Saga Edition Prestige Classes Repository

WHAPPOW!

You've never seen so many prestige classes gathered together in one place! OVER FIFTY Saga Edition Prestige Classes and still growing, from Assassin to Yautalor Warrior-Artisan! It's controversial ("Do we need this many PrCs in Saga?"; "Can't we just reflect this concept with a Talent Tree?"; etc.; etc.), but it's here for your perusal nevertheless! None of this work is my own, I'm just collecting it into a single repository for your convenience and gaming pleasure!

I tried my best to cite my sources. If anyone sees their own work product here and objects to its presence, let me know and I'll take it out. But if you're so inclined, post your own home-brewed Saga Edition PrC here! I'd love to see what you've done!
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Assassin (Alternate version)

by Svartgeirr

[ N.B.: While the official "Assassin" Prestige Class appears in the Scum and Villany sourcebook, I have kept this version in the master list as an "alternate build." -RobShanti ]

Assassins are beings or machines trained to kill other beings, either for hire or for political gain. Orders of assassins included the Assassin's Guild, the Loag, the Malkite Poisoners, and the Genoharadan. During the reign of the Empire, Palpatine’s Hands also performed many assassinations in addition to their other duties.

Members of the profession were referred to by many euphemisms and epithets: "problem solvers" in the Corporate Sector Authority, "exterminators" in the Outer Rim Territories, and "slayers" in the Core Worlds. Whatever their name, most professional assassins were concerned solely with credits. This made assassins simultaneously the best paid and most despised members of the galaxy's underworld.

Examples of Assassins in Star Wars
HK-47, IG-88, Mara Jade Skywalker, Zam Wessell

Requirements
To qualify to become an Assassin, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Deception, Stealth
Talents: At least one talent from the Camouflage, or Misfortune talent tree (see pages 46 and 49)

GAME RULE INFORMATION:
Assassins have the following game statistics.
Level BaB Class Features<br /> 1st +0 Defense Bonuses, Assassinate, Talent<br /> 2nd +1 Assassin's Mark +1<br /> 3rd +2 Talent<br /> 4th +3 Assassin's Mark +2<br /> 5th +3 Talent<br /> 6th +4 Assassin's Mark +3<br /> 7th +5 Talent<br /> 8th +6 Assassin's Mark +4<br /> 9th +6 Talent<br /> 10th +7 Assassin's Mark +5


Hit Points

At each level, Assassins gain 1d6 hit points + their Constitution modifier.

Force Points
Assassins gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features

The following are the class features of the Assassin prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense

Assassination

You may make an assassination attempt by studying a target for 3 rounds and then making an attack. If your attack is successful, it deals damage as a critical hit. You may assassinate a target using a ranged weapon only if the target is within short range for that weapon. While studying the target, you can undertake other actions so long as your attention stays focused on the target and the target does not detect or recognize you as an enemy. Taking damage interrupts your focus. You may only assassinate living targets with discernable anatomies and droids if you are trained in the Mechanics Skill.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Combat Assassin or Evasion talent trees (presented below), the Misfortune talent tree (see page 46), or the Camouflage talent tree (see page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.


COMBAT ASSASSIN TALENT TREE
Your skill as an assassin allows you to excel at taking opponents by surprise and strike rapidly to hinder, immobilize or kill them at a close range.

Channel Aggression: Same as the talent in the Dark Side Devotee talent tree.

Deftness: You strike with surgical precision. When you damage an opponent with a light weapon or unarmed attack, your opponent moves an additional -1 step along the condition track (see page 149) if your attack roll result equals or exceeds the target’s damage threshold.
Prerequisite: Weapon Finnesse Feat (see page 89)

Hidden Strike: If you have an undiscovered light weapon on your person, when you draw that weapon and make an attack against an adjacent opponent, that opponent is denied his Dexterity bonus to defense for that attack. You may use this ability a number of times equal to half your class level per encounter.
Prerequisite: Quick Draw feat (see page 87)

Immobilizing Strike: When you damage an opponent with a light melee weapon or unarmed attack and you exceed the target’s damage threshold, your opponent is wracked with pain and may only take a single swift action during his next turn. The target may spend a Force Point as a reaction to negate this effect.
Prerequisite: Deftness


EVASION TALENT TREE
You use charm and deceit to get close to targets before eliminating them. You are also adept at escaping and covering your tracks.

Deceptive Charm: You are a skilled liar and may use Deception to reroll a failed Persuasion check. You must keep the result of the reroll, even if it is worse.

False Identity: You have created a persona complete with a false history, credentials, and identity cards. You may use this false identity to transfer funds, receive payment or even purchase weapons and licenses. In addition, you may take 20 on deception checks made to disguise yourself as the false identity. You may craft additional false identities by expending 5000 credits and two weeks of effort.

Improved Run: When you use the run action, you no longer have to move in a straight line. You may change direction by making a DC 10 acrobatics check to turn less than 90 degrees or a DC 15 acrobatics check to turn more than 90 degrees. Difficult terrain increases the DC by 5. A failed check causes you to overbalance and fall prone in the square where you attempted to turn.

Innocence: Once per encounter, as a standard action, you may make a Deception check to convince others of your harmlessness. Compare the result of your check to the Will Defense of each target within your line of sight. If your check equals or exceeds a target’s Will Defense, they may not target you with an attack for a number of rounds equal to your class level. You must drop any visible weapons to use this ability. This effect is nullified should you behave in a hostile fashion or use the run action. This is a mind-affecting effect.


Assassin's Mark

Over time, an Assassin becomes especially adept at dispatching his targets. As a standard action, he can study a target to designate it as his Mark. The Mark must be a living creature with a discernable anatomy or a droid if the Assassin is trained in the Mechanics Skill. Against his Mark, the Assassin gains a bonus on attack rolls equal to half his class level (rounded down).

From http://forums.gleemax.com/showthread.php?t=1008598


Blockade Runner

Blockade Runner
by "Darth Jerrod"

The blockade runner is the colossal class ships version of a ace pilot for starfighters. They have trained in larger ship operations and are well versed in combat as well as mechanical skills aboard a ship.

Requirements
To qualify to become a Blockade runner, a character must fulfill the following criteria.

------------------------------------------------------------------------
Minimum Heroic Level: 7
Feats: Vehicle Combat
Trained Skills: Pilot, Mechanics
-------------------------------------------------------------------

Game rule information
Hit Points
At each level, deep space pilots gain 1d8 hit points + their constitution modifier.

Force Points
Blockade runner gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are features of the blockade runner class.

Defense Bonuses
At 1st level, blockade runner gain +4 class bonus to their Reflex Defense and a +2 class bonus to their Fortitude Defense.

---------------------------------------------------------------------------
Table 1-2:
The blockade runner
Level BAB Class Features
1st 0 Defense Bonuses, Talent
2nd +1 Colossal Ship Dodge +1
3rd +2 Talent
4th +3 Colossal Ship Dodge +1
5th +3 Talent
6th +4 Colossal Ship Dodge +1
7th +5 Talent
8th +6 Colossal Ship Dodge +1
9th +6 Talent
10th +7 Colossal Ship Dodge +1
--------------------------------------------------------------------------

Talents
At every odd-numbered level (1st, 3rd, 5th etc), the blockade runner selects a talent from the Blockade Runner Tree (see below) Fringer Talent Tree (Saga Page 49), Spacer Talent Tree (Saga Page 47)

Blockade Running Talent Tree
Another Coat of Paint: When the time calls for it you are skilled at making the necessary changes to your ships cosmetic appearance.
You may choose to roll twice for a Deception check when changing the look of your ship or placing new transponder codes into your ship in order to disguise the look and signature of your ship. Note this does not guarantee success, it only means you pulled off the desired effect you envisioned.
Fly Casual: The blockade runner can roll twice for a deception check keeping the best result in order to pass her ship off as another identity using fake transponder codes, known flight patterns of different organizations, comm. chatter etc.
Speed Burst: When making an all-out movement (Saga Page 172) you can coax a little more out of the engines until the end of your next turn., taking the engines for your ship well beyond what they were designed to do.
You can now get an all-out movement of x5 until the end of your next turn.
Doing so lowers the top speed (1 space movement) each time you perform this risky maneuver, also other ship systems are affected by this maneuver as a result the ship moves -1 on the condition tracker.
While performing speed burst, All-out movement is in effect and all restrictions from that maneuver are in full-effect.
Strange Rattle Solved: You have served on starships long enough that you familiarize yourself with the sounds of everyday life, when something is out of sorts you can easily pickup on it.
The blockade runner can reroll a failed Mechanics check on any repair checks to her starship but must keep the result of the reroll even if it is worse.

Starship Defender Talent Tree
Cocky Gunner: You are good at those clutch hit times in combat when your shipmates are depending on you getting that last bandit, but success sometimes goes to your head.
During the encounter the blockade runner can take a +2 to hit a target, if the hit is successful the following turn she is -1 to hit until the start of her next turn. She can choose not to attack the following turn in doing so the -1 goes away at the end of the turn.
Prerequisite: Defensive Opportunist
Defensive Opportunist: You are skilled at firing your weapons even with the ship pitching in all directions during combat.
As a full round action, when your ship is fighting defensively you only suffer a -2 to attack rolls. You may not use Full Attack actions while using this ability.
Re-angle the Deflector Shields: Once per encounter after an attack penetrates your ships shields your ships shields gain half their strength back rounded down.

Colossal Ship Dodge
Beginning at 2nd level, you apply a dodge bonus to the Reflex Defense bonus of any colossal (frigate or smaller) ship class you pilot. The defense bonus is equal to one-half your class level, rounded down. Any condition that makes you loose your Dexterity bonus to Reflex Defense also makes you loose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other bonuses
From http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=281573&highlight=saga+prestige+class


Bodyguard


The Bodyguard
by "brainstem"

The bodyguard represents an individual dedicated to the job of protecting the life of another. The bodyguard could be a Wookie fulfilling her life debt, an Imperial Moff's highest ranking soldier, or a crimelord's confidant. Regardless of the position filled, the bodyguard defends her employer with fierce dedication to the point of putting her own life on the line.

Requirements
Heroic Character Level 7
Feats Combat Reflexes
Talents Harm's Way and 1 Talent from the Commando or Survivor Talent Tree

Game Rule Information
Hit Points At each level, bodyguards gain 1d12 hit points + their Constitution modifier.
Force Points Bodyguards gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
Defense Bonuses At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Fortitude Defense.

Base Attack Bonus Your Base Attack Bonus progresses at a fractional rate of 3/4.

Surprising Vigor You longer suffer the ill effects from moving down the Condition Track. All other effects of attacks still happen. If you are brought to the 5th step on the Condition Track, you still become knocked unconcious.

Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Bodyguard talent tree (presented below), the Commando talent tree (page 52 of SECR), or the Survivor talent tree (page 50 of SECR).

Bodyguard Talent Tree
You are particularly adept at defending your employer against dangerous threats, regardless of the situation.

Combat Sense You may select a single opponent during your action and receive a +1 bonus on attack rolls against this opponent for the remainder of that action.
This Talent may be selected twice, with its bonuses stacking.

Defensive Strike You are particularly well suited to turning an opponent's strike against them. If an opponent misses with a melee attack against you while you are using the Full Defense action, your next attack against that opponent receives a +2 bonus.
This Talent may be selected twice, with its bonuses stacking
Prerequisites Harm's Way, Melee Defense feat

Blanket Protection You are so well trained in the art of defense that you are able to extend your defenses to multiple allies. You provide one additional ally within line of sight with a +2 bonus to Reflex Defense while she remains in line of sight.
This Talent may be selected multiple times, each time applying to one additional ally, at a maximum of 4.
Prerequisites Harm's Way

Increased Defenses At 2nd level, you gain a +1 bonus to Reflex Defense against a single opponent, designated at the beginning of your turn.
At every even-numbered level after 2nd, your bonus to Reflex Defense improves by 1 (+2 at 4th level, +3 at 6th level, etc.)

