fierce two-handed strike capable of inflicting increased damage. Jedi Master Akladuke first pioneered this deadly fighting style.
Benefit: When you would gain bonus damage to a melee attack for using two hands you gain double your Strength bonus instead of the normal amount of bonus damage.

Professional
You are always formal and proper when performing a job.
Benefit: +2 to all Profession checks.

Shield Proficiency
Prereq: Base attack +2
You are able to wield a shield to block incoming attacks.
Benefit: You may use a shield, granting you a +2 to your Defense

Sniper
Prereq: Dexterity 13, Base Attack +6, Point-Blank Shot, Far Shot
You are skilled at taking careful attacks with projectile weapons.
Benefit: When making an Aimed Attack with a ranged weapon, you gain an additional +2 bonus to your attack and may ignore all range modifiers. Maximum range of the weapon still applies.

Survivalist
You are good at making it on your own.
Benefit: +2 to all Survival and Treat Injury checks.

Throw Lightblade
Prereq: Alter, Force-Sensitive, Move Object 4 ranks, Lightblade Proficiency
you are proficient at using the force to guide a lightblade in flight when thrown at a target.
Benefit: You make make a ranged attack using a lightblade not designed for throwing without the typical -4 penalty. The range increment is 4 meters. You may spend 1 vitality to return your lightblade your hand after the attack.


Tech Specialist

The way Tech Specialists are written up, there is little to no reason to ever be one. They are in every way inferior to a Scoundrel, who in theory is supposed to be less-technologically inclined that the Tech Specialist. This revision to the class makes up for this deficiency.

Abilities:
Intelligence, Wisdom/Dexterity

Vitality:
Tech Specialists gain 1d6 plus their Constitution modifier in vitality per level.

Class Skills:

Craft (Int)
Computer Use (Int)
Craft (Int)
Disable Device (Int)
Knowledge (Int)
Pilot (Dex)
Profession (Wis)

Skill Points:
Tech Specialists earn 8 plus their Intelligence modifier in Skill Points at each level. Like all classes, they begin play with 8 plus their Intelligence modifier, times 4, in Skill Points at 1st level.

Class Features

Stating Feats:
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Instant Mastery:
At 1st, 6th, 11th, and 16th level the Tech Specialist gains 4 ranks in one of the following skills, provided she currently has no ranks in that skill:

Astrogate (Int), Craft (Int), Demolitions (Int), Forgery (Int), Language (None; you may speak or read 4 additional languages each time this is selected), Knowledge (Int), Profession (Wis), Search (Int), Treat Injury (Int)
If the selected skill is not already a class skill, it becomes a Tech Specialist class skill for all purposes.

Bonus Feats:
At 2nd, 6th, 10th, and 14th level the Tech Specialist gains a bonus feat from the following list:

Armor Proficienty (Light), Armor Proficienty (Medium), Armor Proficiency (Powered), Cautious, Gearhead, Spacer, Surgery, Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Heavy Weapons), Weapon Group Proficiency (Vehicle Weapons), Zero-G Operations
The Tech Specialist must meet any prerequisites for the selected feat.

Research:
At 3rd level the Tech Specialist becomes skilled in using technology to aid in tracking down information. They gain a +5 bonus to any Gather Information checks where they may use technology to assist.

Skill Emphasis:
At 4th, 8th, 12th, and 16th level the Tech Specialist gains a bonus Skill Emphasis feat in one of their class skills, including any skills gained through Instant Mastery.

Tech Speciality:
At 4th, 7th, 10th, and 13th level the Tech Specialist gains a tech speciality, allowing them to use technology better than others with similar training. Each time the Tech Specialist may select from another tech speciality:

Improved Equipment: The Tech Specialist gains the effect of an additional modification on any of their weapons, protective gear, and vehicles. This is in addition to the normal number of modifications allowed for a specific type of equipment, and is done without cost. Treat these additional modifications as personalizations. Additional selections of this tech speciality can improve the number of additional modifications to 2 and to 3.

Mastercraft Performance: The Tech Specialist may treat any piece of equipment as a +1 mastercraft version of that piece of equipment, provided that equipment can be made into a mastercraft item. Additional selections of this tech speciality improves this bonus to +2 and +3.