From http://forums.gleemax.com/showthread.php?p=13423017#post13423017


Combat Medic


Combat Medic
by "Ardent"

The most unusual of soldiers, combat medics are individuals who choose to enter the battlefield under oath to assist those in need. Many combat medics take their oath so far as to care for enemy and friendly casualties alike, but most are under no obligation to do so. Many governments and groups recognize combat medics as non-combatants and do not target them in combat provided the combat medic makes no hostile actions towards them. A combat medic's priority is always on his patient, and many soldiers hold combat medics up as the bravest men on a battlefield. While to the uninitiated their job may seem thankless, to the soldiers they serve with, combat medics are among the most valued members of a unit.

Many combat medics are capable of feats that astound even the best trauma doctors, routinely bringing soldiers back from the jaws of death.

---------------------------------------------------------------------------
Level BAB Class Features
1 +0 Defense bonuses, talent
2 +1 Medical Specialist +2
3 +2 Talent
4 +3 Medical Specialist +4
5 +3 Talent
6 +4 Medical Specialist +6
7 +5 Talent
8 +6 Medical Specialist +8
9 +6 Talent
10 +7 Medical Specialist +10
----------------------------------------------------------------------------

Requirements

To qualify to become a Combat Medic, a character must fulfill the following criteria.

Minimum Heroic Level: 7th.
Trained Skills: Treat Injury.
Feats: Surgical Expertise.

Game Rule Information
Combat medics have the following game statistics.

Hit Points
At each level, combat medics gain 1d8 hit points + their Constitution modifier.

Force Points
Combat medics gain a number of Force Points equal to 6 + one-half their character level, rounded fown, every time they gain a new level in this class.

Class Features
The following are features of the Combat Medic prestige class.

Defense Bonuses
At 1st level, you gain +3 class bonus to your Reflex and Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on) you select a talent. The talent may be selected from the Combat Medicine talent tree (see below), the Survivor talent tree (see page 50) or the Commando talent tree (see page 52).

COMBAT MEDICINE TALENT TREE
Because combat medics so frequently find themselves administering care in a battlefield environment, they learn tricks that separate them from ordinary doctors, nurses and medical technicians.
Field Surgery: Sometimes there's no time to properly transport wounded to a triage center for care, so the combat medic finds himself conducting surgery in the decidedly unsanitary surroundings of a battlefield. When using Treat Injury to perform surgery, you can do so with only a medpac in place of a full surgery kit. If you have a surgery kit, you gain a +2 bonus to the skill check.
Prerequisite: Improvised Equipment I

Golden Hour: Combat medics are trained not to give up on their patients, despite seemingly long odds. You can attempt a Revivification on a dead creature up to 1 minute from when it died.
Prerequisite: Medical Miracle-worker

Improvised Equipment I: Proper medpacs are scarce on the battlefield, so the combat medic learns to make do with what he's got. You can use Treat Injury to administer first aid as though you have a medpac even if you don't. If you have a medpac, you gain a +2 bonus to the skill check.

Improvised Equipment II: You've learned to make do without medical kits, treating disease, poison an radiation with little more than nothing. If you do have a medical kit, you gain a +2 bonus to the skill check.

Medical Miracle-worker: Most combat medics can't afford to drag around all the proper equipment to perform a revivification, so they learn tricks and techniques to do so with minimal gear. You can make a Revivify attempt without a medical kit. If you have access to a medical kit, you gain a +2 bonus to the skill check.
Prerequisite: Improvised Equipment II

Medical Specialist
Starting at 2nd level and increasing at even-numbered levels (4th, 6th, and so on), you gain a bonus to the number of hit points restored when you use Treat Injury to Heal Damage. This bonus healing applies even if you fail your skill check and can reduce or negate the damage inflicted. These bonuses are not cumulative.

From http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=251628&highlight=saga+prestige+class


Courtesan


Courtesan
by "Barachiel"

The courtesan is a figured trained in the political intrigues of courts, be they royal or underworld. Renowned for their beauty and grace, they are companions and decorations for wealthy individuals, but they are also much more. Many who bear the title are little more than retainers, or court hangers-on, with looks but no real talent. But then there are those who make it into an art form, and even a career.

Courtesans are experts in social politics, able to navigate the rules of etiquette with a skill and grace that few outside such circles could ever hope to appreciate. On some worlds, courtesans are people who function as contracted companions and lovers for the aristocracy, such as the Kuati telbunn, who act as breeders for the Ten House. On others, they are men and women who have simply lived all their lives with the elite of society and have simply learned to apply a lifetime of social survival skills to practical use.

Many courtesans are schooled in the arts appropriate for their chosen environment and are adept at telling those they serve what they want to hear. Many function as spies, though more often for their own interests than out of any particular ideology. A rare few even operate as assassins, discretely removing those who threaten their standing. Still, history is replete with examples of these figures giving away valuable information from a lover to help one side or another in a conflict. However, most courtesan shy away from leadership roles as they feel it’s better to be the power behind the throne, rather than one sitting in it.

Requirements
To qualify to become a courtesan, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Deception or Gather Information.
Talents: at least one talent from the Influence or Lineage talent trees.

Game Rule Information
Hit Points
At each level, Courtesans gain 1d8 + their Constitution modifier.
Force Points
Courtesans gain Force Points equal to 6 + one-half their current level, rounded down, every time they gain a new level in this class.

Class Features
Defense Bonus
At first level, you gain a +2 bonus to their Reflex Defense and a +4 bonus to their Will Defense.
Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be from the Influence talent tree (SECR pg. 43), the Lineage talent tree (SECR pg. 44), the Misfortune talent tree, (SECR pg. 46), or the Seduction talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

The Seduction Talent Tree
Beautiful and wily, you can wrap people around your finger and make them do whatever you want.
Seduction: you may use Deception to re-roll a fail Persuasion check. Note you must accept the results of this re-roll, even if it is worse.
Pillow-talk: when using this talent, you can ignore the credit cost for Gather Information. This includes secret information, if the GM rules the target has access to the information wanted.
Prerequisite: Seduction.

Silver Tongue: if you have ever succeeded in an attempt to Change Attitude against a target, you find it easier to deceive them. Decrease the difficulty modifier of any Deceive attempts by one step (see SECR pg. 64-65) against that target.
Prerequisite: Deception as a trained skill.

Harmless: you are sufficiently adept at convincing others that you are no threat. Once per encounter, as a standard action, you may make a Persuasion check to convince others of your innocuousness. If your check equals or exceeds the Will Defense of anyone with line of sight, they may not target you with an attack for a number of rounds equal to your level. This effect is nullified should you make an attack action or an Intimidate check. This is a mind-affecting effect.

Etiquette
A courtesan knows the ins and outs of high society, and can navigate through the labyrinthine corridors of power. At every even-numbered level (2nd, 4th, 6th), the courtesan gains a +1 bonus to all skill checks made while operating in high-class functions or with members of aristocracy.

Level BAB Class Features
1st +0 Defense bonuses, talent
2nd +1 Etiquette +1
3rd +2 Talent
4th +3 Etiquette +2
5th +3 Talent
6th +4 Etiquette +3
7th +5 Talent
8th +6 Etiquette +4
9th +6 Talent
10th +7 Etiquette +5
From http://forums.gleemax.com/showthread.php?t=914323


Creature Handler

by ErikModi
While most citizens rely on modern technology to accomplish their day-to-day goals, the Creature Handler trains animals to perform many of those tasks. Creature Handlers can be anything from caring animal lovers, more at home with the creatures they train then other sentients, to cruel slavedrivers, training animals to sell and thinking only of the profit.

Requirements
To qualify to become a Creature Handler, a character must meet the following criteria.
Base Attack Bonus: +7
Skills: Trained in Persuasion

Game Rule Information
Creature Handlers have the following game statistics.

Hit Points
At each level Creature Handlers gain 1d8 hit points + their Constitution modifier.

Force Points
Creature Handlers gain a number of Force points equal to 6+ one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features of the Creature Handler prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to your Will Defense.

The Creature Handler
Level Base Attack Bonus Class Features
1st +0 Defense Bonuses, Talent,
2nd +1 Loyalty +1
3rd +2 Talent
4th +3 Loyalty +2
5th +3 Talent
6th +4 Loyalty +3
7th +5 Talent
8th +6 Loyalty +4
9th +6 Talent
10th +7 Loyalty +5

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. These talents may be selected from the Creature Training, Inspiration, or Survivor talent trees. No talent may be taken more then once unless expressly indicated.

Creature Taming Talent Tree
Creature Handlers are adept at training creatures for all sorts of tasks.
Animal Handling: You may attempt to tame and train animals. Doing so requires weekly Persuasion checks against the creature’s Will Defense. If these checks succeed, you may teach the animal one ability (such as attacking designated targets, defending a certain area, retrieving objects, etc.) A creature can learn a number of “tricks” up to it’s Wisdom modifier. Also, you may attempt to tame a wild animal. This requires a Persuasion check to improve attitude, which you do not take a –5 penalty on for being unable to communicate with the creature, and which can be used on creatures with Intelligence scores of 1. Once the creature’s attitude improves to Friendly, you may begin training it.
Communication: The creature handler and any creatures trained by him may make Charisma checks to attempt to communicate. The DC for this check is dependant on the complexity of the message to be conveyed. For the animal, this communication relies entirely on reading oddities in the animal’s behavior. . . for example, the vornskyr who keeps turning in circles before cackle/purring in an Easterly direction is trying to warn his master about the storm coming in.
Prerequisite: Animal Handling
Creature Knowledge: You may reroll any skill check made against a creature. You must keep the result of the second roll.
Monster Training: Over the course of one week, you may make a Persuasion check against a creature’s Will Defense. If this check succeeds, you may cause the creature to loose three Beast levels and gain one Monster level.
Prerequisite: Animal Handling

Loyalty
Creatures trained by the Creature Handler gain a morale bonus on all skill checks and attack checks equal to one-half the Creature Handler’s class level, rounded down.
From http://forums.gleemax.com/showpost.php?p=14440698&postcount=67


Dark Side Assassin


Dark Side Assassin
Designed by Scott "Majestic_Moose" Smallbeck. Edited by Matthew "Tao" Myers.

"Or is it the ways of darkness and shadow you seek, the power that comes from striking unseen and sensing weaknesses in your enemies?"
-Kreia.

Examples of Dark Side Assassins in Star Wars
Darth Sion, Darth Maladi, Jor Torlin

Requirements
To qualify to become a Dark Side Assassin, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Deception.
Feats: Force Sensative, Weapon Proficiency (lightsaber) or Exotic Weapon Proficiency (any).
Talents: At least one talent from the Dark Side or Sith talent tree.
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score ever becomes less than your wisdom score, you lose access to all class features granted by this class until your Dark Side Score again equals your Wisdom score.

Game Rule Information
Dark Side Assassins have the following game statistics.

Hit Points
At each level, Dark Side Assassins gain 1d8 hit points + their Constitution modifier.

Force Points
Dark Side Assassins gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Dark Side Assassin prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Dark Side Assassin talent tree (presented below), the Misfortune talent tree (Saga Edition Core Rulebook, page 46), or the Camouflage talent tree (Saga Edition Core Rulebook, page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Signature Weapon
At 1st level, you must choose a single exotic weapon or lightsaber that you are proficient with. You gain a +1 bonus to hit with that weapon, and it is considered your signature weapon. At 2nd level and every even level after you gain a bonus to the damage dealt with your signature weapon equal to one half you class level, rounded down. This is in addition to your heroic bonus to damage.