Surgical Specialist: The Tech Specialist may increase the number of wounds healed by the Treat Injury skill and the Surgery feat by +1. Additional selections of this tech speciality increases the number of wounds healed to +2 and +3.

Expert: The Tech Specialist gains a +2 expert bonus to rolls with a single class skill. The Tech Specialist may select a different clas skill to apply this bonus to each time. Additional selections of this tech speciality for the same skill increases the bonus to +4 and +6 for that skill.

No single tech speciality may be selected more than 3 times.

Eureka!:
Beginning at 5th level, Tech Specialists gain the ability to draw upon their vast scientific knowledge and technological experience to pull miracles out of nowhere, to make impossible things happen, to recall a trivial and obscure piece of information that saves the day, all without a moment's notice. In game terms this allows the Tech Specialist to take a 20 on any class skill roll without spending the additional time required for such a roll. This ability may even be performed on skills which normally do not allow the user to take a 20. The Tech Specialist may perform this ability once per adventure. As the Tech Specialist gains levels they may use this ability more frequently, up to 2 times at 9th level, 3 times at 13th level, and up to 4 times per adventure at 17th level.

Practical-Immortality:
At 20th level the Tech Specialist has the option of achieving practical immortality, living on in one form or another on into eternity. This doesn't mean that they cannot be killed, but it does mean that may not necessarily stay dead if they are killed. Some Tech Specialists transfer their consciousness into a droid body, others become a complex computer program transferring from computer to computer, while some learn ways to master time to keep their body eternally young. Those with force-sensitivity may even use their knowledge to intentionally become a force ghost. The precise details of the immortality should be worked out between the player and the Gamemaster, provided the Tech Specialist wishes to take on such power.

Level Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Def
Bonus
Rep
Bonus
1 +0 +1 +0 +1 Instant Mastery +2 +0
2 +0 +1 +0 +1 Bonus Feat +3 +1
3 +2 +1 +0 +2 Research +3 +1
4 +3 +2 +1 +2 Skill Emphasis, Tech Speciality +3 +1
5 +3 +2 +1 +2 Eureka! (1/adv.) +4 +1
6 +4 +3 +2 +3 Bonus Feat, Instant Mastery +4 +2
7 +5 +3 +2 +3 Tech Speciality +5 +2
8 +6 +3 +3 +4 Skill Emphasis +5 +2
9 +6 +4 +3 +4 Eureka! (2/adv.) +5 +2
10 +7 +4 +4 +4 Bonus Feat, Tech Speciality +6 +3
11 +8 +5 +4 +5 Instant Mastery +6 +3
12 +9 +5 +5 +5 Skill Emphasis +7 +3
13 +9 +5 +5 +6 Eureka! (3/adv.), Tech Speciality +7 +3
14 +10 +6 +6 +6 Bonus Feat +7 +4
15 +11 +6 +6 +6 +8 +4
16 +12 +7 +7 +7 Instant Mastery, Skill Emphasis +8 +4
17 +12 +7 +7 +7 Eureka! (4/adv.) +8 +4
18 +13 +7 +8 +8 +9 +5
19 +14 +8 +8 +8 +9 +5
20 +15 +8 +9 +8 Practical-Immortality +10 +5


Gungan Shieldbearer

Amongst the Gungan warriors, the most-trained, most-proud are their first line of defense: the Gungan Shieldbearer. They have the courage to stand in the line of fire and hold the line for the rest of the army using a solid defense as a solid offense.

Requirements:
Base Attack Bonus: +3
Base Defense: +4
Base Reflex Save: +2
Feats: Shield Proficiency
Special: Non-Gungans may take this class if they have +4 Base Attack, +5 Base Defense, and +3 Base Reflex Save.

Vitality:
The Gungan Shieldbearer gains 1d10 plus their Constitution modifier in vitality per level.

Class Skills:

Balance (Dex)
Climb (Str)
Craft (Int)
Handle Animal (Cha)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)
Profession (Wis)
Ride (Dex)
Survival (Wis)
Swim (Str)
Tumble (Dex)
They gain 4 plus their Intelligence modifier in skill points each level.