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, signature Weapon, talent
2nd +1 Signature Weapon +1
3rd +2 Talent
4th +3 Signature Weapon +2
5th +3 Talent
6th +4 Signature Weapon +3
7th +5 Talent
8th +6 Signature Weapon +4
9th +6 Talent
10th +7 Signature Weapon +5


DARK SIDE ASSASSIN TALENT TREE
You have learned to use the power of the Dark Side to eliminate and destroy all those who stand in your way.
Crippling Strike: Whenever you make a successful attack against an opponent who is denied their dexterity bonus to reflex defense, the target moves an additional -1 step along the condition track.
Prerequisite: Dastardly Strike.
Dark Hand:By spending a full round action you may make your next attack roll using your UtF skill check modifier (including charisma modifier) instead of your normal base attack bonus plus relevant attribute. Your damage is still calculated the same, and miscellaneous modifiers (such as weapon focus) still apply. This does not work on targets that are immune to force effects that target will defense such as the Yuzong Vong.
Prerequisite: Force perception.
Force Haze:As the Jedi Sentinel talent (SECR page 40), but without the Clear Mind talent requisite.
Force Stealth:You may use your UtF check modifier instead of your Stealth check. You are considered trained in the stealth skill for the purposes of using this talent. If you are entitled to a Stealth check reroll, you may reroll your UtF check instead.
Lethal Vision:You may use the Farseeing power as a swift action to glimpse a target’s movements and plan accordingly. Compare your UtF check against the target’s will defense. If successful, the target loses its dex bonus for the rest of your round.
Prerequisite: Visions.
Throw Signature Weapon: As Lightsaber Throw ( SECR page 41), except that this talent applies to the assassin’s signature weapon.

From http://sagaconversions.mattylee.com/assassin.php
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Dedicated Technician


THE DEDICATED TECHNICIAN
by "GladeWolf"

REQUIREMENTS
To qualify to become a dedicated technician, a character must fulfill the following criteria.
Minimum Character Level: 7th
Trained Skills: Mechanics
Feats: Skill Focus (Mechanics)
Talents: Any talent from the Outlaw Tech tree or the Jury-Rigger talent

GAME RULE INFORMATION
Dedicated technicians have the following game statistics.

Hit Points
At each level, dedicated technicians gain 1d6 hit points + their Constitution modifier.

Force Points
Dedicated technicians gain a number of Force Points equal to 6 + one half their character level, rounded down, every time they gain a new level in this class.

Lvl BAB Class Features
1st +0. Defense bonuses, talent
2nd +1. Technical expertise +1
3rd +2. Talent
4th +3. Technical expertise +1
5th +3. Talent
6th +4. Technical expertise +1
7th +5. Talent
8th +6. Technical expertise +1
9th +6. Talent
10th+7. Technical expertise +1


CLASS FEATURES
The following are features of the dedicated technician prestige class.

Defensive Bonuses
At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Outlaw Tech talent tree (see Web Enhancement 1), the Scavenger talent tree (presented below) or the Master Engineer talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.


SCAVENGER TREE
Scavenge (requires toolkit): You may attempt to scavenge a destroyed item for useful parts. Make a Mechanics check. On a successful check, you manage to recover a number of parts and materials equal to the following: On a check of 20 or higher you recover materials worth 10% of the item's original base cost. On a check of 30 or higher you instead recover materials worth 20% of the item's original base cost. You may either resell these items (for the amount you succeeded in recovering) or apply them towards the cost of another item's repair or upgrade. It takes 1 hour per each 1,000 credits worth of the item's base cost to scavenge an item. Once an item has been successfully scavenged, it may not be scavenged again.

Overcharge (requires toolkit): Take a full-round action and a Mechanics check (DC 20) to boost the damage of any ranged energy weapon up to and including the space transport scale by 1D. This modification lasts until the user rolls a natural "1" while firing the weapon. When that happens the weapon overloads, dealing its base damage to itself and to the weilder/vehicle (if a weapon is not given its own separate hp, such as in the case of a vehicle weapon, treat the weapon as disabled) and losing this modification.
Undoing this modification requires a full-round action and another Mechanics check (DC 20).

Superior Jury-Rig: Whenever you jury-rig an item it moves -4 steps down the condition track at the end of the scene or encounter, instead of -5.

Design Flaws: Once per day, make a DC 25 Knowledge (technology) skill check at the start of a single encounter. On a successful check you may apply one-half, rounded up, of your Dedicated Technician levels as a bonus to any damage rolls against a single droid, item, or vehicle for the duration of the encounter. Conversely, you may instead apply the bonus to a single Mechanics check made to disable a security device.
You can select this talent multiple times; each time you do, you can use it one additional time per day.
Prerequisites: Trained in the Knowledge (Technology) skill.

MASTER ENGINEER TALENT TREE
Technical Specifications: Your studies of various blueprints, technical specifications and designs gives you an edge. You may choose to reroll any Mechanics check, but the result of the reroll must be accepted even if it is worse.
Prerequisites: Trained in the Knowledge (Technology) skill.

Efficiency: Whenever you modify or upgrade any item, reduce the cost by 10%.

Exceptional Upgrades: When an upgrade provides a numerical benefit, increase the benefit by 1.
Prerequisites: Efficiency, Technical Specifications.

Reroute Power: When making a Mechanics check to regulate power you can spend two swift actions instead of three swift actions to move +1 along the Condition track.

Technical Expertise
When you gain this ability select one type of droid, vehicle, or item (e.g., astromechs, communication devices, pistols, rifles, walkers, speeders, starfighters, etc.). You gain a +1 insight bonus to any Mechanics checks made involving that type of item. Each time you gain this ability you may either increase your bonus within an existing catagory by +1 or select a new catagory to gain this bonus in.

The following additional Talent Trees for this PrC were created by forums member Tenor1411. Please note that the inclusion of them subtly alters GladeWolf's original "mechanics specific" vision of the class:

[indent]MASTER SLICER TALENT TREE

Efficient Command Algorithm
Reduce the length of time it takes for accessing information or disabling/erasing programs by 90%. DCs remain unaffected.
General - 1 round
Specific - 1 minute
Private - 6 minutes
Secret - 48 minutes
Disable/Erase - 1 minute
Droid Programming - 1 minute
Prerequisites: Gimmick, Master Slicer

Mask Trace
When a Hostile computer attempts to trace you, the trace may be avoided with Use Computer check at the same diffculty as an Improve Access check. If the Mask Trace is sucessfull, the trace is aborted but access is not improved. If the Mask Trace roll fails, the trace is successful and the hostile computer isolates the connection and rejects any further attempts you make to access it for 24 hours.
Prerequisites: Gimmick, Master Slicer, Trace

OS Technical Specifications
Your studies of various Operating Systems used throughout the galaxy gives you an edge. You may choose to re-roll any Use Computer check made to access information or disable or erase a program and take the better result.
Prerequisites: Gimmick, Master Slicer.[/indent]

From http://forums.gleemax.com/showthread.php?t=903190


Desperado

Desperado
by Radon Antila, from http://forums.gleemax.com/showthread.php?t=970316

The split-second timing required in martial arts makes unarmed combat potent indeed, but the study all but eschews the use of ranged weaponry. On the other hand, firearms provide excellent stopping power, but those who rely on distance often lack the ability to adequately defend themselves in melee combat. Whether by training, experience or sheer instinct, a desperado learns to fight using techniques that bridge the gap between these two distinct combat styles. When in motion, these techniques make the desperado seem to attack as if firearm and body were one and the same, and all who witness a desperado in action tend to remember their movements being as fluid as they are purposeful.

Requirements
To qualify to become a Desperado, a character must fulfill the following criteria:
Base Attack Bonus: +7
Feats: Combat Reflexes, Martial Arts I, Point Blank Shot
Trained Skills: Acrobatics

Game Rule Information
Desperados have the following game statistics:

Base Attack Bonus
Desperados gain +1 base attack bonus per class level.

Hit Points
At each level, desperados gain 1d8 hit points + their Constitution modifier.

Force Points
Desperados gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are features of the desperado prestige class.

Defense Bonuses
At 1st level, you gain a +3 class bonus to your Reflex Defense and a +3 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Desperado talent tree (presented below), the Misfortune talent tree (see Scoundrel) or the Brawler talent tree (see Soldier).

DESPERADO TALENT TREE
Die Hard: When fighting an opponent or multiple opponents in melee, you may spend a swift action to make a DC 20 Acrobatics check. If you succeed, you gain Damage Reduction (DR) equal to twice the number of opponents adjacent to you until the beginning of your next turn. While in effect, this DR automatically changes if the number of opponents in melee with you changes at any time. Prerequisite: Elusive Target
Elusive Target: Same as the Jedi talent.
Opportune Moment: Withdrawing no longer prevents your opponents from avoiding an attack of opportunity for leaving your threatened area. If you take an attack of opportunity this way, you may move to the square previously occupied by your opponent. You do not avoid attacks of opportunity, if any, for this movement.
Outnumbered: When making an attack using Wild Arms on your turn, you may target one additional opponent within your reach. You make the attack roll against the highest Reflex Defense among your targets. If you hit, you must distribute the total damage you deal among all targets, to a minimum of 1 per target.
You may select this talent multiple times. Each time you select it, you may target one additional opponent within your reach. Prerequisite: Wild Arms
Superior Mobility: The Mobility feat now grants it's Defense bonus to all attacks of opportunity made against you. Prerequisite: Mobility feat
Superior Reflexes: You may now use Combat Reflexes to take two attacks of opportunity against any single target instead of the normal one. Each attack counts as one of your attacks of opportunity for the round.

Wild Arms
Starting at 2nd level, when wielding a ranged weapon that can be used to take attacks of opportunity and isn't set to autofire, you may make a single attack that is considered both an unarmed melee attack and a ranged weapon attack, against one opponent in your reach. This attack is made at either your base melee or ranged attack bonus, whichever is lower. The damage you deal from this attack is equal to the sum of the damage you would normally deal from a ranged attack with your weapon and from an unarmed attack. This attack counts as one of your attacks of opportunity for the round, and requires a standard action if used during your turn.

At every even-numbered level afterwards (4th, 6th, 8th and 10th), you gain a +1 damage bonus for this attack. At 10th level, this attack is made at either your base melee or ranged attack bonus, whichever is higher.


From http://forums.gleemax.com/showthread.php?t=970316


Diplomat Variant of the Crime Lord PrC


Diplomat (Crime Lord variant)
by "dizfactor"

* Take the Crime Lord PrC to start.
* Change the prereqs to say one Talent from the Inspiration, Jedi Consular, or Lineage trees.
* Change the available talent trees to Inspiration, Lineage, or Mastermind.

(This is basically a tweak for characters who want a PrC that has a slightly different focus than the Crime Lord or the Officer offer.)
From http://forums.gleemax.com/showthread.php?t=886180


[sblock=Diplomat]
Diplomat
February 10th, 2009
Designed by jadenkorr with much help from Lambach and ShadoWarrior

The galaxy is a melting pot of political and social intrigues. Governments rise and fall, but one thing remains true, diplomats will always be necessary at some level. Whether taking on roles as leaders of organizations, holding positions within a government, or using their skills as negotiators and peace keepers, the diplomat can fill multiple roles in galactic life.

Life in the political world is not without its hazards however. People with different views can often turn an intriguing situation to a deadly one. Thus the diplomat must hone their skills to excel in whatever endeavors they undertake.

Diplomats come from all walks of life. The battle hardened soldier that becomes a senator, the unorthodox thief that evolves from stealing baubles to taking bribes for using his influence, or the wealthy heiress expected to lead her family one day. Each of these people bring a unique skillset to the political world, and it is this diversity that makes each diplomat different from the next.

Requirements
Minimum Heroic Level: 7th
Trained Skills: Persuasion and Gather Information
Talents: At least one talent from the Inspiration or Leadership talent trees
Special: You must be employed as a diplomat by a star system or political group

Game Rule Information
Diplomats have the following game statistics.

Hit Points
At each level, a Diplomats gain 1d6 hit points + their Constitution modifier.

Force Points
Diplomats gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Diplomat prestige class.

Defense Bonuses
At 1st level, you gain a +4 bonus to your Will defense, and a +2 bonus to your Reflex

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be from the Inspiration talent tree (SECR pg. 43), the Leadership talent tree (SECR pg. 44), the Diplomat talent tree (presented below), or the Courtier talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Etiquette
A diplomat knows the ins and outs of high society, and can navigate through the labyrinthine corridors of power. At every even-numbered level (2nd, 4th, 6th), the diplomat gains a bonus to all Charisma related skill checks (excluding Use the Force) made while operating in high-class functions or with members of aristocracy equal to half your class level, rounded down.

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, Talent
2nd +1 Etiquette +1
3rd +2 Talent
4th +3 Etiquette +2
5th +3 Talent
6th +4 Etiquette +3
7th +5 Talent
8th +6 Etiquette +4
9th +6 Talent
10th +7 Etiquette +5


Courtier Talent Tree
Extremely wily, you can wrap people around your finger and make them do whatever you want.

Cover-Up Lie: You may use a Persuasion check to reroll a failed Deception check. However, you must accept the results of this reroll, even if it is worse.

Ear to the Ground: When using this talent, you can ignore the credit cost for Gather Information, except for secret information. If the GM rules the target has access to the desired secret information, the cost is halved instead.
Prerequisite: Network of Allies

Silver Tongue: If you have ever succeeded in an attempt to Change Attitude against a target, you find it easier to deceive them. Decrease the difficulty modifier of any Deceive attempts by one step (see SECR pg. 64-65) against that target.

Innocuous: As Charlatan talent by same name (SV, pg 31).

Network of Allies: You have developed a network of allies that share information. A number of times per adventure equal to one-third your class level (rounded down), you may gain a +2 bonus on any Knowledge and Gather Information check made when you are able to directly communicate with your network (at the GM’s discretion), or when using Gather Information checks your costs in bribes are reduced by 50% (a Persuasion check can be used to further reduce the cost to 25% of normal).

Diplomacy Talent Tree
You are skilled in the fine art of social interaction and handling other people.

Diplomatic Envoy: You ally yourself directly with a government or organization and gain benefits for doing so. As an envoy you gain a +1 bonus per 2 Diplomat levels (rounded down) to any Deception, Gather Information, Persuasion, Perception checks made to Sense Deception, or Use the Force skill checks when dealing with other individuals that have an unfriendly or better attitude towards you or your affiliation.

Diplomatic Immunity: Your rank within your organization provides you with benefits when dealing with hostile opponents. Against any opponent whose attitude is Unfriendly or Hostile towards you or your organization, you gain a +2 morale bonus to your Reflex and Will Defense against attacks, skill checks and force powers affecting you.
Prerequisite: Diplomatic Envoy

Diplomatic Resources: You are able to requisition resources from the government or organization you are affiliated with. Each time you advance in level (including the level at which you acquire this talent) you may request the use of an item (or group of items at the GM’s discretion) whose value does not exceed 10,000
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Expert

Expert
by "Batshido"
The galaxy is full of people who are defined more by their skills than by their combat ability. When one of those people takes up the life of an adventurer, they usually end up as an expert. Experts are the most highly skilled individuals in the galaxy, Some are doctors, some are mechanics, but all are sought after for their extraordinary level of expertise.

Requirements
Skills: Any two of the following as trained skills:
Mechanics, Use Computer or Treat Injury. Knowledge:
Technology as a trained skill.
Feats: Skill Focus: (Mechanics, Use Computer or Treat
Injury)
Heroic Level: 7th
Special: Must be able to understand Binary.

Game Rule Information

Hit Points
At each level, the Expert gains 1d6 hit points + their
Constitution modifier

Force Points
Experts gain a number of Force Points equal to 6+ onehalf
their character level, rounded down, every time
they gain a new level in this class.

Class Features

The Expert
Level Base Attack Bonus Class Feature
1 +0 Defense Bonuses, Talent
2 +1 Advanced Training
3 +2 Talent
4 +3 Advanced Training
5 +3 Talent
6 +4 Advanced Training
7 +5 Talent
8 +6 Advanced Training
9 +6 Talent
10 +7 Advanced Training

Defense Bonuses
+2 to Reflex Defense, +4 to Will Defense.

Talents

At each odd level, the Expert selects a talent from the
Outlaw Tech, Slicer, Healer or Tech Specialist trees.
Advanced Training

At each even level, the Expert selects one skill from the
following list: Knowledge: Any, Mechanics, Use
Computer, Treat Injury, Pilot, Survival, or Ride. If the
Expert is trained in that skill, he or she gains Skill Focus
in that skill as a bonus feat. If the Expert is not trained
in that feat, he or she adds it to the list of skills they
are trained in.
From http://www.mediafire.com/?alyoyz0xxjf


Expert Sniper

Expert Sniper
by "LordofNightmares"

Requirements
to qualify to become a Expert Sniper, a character must fulfill the following criteria:
Heroic Level: 7th
Trained Skills: Perception
Feat: Point Blank Shot, Precise Shot, Deadeye and Careful Shot

Game Rule Information
Hit Die: The Sniper gains 1d8 hit points per level. The character's Constitution applies.
Force Points: The Expert Sniper gains a number of force points equal to 6 + one-half his character level, rounded down, every time she gains a new level in this class.
Base Attack: An expert sniper's base attack bonus is +1 per expert sniper class level.

Class Features
Defense Bonuses
At 1st-level, you gain a +4 class bonus to to your Fortitude defense and a +2 class bonus to your Will defense.

Talents
At every odd-numbered level (1st, 3rd, 5th and so on), you select a talent. The talent is selected from the Expert Sniper talent tree (presented below), the Awareness talent tree (SAGA book, page 49) or the Weapon Master talent tree (SAGA book, page 212). You must meet the prerequisites (if any) of the chosen talent. No talent may be selected more than once unless expressly indicated.

Expert Sniper Talent Tree
Dead Aim: When you use the Aim action (SAGA book, page 154), you gain a +1 bonus to hit. This stacks with the bonus from Careful Shot.
Improved Dead Aim: When you use the Aim action (SAGA book, page 154), you may use it as a Move Action instead of as 2 Swift Actions.
Prerequisites: Dead Aim
Long Shot: When the Expert Sniper uses a pistol or rifle, she adds +50% to the range of the weapon at each range increment. For ease the modified ranges are listed below:

Code:
Point
Blank Short Medium Long
Pistol 0-30 31-60 61-90 91-120
Rifles 0-45 46-90 91-225 156-450

Waiting Game: The Sniper is accustomed to waiting for her targets to show themselves. She is able to hold a single position for days or even weeks with appropriate supplies. You may roll two dice for your Endurance check to Ignore Hunger, Ignore Thirst and Sleep in Armor, you keep the better of the two rolls.

One Shot, One Kill: This ability allows an Expert Sniper to make a ranged killing attack. You may use a ranged weapon to make a coup-de-grace (SAGA book, page 154) attack. However, you must still roll to hit normally.
Prerequisites: Dead Aim, Improved Dead Aim, Sniper's Eye Bonus +3 or greater

Sniper's Eye
Experience has given you a steady hand and keen eye when taking a kill shot. When not in combat yourself and aiming at a target that is 15 or more squares away from you, you gain a bonus to hit and damage on your aimed attack equal to half your Sniper class level.

1. Defense bonuses, Talent
2. Sniper's Eye +1
3. Talent
4. Sniper's Eye +2
5. Talent
6. Sniper's Eye +3
7. Talent
8. Sniper's Eye +4
9. Talent
10. Sniper's Eye +5
From http://forums.gleemax.com/showthread.php?t=913190

Note: See also Sniper below.


Force Warrior


Force Warriors
by SimplyScribed

The sect focused heavily on control; mixing meditative techniques and martial arts in a primitive yet potent form. The Force flowed through their bodies, allowing them to strike unarmed with expert precision and incredible power; a master of the art was able to far surpass unaided masters of martial arts such as Echani and Teräs Käsi, though most Force warriors learned various martial arts styles to further enhance their control and skill.

Most Force warriors also developed potent defenses as part of their meditations; a danger sense that allowed them to instinctively dodge attacks and escape fatal blows. Despite their powers, most were not warlike in nature. Many among them sought physical and mental discipline rather than simply to become unstoppable fighting machines.

Force warriors were rare among the Jedi, especially considering the prestige and abilities offered by the use of a lightsaber. As its use grew, their numbers shrank, though far more of them were able to survive the Purge than their more obvious brethren.

Outside of the Jedi Order, occasional small schools or other self-taught Force-sensitive beings discovered the art of control on their own.

Force Warrior Talent Tree

Defensive Roll—As a reaction, when an attack beats your Damage Threshold and moves you down the condition track, you can choose to spend a Force Point to make a Defensive Roll and treat the attack as though it didn't beat your Threshold (you still take the damage as normal).

Force Intuition—You can use your Use the Force skill place of your initiative checks.

Improved Defensive Roll—When you make a Defensive Roll, you can move up to half your speed as part of the Reaction. Prerequisites: Defensive Roll

Unarmed Specialisation—Your unarmed damage increases by 2. Prerequisites: Weapon Focus (Unarmed)

From http://saga.wetpaint.com/page/simplyscribed+%7C+Saga+%7C+Force+Warriors


Free Runner

by Speedscout, from http://forums.gleemax.com/showthread.php?t=968888

I've been brewing over a good custom prestige class for a while and I believe I have a couple that are balance. The Parkour Unit and the Free Runner.

These two prestige classes come from the neccessity of sometimes having to improvise movement without the proper technology. Whether it is escaping or getting to a destination, these guys are the ultimate in scout movement. Free Runner is an advanced form of Parkour Unit.

Requirements
Minimum Heroic Level – 12th
Talents: Long Stride, Sprint, Surefooted, and any two from the Parkour Unit Prestige Class
Skills Trained & Focused: Acrobatics, Jump, Climb
Minimum Dexterity Score – 16
Minimum Strength Score – 16
Hit Points
At each level, Free Runners gain 1d10 hit points + their constitution modifier.
Force Points
Free Runners gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.
Class Features
The following are features of the Free Runner Prestige Class
Defense Bonuses
At 1st level, you gain a +6 class bonus to your Reflex Defense and a +4 class bonus to your Fortitude Defense.
Talents
At every odd-numbered level (1st, 3rd, and 5th), you can select a talent. The talent may be selected from the options below or the Parkour Unit Talent options.
The Free Runner
Level Base Class Features
1st +1 Defense Bonuses, talent
2nd +2 Bonus feat
3rd +3 Talent
4th +4 Bonus feat
5th +5 Talent

Extreme Talent Tree
Air stunts – Free runners can attempt tricks while in midair. Difficulty charts is below
Flips +5
Spins +5
Limb grabs +10
Leg movements +5

Extreme Acrobatics – Free runners display fantastic feats of Acrobatics. This talent gives an additional +5 bonus to the Acrobatics skill. Also, a Free runner gains the benefit of being able to take a 10, even if threatened.
Extreme Balance – Free runners can move full speed along narrow surfaces.
Fearless – Free runners are immune to fear because of their death defying feats.
Risk – Free runners get 2 Force Points that last the duration of an encounter when they put themselves in immense danger (tall heights are a great example).
Rolling landing – Free runners can roll during a landing negating damage. With a successful DC 10 Acrobatics check, a free runner can fall as if it was 3 squares shorter when determining damage (instead of 2 squares). For every 5 points by which the free runner beats this DC, they can subtract an additional 2 squares from the fall. Even if no damage is taken, the Free runner lands then immediately rolls to take the shock out of their legs.

Wall Talent Tree
Wall Run – Free runners can attempt to run up a wall with a DC 20 acrobatics check. The success rate is charted below. Free runners must act directly after their run. This is considered a full-round action.
20 1 square
25 2 squares
30 3 squares
35 4 squares
40 5 squares

Multiple Jumps – Free runners can jump from 1 surface to another as many times equal to their dexterity modifier in a round. Each jump requires a new jump check with the DC going up by 5.
Scale – Free runners can use multiple jumps and wall run combined to climb instead of climbing in a full round action. Prerequisites – Wall Run: Multiple Jumps

From http://forums.gleemax.com/showthread.php?t=968888


Gand Findsman


It's essentially a modified Bounty Hunter PrC for one of my players who just made a level one Gand soldier, so we've got plenty of time to tweak it.