Class Features

Deflect:
At 1st level the Shield-bearer gains a +1 bonus to their defense against ranged attacks. This requires the Shield-bearer to spend their next action. Optionally they may spend their current move action in the event they need the extra defense later in the round. This may be combined with total defense, granting both bonuses. The bonus to defense increases at each level, to a maximum of +4 at 4th level.

Redirect:
At 1st level the Shield-bearer may send attacks at a new target. This requires the Shield-bearer to make a ranged attack roll with a -6 penalty against a target within one range increment of the weapon being redirected. Only attacks which missed the Shield-bearer by 10 or less are able to be redirected. Using Redirect has the same movement costs as Deflect, and may be done in conjunction with Deflect without penalty. The penalty on redirected attacks reduces at each level, to a maximum of -2 at 5th level. The Shield-bearer may redirect a number of attacks equal to their Shield-bearer level.

Block:
At 5th level the Shield-bearer can use any blast-absorbing object to deflect incoming attacks as if they had a shield.

Running Block:
The Shield-bearer may use Deflect and Redirect without spending a move action, allowing them to move normally while still defending themselves.

Level Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Def
Bonus
Rep
Bonus
1 +0 +1 +2 +0 Deflect +1, Reflect -6 +1 +0
2 +1 +2 +3 +0 Deflect +2, Reflect -5 +1 +1
3 +2 +2 +3 +1 Deflect +3, Reflect -4 +2 +1
4 +3 +2 +4 +1 Deflect +4, Reflect -3 +2 +1
5 +3 +3 +4 +1 Block, Reflect -2, Running Block +2 +1


Hermit

The galaxy is a big place, with a wide variety of civilizations from thosands of inhabited worlds. In such a place it seems odd to imagine someone who's views are so different that they feel isolated in such diversity. These few individuals, who live in the world in such an isolated way, are truly remarkable people. Hermits are these people.

Some Hermits are victims of perscution. Others are outcast for their political beliefs. Some are self-exiles, tired of living amongst people they cannot relate to. And yet others are simply in too distant of a place to allow their minds to function any other way. Whatever the case, Hermits are always interesting people to know.

Requirements:
Skills: Disguise 2 ranks, Survival 7 ranks
Feats: Low Profile

Vitality:
Hermits gains 1d8 plus their Constitution modifier in vitality per level.

Class Skills:
The Hermit may take any 4 skills as their class skills. Their choice stays with them throughout their career as a Hermit. Force skills may be chosen as class skills if you have the necessary force feat prerequisites.
They gain 4 plus their Intelligence modifier in skill points each level. At 1st level Hermits gain twice this number.

Class Features

Deep Study:
At 1st level Hermits gain twice as many skill points as normal, for a total of 4 plus their Intelligence modifier, times 2 ((4 + Int) x 2). Humans gain 2 extra skill points instead of the standard 1.

Loner:
At 1st level the Hermit has learned to rely on their self. In game terms this means the Hermit gains a +1 bonus to any Skill rolls made while acting on their own. This bonus increases to +2 at 3rd level, and +3 at 5th level.

Bonus Feat:
At 2nd and 4th level the Hermit may take a bonus feat from the following list:

Alertness, Animal Affinity, Cautious, Endurance, Great Fortitude, Grizzled, Iron Will, Knowledgable, Rugged, Skill Emphasis: Survival, Stamina, Survivalist, Track, Toughness
They must meet any prerequisites for the desired feat to take it.

Isolation:
At 2nd level the Hermit has begun to think in a manner which most people find odd, eccentric, alien, or outright frightening. This gives anyone using Bluff, Diplomacy, Intimidation, or Sense Motive against the Hermit a -2 penalty to the roll. This penalty increases to a -4 penalty at 4th level.

Hidden Identity:
At 3rd level the Hermit has successfully buried their past. They are now known to most by the new identity they've forged for their self. This allows the Hermit to choose whether they want to be famous or infamous as their new identity, regardless of what feats or how many dark side points they may have. Additionally Gather Information rolls to uncover the character's true identity are made with a -10 to the roll.

Heart

:
At 5th level the Hermit has grown so self-confident in their abilities that once per day they may add a +1 to any or your d20 rolls after it has been rolled but before the GM reveals the result of the roll. This stacks with the Scout Heart ability, increasing the bonus by +1.