His idea is first, mine is posted after (he didn't see the Gand Findsman tree in Scum and Villainy so he invented his own based on Bounty Hunter):

Gand Findsman (Prestige Class)
Requirements
Minimum Heroic Level: 7th
Trained Skills: Endurance
Feats: Force Sensitivity
Talents: At least 1 talent each from any Scout talent tree and Force talent tree

Game Rule Information
Hit Points: At each level, Gand Findsman receive 1d10 hit points + their Constitution modifier. (Same as BH)

Force Points: Findsman gain a number of Force Points equal to 6 + one-half their character level, rounded
down, every time they gain a new level in this class. (Same as BH)

Class Features
Defense Bonuses: At 1st level you gain a +2 bonus to your Reflex, Fortitude and Willpower Defenses.
(I took the +4 & +2 of the Bounty Hunter, and spread them to include Willpower to tie in the Force a bit more)

Delay Damage: Once per encounter, as a reaction, you may choose to delay the effect of a single attack, ability or effect used against you. The damage or effect does not take hold until the end of your next turn.
(Taken from Elite Trooper to build in stoic perseverance in the hunt?)

Talents: At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Findsman talent tree, the Awareness talent tree (pg 49), the Survivor talent tree (pg 50) or the Force talent trees in Chapter 6. You must meet the prerequisites (if any) of the chosen talent.

Gand Findsman Talent Tree
Findsman’s Mark: If you aim before making a ranged attack, you move the target -1 step along the condition track, if you successfully deal damage to that target. (Same as BH)

Findsman’s Target: Once per encounter, as a free action, you may designate an opponent. For the rest of the encounter, when you successfully damage that opponent with a melee or ranged attack, you deal an additional die of damage to that target. (Prereq: Findsman’s Mark)
(Same as BH)

Relentless: Any damage or effect originating from the opponent designated as your Findsman’s Target (see above) that would move you down the condition track, does not do so. (Prereq: Findsman’s Mark, Findsman’s Target)
(Same as BH)

Fortified Body: The Force shields you against ailments, toxins and radiation poisoning, making you immune to disease, poison and radiation.
(Prereq: Equilibrium (pg 101))
(Taken from Force Adept tree)

(These are from something he found online, I think based on the old game? We never played it. He also forgot to include what those acts are.)
Gand Martial Arts I: You may select two items from the list of Gand Martial Arts to learn. These attacks can each be used once per encounter (unless otherwise noted) as long as you are unarmed.
(Prereq: Martial Arts I, must be of Gand race)
(Used to tie in the Martial Arts, and gives a way to subdue enemies for capture?)

Gand Martial Arts II: You may select an additional two items from the list of Gand Martial Arts to become proficient with.
(Prereq: Gand Martial Arts I)
(Used to tie in the Martial Arts, and gives a way to subdue enemies for capture?)

Level Base Attack Bonus Class Features
1st +1 Defense bonuses, talent, delay damage
2nd +2 Damage Reduction 1
3rd +3 Talent
4th +4 Damage Reduction 2
5th +5 Talent
6th +6 Damage Reduction 3
7th +7 Talent
8th +8 Damage Reduction 4
9th +9 Talent
10 +10 Damage Reduction 5
(DR taken from Elite Trooper to build in stoic perseverance in the hunt?)

I didn't like some of the major tweaks he made and thought it should look more like Bounty Hunter with the obvious addition of Force Sensitivity. I think he was undecided between Elite Trooper and Bounty Hunter so he kind of took the best of both.

Here's what I came up with instead, which as you'll see is far closer to Bounty Hunter with a couple small tweaks:

Gand Findsman (Prestige Class)
Requirements
Minimum Heroic Level: 7th
Trained Skills: Survival
Feats: Force Sensitivity
Talents: At least 1 talent each from the Awareness talent tree and Force talent tree

Hit Points: 1d10 hit points + their Constitution modifier per level
Force Points: Findsman gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
Defense Bonuses: At 1st level you gain a +2 bonus to your Reflex, Fortitude and Willpower Defenses.
The Black Gand of Death: Once in a 24-hour period as a full-round action a Gand Findsman may enter a deathlike trance, silencing all body functions and appearing dead to all but the most observant. In this state the Findsman regains a number of hit points equal to his level plus his Constitution modifier per hour. If the Findsman remains in this state for four hours he is considered fully rested (as though he rested eight consecutive hours). Coming out of this trance is a full-round action.
Mark: (Assassin feature, SAV p. 30)
Talents: At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Bounty Hunter talent tree (SECR p. 208), the Gand Findsman talent tree (SAV p. 26), the Scout Awareness talent tree (SECR p. 49), or the Force talent trees (SECR p. 100-101). You must meet the prerequisites (if any) of the chosen talent.

Level / BAB / Class Features
1st +1 Defense bonuses, talent, The Black Gand of Death
2nd +2 Mark +1
3rd +3 Talent
4th +4 Mark +2
5th +5 Talent
6th +6 Mark +3
7th +7 Talent
8th +8 Mark +4
9th +9 Talent
10 +10 Mark +5

From http://forums.gleemax.com/showthread.php?p=18415022#post18415022


Jedi Battlemaster


Jedi Battlemaster
by "Meschler"

"Your lightsaber is an invaluable tool. Even when inactive, it can get you out of potentially dangerous situations — trust me on that one."
Kyle Katarn

Jedi Battlemasters were fully trained in the ways of the Force, but these Jedi feel closest to the force during lightsaber combat. All Balltemasters have at least mastered one of the seven lightsaber combat forms and are the best lightsaber masters in the Jedi Order. In times of peace Jedi Battlemasters were the instructors of the younglings in the Jedi temple, teaching the basic and advanced forms of lightsaber combat. But if the time comes to fight the enemy’s of the Republic and the Jedi order, the Battlemasters are the first ones sent to war. Most Jedi Battlemasters prefer the additional protection of Armor during fighting and almost every Jedi Battlemaster has a suit of personal armor which they imbue with the force for greater protection. Some Jedi Battlemasters even enhance their suit of armor with cortosis to gain an advantage over other lightsaber users. Jedi Battlemasters are rare in the Jedi Order because only the padawans with the best lightsaber skills are chosen to be trained in the advanced techniques of lightsaber combat.

Requirements
To qualify to become a Jedi Battlemaster, a character must fulfil the following criteria.
Minimum Heroic Level: 12th
Trained Skills: Use the Force
Feats: Force Sensitivity, Weapon Proficiency (lightsabers), Armor Proficiency (light)
Talents: At least one talent from the Lightsaber Forms talent tree
Special: Must be a member of the Jedi tradition (see page 104 Sage Edition Rulebook)

Game Rule Information and Class Features
Jedi Battlemasters have the following game statistics:

Hit Die: 1d10
Force Points: 6 + 1/2 Character level, rounded down, at each new level gained in this class
Defense Bonuses: At 1st level, you gain a +4 class bonus to your Fortitude Defense and a +2 bonus to your Reflex and Will Defense

Talents
At every odd-numbered level (1st, 3rd, 5th, 7th and 9th), you select a talent. The talent may be selected from the Armor Specialist talent tree (p. 51), the Lightsaber Combat talent tree (p. 41), the Duellist talent tree (p. 218), or the Jedi Battlemaster talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Bonus feats
At 2nd, 6th and 10th level, you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites (if any) for that feat.
Armor Proficiency (medium), Armor Proficiency (heavy), Bantha Rush, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Exotic Weapon Proficiency, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mighty Swing, Mobility, Power Attack, Quick Draw, Rapid Strike, Running Attack, Shake It Off, Skill Focus, Skill Training, Toughness, Triple Attack, Triple Crit, Weapon Finesse, Weapon Focus, Whirlwind Attack

Force Technique
You have learned improved techniques to feel the rhythm of the Force. At 4th and 8th level you gain one Force technique that cannot be changed once selected (see Force techniques, page 101 for more information)

The Jedi Battlemaster

Level Base Attack Bonus Class Features
1st +1 Defense bonuses, Talent
2nd +2 Bonus feat
3rd +3 Talent
4th +4 Force technique
5th +5 Talent
6th +6 Bonus feat
7th +7 Talent
8th +8 Force technique
9th +9 Talent
10th +10 Bonus feat

JEDI BATTLEMASTER TALENT TREE
Trained to protect the Republic and its Citizens, you combine the strengths of a fully trained Jedi and an elite soldier. Jedi Battlemasters have trained extensively in the use of the Force, the lightsaber and the wearing of armor.

Attune Armor: As a full-round action, you may spend a Force Point to attune a suit of armor to the Force, permanently increasing its Ref.-Armor bonus by +2. In addition, the maximum Dex bonus of the attuned armor permanently improves by +1. Only you can benefit from wearing the attuned armor; the benefits do not apply if someone else dons the armor (see the Jensaarai Talent by the same name, SECR page 107)

Attune Weapon: As the Force Item Talent by the same name (SECR pg 214).

Controlled Whirlwind Attack: When using the Whirlwind Attack option with a lightsaber, you may exclude a number of targets up to your Wisdom modifier.
Prerequisites: Whirlwind Attack, Weapon Focus (lightsaber), Weapon Specialization (lightsaber).

Cortosis Gauntlet: You are trained in the use of cortosis gauntlets, giving you an edge in lightsaber combat. When armed with cortosis gauntlets, such as the ones included in a suit of Battlemaster armor, you may choose to block the attack with your gauntlets, instead of your lightsaber. This functions as the Block ability, though at a -5 penalty to your Use the Force check due to the risk and difficulty of such a maneuver. If you successfully block the attack, you also disrupt your enemy's lightsaber. For the duration of the encounter, their lightsaber is considered deactivated and cannot be reactivated by any means, except a DC 15 Mechanics check, which can be attempted untrained by anyone proficient with a lightsaber, is made successfully. This application of the Block ability cannot be used to protect an ally.
Prerequisites: Armor Proficiency (light), Armored Defense, Block.

Empower Weapon: As the Force Item Talent by the same name (SECR pg 214).
Force Intuition: You can use your Use the Force check modifier instead of your Initiative modifier when making Initiative checks. You are considered trained in the Initiative skill for purposes of uses this talent. If you are entitled to an Initiative check reroll, you may reroll your Use the Force check instead, subject to the same circumstances and limitations (see the Jedi Guardian Talent by the same name, SECR page 40).
Hold Ground: The DC for tumbling through a square that you threaten is increased by 10.
Prerequisite: Lightsaber Defense.

LIGHT ARMOR COST REF DEFENSE FORT DEF MAX DEX
Jedi Battlemaster Armor 10,000 +5 +2 +4SPEED (6) SPEED (4) WEIGHT AVAILABILITY
-- -- 8 kg Military, Rare
Jedi Battlemaster Armor
Used exclusively by Jedi Battlemasters during the great wars of the Old Republic. This armor covers the upper body, shoulders and parts of the arms and legs of its wearer. The Battlemaster armor contains also two gauntlets made of pure cortosis. These gauntlets was composed to rendering any lightsaber blade that touched it useless for several minutes. It provides good protection without restricting the mobility of its wearer.

From http://forums.gleemax.com/showthread.php?t=903968


Jedi Healer


Jedi Healer
Designed by Simon Boucher. Editted by Matthew "Tao" Myers.

"It's not the size of the Jedi or the amount of power running through her lightsaber, but the strength of her heart."
-Barriss Offee.

Examples of Jedi Healers in Star Wars
Barriss Offee, Stass Allie, Cilghal

Requirements
To qualify to become a Jedi Healer, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Treat Injury, Use the Force.
Feats: Force Sensative, Force Training.
Talents: At least on talent from the Jedi Consular or Jedi Sentinal talent tree.
Dark Side Score: Your Dark Side Score must never be greater than 1. If your Dark Side Score ever becomes greater than 1, you lose access to all class features granted by this class until you atone.

Game Rule Information
Jedi Healers have the following game statistics.

Hit Points
At each level, Jedi Healers gain 1d8 hit points + their Constitution modifier.

Force Points
Jedi Healers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Jedi Healer prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Healer talent tree (presented below), the Jedi Consular talent tree (Saga Edition Core Rulebook, page 39), or the Force Adept talent tree (Saga Edition Core Rulebook, page 214). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Medical Knowledge
Starting at 2nd level, you gain a bonus on the amount of hit points you heal with your Treat Injury check equal to one-half your class level (rounded down).

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Medical Knowledge +1
3rd +2 Talent
4th +3 Medical Knowledge +2
5th +3 Talent
6th +4 Medical Knowledge +3
7th +5 Talent
8th +6 Medical Knowledge +4
9th +6 Talent
10th +7 Medical Knowledge +5

JEDI HEALER TALENT TREE
You have learned to use the Force to heal yourself and others efficiently and effectively.
Improved Aid: When using the Treat Injury skill to restore hit points, you also move the target +1 step on the condition track in addition to healing it normally.
Prerequisite: Medical Sense.
Medical Sense: You can reroll Treat Injury checks, but the result of the reroll must be accepted even if it is worse.
Return to Life: You have two turns, instead of one, to make a Treat Injury check to revive a creature that has just died.
Prerequisite: Medical Sense.
Vital Symbiosis: When healing yourself with the Vital Transfer force power, you do not take the any damage. However, you take a -5 penalty to your Use the Force check.
Prerequisite: Equilibrum.
Vital Synchronism:You take one-quarter (instead of one half) as much damage as you heal through the use of the Vital Transfer power.
From http://sagaconversions.mattylee.com/healer.php


Jedi Hunter (as in "a hunter of Jedi")


JEDI HUNTER
by "thegeekpunk"

requirements
Minimum Heroic Level: 10th
Trained Skill: Perception.
Talents: at least two talents from the Bounty Hunter talent tree.

game rule information

Hit Points
1d10 + con

Force Points
6 + one-half level ( rounded down )

Class Features

Defense Bonuses +2 all

Talents
odd levels obviously
access to bounty hunter talent tree, the Misfortune and the Awareness talent trees.
and the Jedi Hunter talent Tree
Force Aggression: when attacking a character with the force sensitive feat, the bonus damage based on level is equal to the level of this character instead of halved.
Force Weakness: when attacking a character with the force sensitive feat you ignore 10 points of their damage threshold. requirements Force Aggression.
Detect Force: roll a perception check to detect force users ( acts like sense force from use the force ).
Force Crush: anytime you knock a force sensitive character down the condition track move him an extra -1 down.

Level Base Attack Class Features
1 ____ +1 __________ talent
2 ____ +2 __________ Force Defense +1
3 ____ +3 __________ talent
4 ____ +4 __________ Force Defense +2
5 ____ +5 __________ talent
6 ____ +6 __________ Force Defense +3
7 ____ +7 __________ talent
8 ____ +8 __________ Force Defense +4
9 ____ +9 __________ talent
10 ___ +10 _________ Force Defense +5

Force Defense: consider Reflex, Fortitude and Will defense higher against characters with the force sensitive feat.


I made this on the spot so feel free to make any comments you wish. I read the crazy commando class and thought I would make an attempt at a "balanced" prestige class.

From http://forums.gleemax.com/showthread.php?t=867872


Jedi Investigator

by Darth Anthrax, from http://forums.gleemax.com/showthread.php?t=968286

The title of Jedi Investigator is associated with Jedi who were experienced at acting independently to investigate and uncover hidden threats and follwing mysterious clues to their source. They where oftenly assigned these missions by the Jedi Council, and only members of the council would know the nature of their missions. Obi-Wan Kenobis mission to track down Jango Fett is an good example of the kind of missions an investigator would be assigned. While not being a formal assignment within the order, some jedi proved themselves more adept at this kind of work, such as mercenary Kyle Katarn or former Emperor´s Hand Mara Jade Skywalker. There also existed a small number of investigators that devoted themselves to focus their attention on threats that revolved around the dark side, known as Jedi Shadows.

Examples of Jedi Investigators in Star Wars: Obi-Wan Kenobi, Kyle Katarn, Mara Jade Skywalker, Jaden Korr
Examples of Jedi Shadows in Star Wars: Dace Diath, Maw

Requirements

Base Attack Bonus: +7
Trained Skills: Use the Force, Gather Information
Feats: Force Sensitivity
Talents: Acute Senses or Force Perception
Special: Must be a member of the Jedi Order, and be appointed by the Jedi Council

Game Rule Information
Jedi Investigators have the following statistics

Hit Points
At each level, the Jedi Investigator gains 1d8 hit points + their Constitution modifier

Force Points
Jedi Investigators gain a number of Force Points equal to 6 + ½ their character level, rounded down, every time they gain a new level in this class

Class Features
The following are the features of the Jedi Investigator prestige class

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex, Fortitude and Will Defense

Talents
At every odd-numbered level, you select a talent. The talent may be selected from the Jedi Investigator talent tree (see below), the Awareness talent tree (see pg 49, SECR) or the Camouflage talent tree (see pg 49, SECR). You must meet the prerequistites (if any) of the chosen talent. No talent may be selected more than once expressly indicated

JEDI INVESTIGATOR TALENT TREE
You are skilled at using the Force and your natural intuition and skill to bring forth the truth about many matters

Force Camouflage: As a standard action, you can make a DC 20 Use the Force check to gain concealment against all non-adjacent targets. You can spend a swift action each round to maintain this concealment.

Force Stealth: When using the Force Camouflage talent, those affected takes a –5 penalties to Use the Force chekcs meant to sense your prescense.
Prerequistites: Force Camouflage

Enhanced Senses: You take only a –2 penalty per 10 squares to Perception checks.

Danger Sense: You may roll a Use the Force check to Sense Surroundings as a reaction to avoid surprise. If you suceed on the check, you automatically "take 20" on your Initiative check. Alternatively, you may spend a Force Point to set your initiative count to 1 higher than the current highest
Prerequistites: Enhanced Senses

Force Guidance: You may reroll a failed Gather Information check, but must accept the result of the reroll even if it´s worse. Also, the monetary costs for Gather Information checks are halved.

Finding the Truth
Starting at 1st level, you gain a bonus equal to your class level on Gather Information and Perception checks, as well as Use the Force checks made to Sense Force, Sense Surroundings and Search your Feelings

Force technique
At every even-numbered level, you may select a Force Technique


Level Base Attack Bonus Class Feature
1 +0 Defense Bonuses, Talent, Finding the Truth
2 +1 Force Technique
3 +2 Talent
4 +3 Force Technique
5 +3 Talent
6 +4 Force Technique
7 +5 Talent
8 +6 Force Technique
9 +6 Talent
10 +7 Force Technique

From http://forums.gleemax.com/showthread.php?t=968286
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Jedi Scholar


Jedi Scholar
Designed by Simon Boucher. Editted by Matthew "Tao" Myers.

"A Jedi uses the Force for knowledge and defense, never for attack."
-Yoda.

Examples of Jedi Scholars in Star Wars
Jocasta Nu, Tionne Solusar

Requirements
To qualify to become a Jedi Scholar, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Knowledge (Galatic Lore), two other knowledge (any), Use the Force.
Feats: Force Sensitive
Talents: At least on talent from the Jedi Consular or Jedi Sentinel talent tree.
Language: High Galactic.


Game Rule Information
Jedi Scholars have the following game statistics.

Hit Points
At each level, Jedi Scholars gain 1d6 hit points + their Constitution modifier.

Force Points
Jedi Scholars gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Jedi Scholar prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Reflex Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Scholar talent tree (presented below), the Jedi Consular talent tree (Saga Edition Core Rulebook, page 39), or any of the Force talent tree (Saga Edition Core Rulebook, page 100). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Scholarly Knowledge
Starting at 2nd level, you gain a bonus on your knowledge checks equal to one-half your class level (rounded down).

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Scholarly Knowledge +1
3rd +2 Talent
4th +3 Scholarly Knowledge +2
5th +3 Talent
6th +4 Scholarly Knowledge +3
7th +5 Talent
8th +6 Scholarly Knowledge +4
9th +6 Talent
10th +7 Scholarly Knowledge +5


JEDI SCHOLAR TALENT TREE
You are an expert in forgotten lore and knowledge.

Second thought: You can reroll Knowledge checks, but the result of the reroll must be accepted even if it is worse.

Record Jedi Holocron: You may record new information in an already existing Jedi holocron.

Create Jedi Holocron: You can create Jedi holocron.
Prerequisite: Record Jedi Holocron.

Force Knowledge: When making any Knowledge check, you may spend a Force Point to roll both your Knowledge skill and your Use the Force Skill and keep the better result.
Prerequisite: Second thought.

From http://sagaconversions.mattylee.com/jedischolar.php


Jedi Swordsman

by Rogue-star

NOTE: After some discussion in its dedicated thread, the creator of this PrC class apparently decided that it was not necessary, and better represented as an archetype with new Talent Trees. It is included here solely for the sake of completeness, but be warned...not even the Original Poster deems this PrC necessary.

JEDI-SWORDSMAN

5000+ years before the Battle of Yavin IV the Jedi-Swordsmen existed as Beast Riders. For 4000 years the Beast Riders brought justice to the unjustice usually by the edge of their Lightsabers. It would be 1000 years before the rise of the Empire that one Master Beast Rider whose Lightsaber Mastery and his will to use it instead of diplomacy as well as his marriage to the twin sister of one of the Jedi Council members banned him from the Jedi Order. Master Alderwoen Strykwoen and his wife would set up the Order of the Jedi-Swordmen on his mounts homeworld of Draconia a world hidden in the Deep Core. The couples son would become the first Master Jedi-Swordman.

The Jedi-Swordsman trained for a 1000 years in peace until the Clone Wars. with the Jedi Academy spread thin Master Yoda against the wishes of the rest of the Council and a good friend of the first Alderwoen Strykwoen asked the Order of the Jedi-Swordsmen for help. The current Master Alderwoen Strykwoen gave Yoda all the Jedi-Swordsmen availible while he tracked down his father's murderer. The Jedi-Swordsmen were either ambushed and killed, murdered after Order 66 was given, or were hunted down and wiped out by Lord vader and his Jedi hunters. When Master Alderwoen feel battling his fathers murderer the order died with him. For nearly 50 years the order was extinct and the Academy never found until Master Alderwoen's grandson Matthew Stryker discovered his Destiny.

Requirements:

Minimum Class Level Jedi 7
Minimum Ability Score Wis 17
Trained Skills Use the Force
Feats Force Sensitivity, Exotic weapon Proficiency( Lightsaber), Weapon Focus: Exotic Weapons(Lightsaber)
Talents At least 3 Lightsaber Combat Talents
Special Must have no Jedi Prestige Classes
Special Must have built own Lightsaber*
Special Must have no Darkside Points
Special Must locate Draconia**

HP 1d12+Con per Level
Force Points 6+1 per Class Level
Defense Bonuses Ref+4, Fort+2,Will+2

|Talents At 1st level and every level after a JSM may select a Talent from Lightsaber Mastery (see below), Lightsaber Combat Talent Tree (pg 41), Force Talent Tree (Chapter 6), or the Duelist Talent Tree (pg 218).

Lightsaber Mastery Talent Tree
-Improved Ligtsaber Defense- when performed All-out defense action and while weilding a activated lightsaber, a JSM splits his/her base attack bonus to his/her among their 3 Defenses as the see fit for one full round. This bonus stacks with other bonuses.

-Improved Lightsaber Forms- all bonuses granted by Lightsaber Form Talents double when used. Must have the Lightsaber Form Talent to gain the bonus (see below)

-Improved Lightsaber Combat- all bonuses granted by Lightsaber Combat Talents are doubled when used.

-Advanced Whirlwind Attack- when armed with two lightsaber and have Whirlwind attack Feat JSM makes two attack dice instead of one. JSM can use 1 FP to roll 3 attack dice automatic -1 condition or use a Destiny Point to roll 4 attack dice automatic -2 condition.