Sacrifice Self:
At 5th level the Hermit gains the ability to sacrifice their self for the good of others, saving them by giving up their own life. This has the effect of delaying the effect of a serious threat long enough for a group to escape. The exact details of how the party escapes and how the Hermit dies is up to the Gamemaster, with the more-miraculous escapes having shorter time before the threat returns. This is best used for the Hermit to sacrifice their self to let their adventuring party escape a death-trap, or to slow down the threat to an entire planet. This ability may also be used to effect other matters, such as political or theological views of a specific group.

Level Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Def
Bonus
Rep
Bonus
1 +0 +2 +1 +2 Class Skills, Deep Study, Loner +1 +1 +0
2 +1 +3 +2 +3 Bonus Feat, Isolation -2 +1 +1
3 +2 +3 +2 +3 Hidden Identity, Loner +2 +2 +1
4 +3 +4 +2 +4 Bonus Feat, Isolation -4 +2 +1
5 +3 +4 +3 +4 Heart +1, Loner +3, Sacrifice Self +3 +2


Captain

There are people who own starships, and then there are Captains. To a Captain, his ship isn't just some vehicle that takes him from one place to another. To him, his ship is part of who he is, and he is part of the ship. Neither are complete without the other.

Captains have the skills and discipline to operate their ship and direct its crew. Their primary concern in any situation is the welfare of their ship, above and beyond their own life: a Captain goes down with his ship.

Requirements:
Base Attack Requirement: +4
Skills: Diplomacy 4 ranks, Pilot 8 ranks
Feats: Sharship Operation (starfighter or space transport)
Special: You must own your own starship

Vitality:
Hermits gains 1d8 plus their Constitution modifier in vitality per level.

Class Skills:

Astrogate (Int)
Computer Use (Int)
Craft (Int)
Diplomacy (Int)
Intimidate (Cha)
Knowledge (Int)
Pilot (Dex)
Profession (Wis)
Repair (Int)
They gain 6 plus their Intelligence modifier in skill points each level.

Class Features

Familiarity:
Beginning at 1st level, Captains gain a +1 bonus to Repair checks, Pilot checks, and attack rolls for their ship. This bonus increases as the Captain gains levels, to a maximum of +5 at 9th level.

Starship Defense:
At 2nd level a Captain may add their Defense bonus derived from her Captain levels to the Defense of their ship when they are behind the helm.

Crew:
At 4th level a Captain begins to gain notoriety for their skills with a starship. They may add their Captain level to any Reputation roll to attract followers, who then function as her crew.

Bonus Feat:
At 6th level a Captain gains a bonus feat from one of the following:

Fame, Frightful Presence, Gearhead, Infamy, Low Profile, Spacer, Starship Dodge, Zero-G Training
The Captain must still meet any prerequisites for the selected feat.

Superior Crew:
At 8th level the Captain's notoriety has grown to legendary porportions. The maximum level of their crew is now twice her Reputation bonus.

Personal Fleet:
At 10th level the Captain's reputation has grown to the point where other ships have joined force with her, giving her command of a small fleet of ships. The reasons behind why these ships have joined with the Captain vary. Some have heard of the Captain's ability to command and wish to serve in turn for her protection. Sometimes the Captain has worked out a business deal to command a convoy of ships during its deliveries. Whatever the case, the Captain now has command over several vessels. The maximum cost of these ships is equal to the Captain's Reputation bonus times 100,000 in credits, with no single ship being valued at more than half of the total value of the personal fleet.

Level Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Def
Bonus
Rep
Bonus
1 +0 +1 +1 +1 Familiarity +1 +1 +1
2 +1 +2 +2 +2 Starship Defense +2 +1
3 +2 +2 +2 +2 Familiarity +2 +2 +2
4 +3 +2 +2 +2 Crew +2 +2
5 +3 +3 +3 +3 Familiarity +3 +3 +3
6 +4 +3 +3 +3 Bonus Feat +3 +3
7 +5 +4 +4 +4 Familiarity +4 +4 +4
8 +6 +4 +4 +4 Superior Crew +4 +4
9 +6 +4 +4 +4 Familiarity +5 +4 +4
10 +7 +5 +5 +5 Personal Fleet +5 +5