-Advanced Double Attack- -2 instead of -5 penatly to Double Attack(Lightsaber) must have Double Attack Feat (Light Saber)

-Advanced Triple Attack- -2 instead of -5 penalty to Triple Attack (Lightsabers)

The Jedi Swordsman

Lvl Base Class Features
1 +1 Defense Bonus, Talent, Lightsaber Formsx3, Title: Apprentice
2 +2 Walk the Line +1 will Defense vs the Darkside, Lightsaber Form
3 +3 Talent, Lightsaber Form
4 +4 Walk the Line +2, Lightsaber Form, Title: Journeyman, Draconian
Mount
5 +5 Talent, Lightsaber Form
6 +6 Walk the Line +3, Lightsaber Form
7 +7 Talent, Lightsaber Form, Forcesight, Force Technique, Title: Jedi-
Swordsman, Draconian Battle Armor
8 +8 Walk the Line +4, Lightsaber Form
9 +9 Talent, Lightsaber Form, Force Technique
10 +10 Walk the Line +5, Lightsaber Form, Force Secret, Dream Master,
Title: Master Jedi-Swordsman

Walk the Line- A JSM starting at level 2 and at ever even level after gains +1 bonus to will when making a will save to negate the awarding of a Darkside point. The DC depends on the severity of the infraction: DC10 for a minor, DC20 for Moderate, DC30 for Sever. Success means the Darkside point is negated. Failure means the JSM loses all his/her special class benefits and bonuses until he is able to attone and rid himself of the Darkside point. A JSM who chooses to take the DS Point instead of making the Will save do not lose their powers entirely. A minor infraction has no effect, moderate all bonuses are -1, sever all bonuses are halved.

Bonus Talent:Lightsaber Forms- A JSM gains 3 Lightsaber Form Talents from the Talent Tree on page 218 and gain 1 additional each level after 1st level.

Draconian Mount- A JSM gains a Draconian Mount. Roll 1d3 to determine the Draconian's age (1- Young Adult, 2- Adult, 3- Old). JSM and mounted are bonded together and JSM gains bonus skill Ride plus Bonus Feat Skill Focus (Ride) as well as a Telepathic bond. This bonus does not work on other mounts even other Draconian. If the mount is ever killed the JSM must wait 1 year before he can search for another mount to do so DC 30 Use the Force roll. failure means the JSM must wait another year to make another check. success means he locates his new bonded mount (Draconian stats will be posted at a later date)

Draconian Battle Armor- A JSM's bonded mount has spent it whole life crafting and attuning scales from it's own thick armor into a suit of armor for it's rider. The bonuses depends on the age of the Rider (see below). The Force empowered armor grants the wear the same powers that a Draconian has. Requires AP (light) Feat to gain it's properties. Light sabers are effected by the armor's DR.

Young Adult +4 Ref, +1 Fort, +2Will, DR 5, Redemption +10 Will Attack
Adult +8 Ref, +2 Fort, +4 Will, DR 10, Redemption +20 Will Attack
Old +12 Ref, +3 Fort, +6 Will, DR 15, Redemption +30 Will Attack
Unique +16 Ref, +4 Fort, +8 Will, DR 20, Redemption +40 Will Attack

Powers:

Force Stealth- JSM becomes invisible at will. Takes a swift action gaining complete concealment. To remain concealed JSM must use a swift action every round. May move freely and still be under complete concealment. Also conceals wearer against Force detection.

Immune to Fire Damage- JSM suffers no damage to fire attacks nor armor ignite.

Redemption- This power is not controlled by the JSM it is automatic and is effected by the LOS. This power only effects characters with Force Sensitivity Feat. If characters do not have Darkside points and are in the presense of a JSM they get a bone chilling feeling in the Force. This has not adverse effect on the Force Sensitive.
A Darksider however feels the full effect of this power. The Darksider must defend their will against the will attack of the armor. If Darksider fails the roll they lose one darkside point. success the attack does not effect them. Darkside must roll save every round as long as he is in LOS of the JSM. When the Darksider is dropped down to 1 darkside point or has only 1 darkside point the darksider must fleeor be chilled to the bone meaning they can take no other action except flee. A Darksider can never be truelly redeemed in this manner they can only be brought down to 1 Darkside point.

Force Strike- A JSM must use 2 Full Action Rounds to make this attack. If at anytime after the JSM initiates the Focus phase and before the Attack phase is complete loses focus ie he is hit by an attack the JSM loses focus causing him to lose both rounds and can not make the attack. The first round the JSM Focus the Force. If not disturbed during the round that he is focusing the next round the JSM uses another full round action to unleash a Light Side power more powerfull then Force Lightning. Automatically takes -2 on condition table. May spend a force point to reduce the effect to -1 or Destiny point to have no ill effect. Doesn't gain a Darkside Force Point when using the raw power of the Light Side

Force Sight- Like the Draconian a JSM can see images of the future including his future apprentice even if she isn't born yet, and even their own death. The JSM embrace the Future they make no attempt to change it.

Force Technique- JSM gains a Force Technique at levels 7 and 9 see page 101.

Force Secret- JSM gains a Force Secret at level 10 see page 103.

Dream Master- A Master Jedi Swordsman can train their soon to be Apprentice in the ways of the JSM through the Apprentice's Dreams even when light years apart. Masters train their apprentice's to be as early as conception through this unique training method. The JSM already know who their apprentice will be through Force sight

*Building their Lightsaber is taught by their Dream Master or via JSM Holocron. A Jedi whose intentions are to become a Jedi-Swordsman and have all the other requirements fullfilled except locating Draconian can build their lightsaber in a very unique way. Instead of building the Lightsaber then attuning it afterwards, a Jedi-Swordsman attunes his lightsaber as he constructs it. This method allows the lightsaber to be constructed in half the time and does not take a extra round to attune it to the user. The JSM with 12 hours of uninterupted focus and at the expense of 1 Force Point, build his Lightsaber. The JSM is one with his lightsaber. Once built correctly a JSM can use a move action to disassemble the Lightsaber down to it's finest components. Another move action can be used to reassemble it. This allows the JSM to hide the lightsaber in plan sight as trinkets and ornaments on his clothes and can summon the components back into his lightsaber should he need it.

** Locating Draconia is extremely difficult as it is hidden away in the Deep Core from the rest of the galaxy. Only those who qualify to be JSM can actually find the planet through the Force. There are not star charts or even record of the existence of the planet anywhere because the Draconian keep it well hidden through their Force-meld. The JSM to be must be in space and free of all distractions for 1 whole minute while he focuses on the Force to find the Force Signature that leads to Draconia. It is a DC 30 Use the Force for Astrogation. Can only be done once every 24 hours. Failure means the trail is not located and he/ she must wait 24 hours before trying again. A JSM to be can also meditate with out distractions in space for 1 hour before rolling reducing the DC to 20, but there can be no distractions for that hour for the DC to be dropped.

From http://forums.gleemax.com/showthread.php?p=14835459


Jedi Watchman


Jedi Watchman
The Jedi Council draws these elite guardians of the galaxy from a select group of Jedi. They seek out truth, defeat injustice, and track people and information. They investigate the presence of the dark side and bring it to light, whether it is a rising dark side threat or a dangerous crime lord. Despite the gender implied by the name, both male and female characters can be Jedi watchmen.

Using stealth and guile, they root out dark side activity and other threats to the Jedi Order, the Republic, and its citizens. They learn to use the Force to hide from sight, allowing them to penetrate to the source of danger.

Examples of Jedi Watchmen in Star Wars
Kai Justiss, Ki Adi Mundi, Tholme, Quinlan Vos

Requirements
To qualify to become a Jedi Watchman, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Stealth, Use the Force.
Feats: Force Sensativity, Skill Focus (stealth), Weapon Proficiency (lightsaber)
Talents: At least on talent from the Jedi Sentinel talent tree.
Special: The character must have approval from the Jedi Council to be trained to be a Jedi watchman.

Game Rule Information
Jedi Watchman have the following game statistics.

Hit Points
At each level, Jedi Watchman gain 1d8 hit points + their Constitution modifier.

Force Points
Jedi Watchman gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Jedi Watchman prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex Defense and Fortitude Defense and a +4 class bonus to your Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Jedi Watchman talent tree (presented below), the Jedi Sentinel talent tree (Saga Edition Core Rulebook, page 40), or the Camouflage talent tree (Saga Edition Core Rulebook, page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Dark Side Defense
Starting at 2nd level, you gain a bonus on Reflex Defense equal to one-half your class level (rounded down) against enemies with at one or more darkside points. This Defense bonus is in addition to the character’s usual level bonus and class based bonus.

LEVEL B.A.B. CLASS FEATURES
1st +1 Defense bonuses, talent
2nd +2 Dark Side Defense +1
3rd +3 Talent
4th +4 Dark Side Defense +2
5th +5 Talent
6th +6 Dark Side Defense +3
7th +7 Talent
8th +8 Dark Side Defense +4
9th +9 Talent
10th +10 Dark Side Defense +5


JEDI WATCHMAN TALENT TREE
You have learned to use the Force to aid you in the pursuit and capture of darksiders.
Danger Sense: You can reroll Perception checks to avoid surprise, notice enemies, sense deception, or sense influence (Saga Edition Core Rulebook, page 70), but the result of the reroll must be accepted even if it is worse.
Force Camouflage: Using the Force to subtly manipulate others perceptions, you are able to hide even in plain sight. As a swift action, you can gain concealment from all non-adjacent targets. This concealment may be maintained, but requires the sacrifice of a swift action for each round in which it remains active.
Prerequisites: Clear Mind.
Force Tracking: You can use your Use the Force check modifier instead of your Survival modifier when making Survival checks to track an individual. You are considered trained in Survival for the purposes of using this talent. If you are entitled to a Survival check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).
Improved Force Tracking: You gain a bonus on your Use the Force checks made to track an individual equal to the target's Dark Side Score.
Improved Dark Side Scourge: Against creatures with a Dark Side Score of 4 or higher, you deal extra damage on melee attacks equal to one-quarter the target's Dark Side Score (rounded down). This damage is in addition to the additional damage from Dark Side Scourge, and doubles on a critical hit, as normal.
Prerequisite: Dark Side Scourge.

From http://sagaconversions.mattylee.com/watchman.php


Jedi Weaponmaster

by Jonstryder
Jedi Weapon Master was the title given to a Jedi considered to be among the greatest fighters of the Order and holding the rank of Jedi Master. Jedi Weapon Masters were much more trained and proficient in battle and the use of a lightsaber than in philosophy or in Force skills. An almost exact light side mirror of Sith Marauders, Jedi Weapon Masters were prevalent in the days of the Old Republic, especially around the time of Darth Revan and Malak. The name was usually used for a specific class of Jedi, succeeding the class Jedi Guardian, who were mostly identified by their blue lightsabers, and their skill with a blade.

Several known Jedi held this rank; Jedi Master Kavar, who wielded two blue lightsabers, was most likely among them. During the last days of the Old Republic, however, there were few Jedi Weapon Masters left as reduced reliance of saber-to-saber combat had left the skills rather redundant. Cin Drallig, Shaak Ti and Anoon Bondara were possible examples of the Weapon Masters. Anakin Skywalker, although not a Jedi Master, was considered to be well on his way to attaining the title. It is possible that the Jedi Exile became one under Kreia's tutelage.

Requirements
To qualify to become a Jedi Weapon Master, a character must fulfill the following criteria.
BAB: +10
Trained Skills: Use the Force, Initiative (or have the Force Intuition talent)
Feats: Force Sensitivity, Weapon Prof. (Lightsabers), & Weapon Focus (Lightsabers) or Weapon Finesse
Special: Must have at least 1 level as a Jedi Knight, and thus being a member of the Jedi tradition.

Game Rule Info.
Hit Points: 1d8 HP + Con Mod.
Force Points: See Jedi Knight.

Class Features
Defense Bonuses: +4 Reflex Defense, +2 Fort Defense
Specialized Weapon Focus: Each time this is gained you may apply a +1 bonus to your attack rolls with a single weapon of choice. This is applied to 1 weapon and not a group of weapons. So if applied to a double bladed lightsaber then the bonus applies only to that type of weapon (or unarmed strike). This is gained every even level, it does not stack with the Weapon Focus feat.

Talents
Jedi Weapon masters gain a talent every odd level. They can select talents from the below lists and from the Lightsaber Forms Talent Tree. Rules for talents are as normal.

Sword Mastery Talent Tree
You have learned that any lightsaber, and every sword can become an extension of your will. That you are a sword, and that everything else is but an extension of yourself.
Sword Knowledge: You can wield any sword styled weapon, including double weapons at no penalty as if you possessed all the neccessary proficiencies.
Prerequisites: Must possess either Simple Weapon Prof., Advanced Weapon Prof., or Exotic Weapon Prof. (Lightsabers).
Three Rings: You know of different stances that offer different bonuses. On the start of your turn decide how you want to apply your bonus. You can apply a +1 bonus to your Reflex Defense, or you may apply the same bonus as an offset to the penalties for Block or Deflect. You may change how this is applied as a free action.
Prerequisites: Elusive Target
Lightning Draw: You are capable of drawing and activating a lightsaber in such a single smooth action that allows you to attack as well. As an attack action you may draw your sword and activate it as part of your attack. The attack is at a +2 to hit. The attack is only usable once per encounter and can only be done so long as the weapon is sheathed (or cliped to ones belt in the case of lightsabers and such).
Prerequisites: Quick Draw, DEX 17+
Sword Expertise: You may apply your Wisdom Modifier to your Damage rolls with a select weapon of your choice in addition to your STR modifier and level bonus.
Prerequisites: Sword Knowledge, WIS 13+

Combat Mastery Talent Tree
You are no stranger to battle. Your weapons are an extension of your will. You are the weapon.
Combat Meditation: When you meditate for 1 hour you may apply a +1 Force bonus to your attack rolls for 1 encounter (only a +1 regardless of the number of hours spent meditating). You may choose when to use the bonus.
Prerequisites: WIS 14+
Unarmed Empowerment: You can imbue your unarmed strikes with the power of the Force. This ability works like Empower Weapon, only it applies to your unarmed attacks. Unlike normal empowerment this only adds a +2 Force bonus to your unarmed damage, (if wearing combat gloves or using similar weapons that are alos empowered the bonus does not stack). (See page 214, Saga PHB.)
Prerequisites: Martial Arts I & II
Empower Sword: See page 214, Saga PHB. Applies to only sword type weapons (including double bladed versions).
Prerequisites: Proficient with weapon of choice.
Force Battle Mastery: When you roll a critical hit on your attack roll you may recover the use of 1 Force power of your choice.
Improved Battle Strike: Once per encounter, when you activate Battle Strike you may use it 1 more time on your next attack, which can be in the same round or the following round.
Prerequisites: Must be able to use the Battle Strike Force power.
Massive Criticals: When you score a critical hit, you deal +1 die of damage more than you normally would with a select weapon (or unarmed attack) of choice.
Prerequisites: Must be proficient in the weapon of choice.


Level___BAB___Class Features
1______+1____Defense Bonuses, Talent
2______+2____Specialized Weapon Focus
3______+3____Talent
4______+3____Specialized Weapon Focus
5______+4____Talent
6______+5____Specialized Weapon Focus
7______+6____Talent
8______+6____Specialized Weapon Focus
9______+7____Talent
10_____+8____Specialized Weapon Focus
__________________

From http://forums.gleemax.com/showthread.php?t=900014


Jensaarai Defender

by MasterDekSoran

Requirements
To qualify to become a Jensaarai Defender, a character must fulfill the following minimal criteria: BAB of +4, 6 Heroic levels
Trained Skills: Use the Force
Feats: Armor Proficiency-Light, Exotic Weapon Proficiency-Lightsaber, Force Sensitive.
Special: Must have constructed their own Lightsaber and suit of Jensaarai Armor. Must be a member of the Jensaarai tradition.

Game Rule Information
Level BAB Class features
1 +1 Defense Bonus, Talent
2 +2 Force Technique
3 +3 Talent
4 +4 Bonus Feat
5 +5 Talent
6 +6 Force Technique
7 +7 Talent
8 +8 Force Secret, fearless
9 +9 Talent
10 +10 Force Secret

Force points: A Jensaarai gains 6+ one half their Heroic class level in Force Points each level.

Defense bonus: At first level, A Jensaarai Defender gains a +2 class bonus to their reflex, fortitude, and will defense.

Talents: At evergy odd numbered level, a Jensaarai Defender gets to choose a talent. The talent can be from the Armor specialist tree (Saga book, pg51, Lightsaber combat tree (Saga book pg 41), Duelist Talent Tree (Saga book, pg 218), the Jensaarai Defender tree (Saga, pg 107), any Force tree on page 101 of the Saga book, or the lightsaber forms Shii-Cho or Shien (from the lightsaber Forms talent tree, page 219).

Force technique: at 2nd and 6th level, the Jensaarai may pick a Force technique from page 102 of the Saga book.

Bonus feat: At fourth level the Jensaarai may select a single bonus feat from the Jedi or Soldier bonus feat list.

Fearless: At 8th level the Jensaarai gains the Fearless SQ as described on page 220 of the Saga book.

Force secret: at 8th and 10th level, the Jensaarai may pick a force secret from page 103 of the Saga book.
From http://forums.gleemax.com/showthread.php?t=864264


Jensaarai Defender (Alternate Build)

JENSAARAI DEFENDER
by HeronMarkedBlade at http://forums.gleemax.com/showthread.php?t=967094

REQUIREMENTS
To qualify to become a Jensaarai defender, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Use the Force.
Feats: Force Sensitivity, Weapon Proficiency (lightsaber).
Special: Must have built your own suit of cortosis-thread armor.
Special: Must be a member of the Jensaarai tradition (see page 106).

GAME RULE INFORMATION
Jensaarai defenders have the following game statistics.

Hit Points
At each level, Jensaara defenders gain 1d8 hit points + their Constitution modifier.

Force Points
Jensaarai defenders gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.


Code:
TABLE: THE JENSAARAI DEFENDER
Level BAB Special
1 +1 Defense bonuses, talent
2 +2 Force technique
3 +3 Talent
4 +4 Force technique
5 +5 Talent
6 +6 Force technique
7 +7 Talent
8 +8 Force technique
9 +9 Talent
10 +10 Force techniqueDefense Bonuses
At 1st level, Jensaarai defenders gain a +4 class bonus to their Reflex Defense and a +2 class bonus to their Fortitude Defense.

Force Technique
You have learned improved techniques to feel the rhythm of the Force. At every even-numbered level (2nd, 4th, 6th, and so on), you gain one Force technique that, once selected, cannot be changed (see Force Techniques, page 101, for more information). [I'm thinking of staggering this progression with a different ability, since I don't believe the Jensaarai Defender would gain techniques at the same rate as a Jedi Knight or Force Adept.]

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), the ring defender selects a talent. This talent may be selected from the Armor Specialist talent tree (see page 51), the Jensaarai Defender talent tree (see page 107), the Expert Pilot talent tree (see page 207), or the Ring Defender or Shield Defender talent trees (see below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

RING DEFENDER TALENT TREE
The ring defender understands that the Force is his ally, and relies on the Force to aid him in defense of the Jensaarai Order and the Susevfi system.

Force Guidance: The ring defender may call on the Force to enhance his piloting skills. As a swift action, he may make a Use the Force check. The check result determines the extent to which the Force aids him. The ring defender may use this ability a number of times per day equal to his class level + Wis modifier.
DC 15: The pilot gains a +2 Force bonus on all Piloting checks until the beginning of his next turn.
DC 20: As DC 15, but the Force bonus increases to +4.
DC 25: As DC 15, but the Force bonus increases to +6.
DC 30: As DC 15, but the Force bonus increases to +8.
DC 35: As DC 15, but the Force bonus increases to +10.
Prerequisite: Pilot as a trained skill.

Force Confusion: The ring defender calls on the Force to cloud the mind of a single opponent. As a swift action, make a Use the Force check. If the result matches or beats your opponent’s Will Defense, the opponent suffers a -2 penalty plus an additional -1 for each point by which your Use the Force check beats his Will Defense. The penalty applies to his defenses and any rolls he makes until the beginning of your next turn. The target must be within line of sight in character scale or within six squares in starship scale. This is a dark side use of the Force, and increases your Dark Side score by 1 even if the attempt fails.

Starship Stealth: As a swift action, you can surround your ship with an invisible bubble of Force energy that shields you and your ship from electronic surveillance. The bubble also blocks all electronic sensors and communications. The bubble lasts for as long as you concentrate (a standard action) or until the start of your next turn. This ability may be used to cloak ships of Gargantuan size or smaller.
Prerequisites: Force Cloak, Force Cloak Mastery.

Force Targeting: You rely on the Force to guide your attack to its destination. You may spend a Force point after you make an attack roll with starship weapons but before you know the result of your attack to make a Use the Force check. The skill check result determines the extent to which the Force aids you.
DC 15: You gain a +2 Force bonus to your attack roll.
DC 20: As DC 15, but the Force bonus increases to +4.
DC 25: As DC 15, but the Force bonus increases to +6.
DC 30: As DC 15, but the Force bonus increases to +8.
DC 35: As DC 15, but the Force bonus increases to +10.

Instinctive Astrogation: The Force guides the ring defender through hyperspace. He is treated as having a navigation computer at all times for the purposes of hyperspace travel, and may make a Use the Force check in place of his Use Computer check.
Prerequisite: Force Guidance.


SHIELD DEFENDER TALENT TREE
The ring defender understands that the Force is his ally, and relies on the Force to aid him in defense of the Jensaarai Order on Suarbi 7.

Defensive Roll: Once per day, you may attempt an Acrobatics check to negate an attack. The DC of this check is equal to the damage dealt by the attack. You must be aware of and able to react to the attack, and cannot be flat-footed. You may select this talent multiple times. Each time you select it, you may use it one additional time per day, though never more than once per round.
Prerequisite: Dodge, Martial Arts I, trained in the Acrobatics skill.

Empowered Fists: You may use the Force to empower your unarmed strikes. Empowering your fists is a full-round action. For the duration of the encounter, you deal an additional die of damage with your unarmed attacks. The benefits of this talent may be reactivated at any time, although reactivation still requires concentration and a full-round action.
Prerequisites: Martial Arts I, Battle Strike power.

Rek’dul: You have learned to overwhelm your opponent. Once per round, if you make a successful melee attack that deals damage, you can make an immediate follow-up unarmed attack against the same target at the same attack bonus.
Prerequisite: Martial Arts I.

Rek’dul Mastery: You are skilled at capitalizing on your opponent’s mistakes. Once per round when an opponent within melee range against whom you have declared your Dodge feat misses you with an attack, you can make an immediate attack of opportunity against that opponent.
Prerequisite: Dodge, Rek’dul.

Lightsaber Form: You have refined your knowledge of lightsaber technique; your blade has become an extension of yourself. Anyone using a lightsaber may use one of these forms, but you have the discipline and patience to become a true master of the form.
Ataru: You may add your Dexterity bonus (instead of your Strength bonus) on damage rolls when wielding a lightsaber. When you wield a lightsaber two-handed, you may apply double your Dexterity bonus (instead of double your Strength bonus) to the damage.
Shien: Whenever you redirect a deflected blaster bolt (see Redirect Shot talent, page 41), you gain a +5 bonus on your ranged attack roll.
Shii-Cho: When using the Block or Deflect talents, you only take a -2 penalty on your Use the Force check for every previous block or deflect attempt since your last turn.
Prerequisites: Block (see page 41), Deflect (see page 41).
Sokan: You may take 10 on Acrobatics checks to tumble even when distracted or threatened. Additionally, each threatened or occupied square that you tumble through only counts as 1 square of movement.
Prerequisite: Acrobatic Recovery.

A Brief Rationale: I understand that the Saga Edition is intended to get rid of the extra classes/PrCs/etc. that the d20 system is plagued with. However, I feel that the Jensaarai Order is not as well-represented as I'd like it to be. In particular, I don't feel that the Jensaarai Defender talent tree on page 107 is as conclusive as I'd like.

So I've created a prestige class that allows for the existence of Ring Defenders and Shield Defenders (space combat branch and melee combat/bodyguard branch of the Order) or any combination of the two. I feel it much more accurately represents the Jensaarai than any combination of the core classes/talents permit, and it provides a pretty solid structure for a "non-Jedi Order yet lightsaber-wielding, Force-power-using" character with some abilities that are unique to the Jensaarai.

From http://forums.gleemax.com/showthread.php?t=967094


Imperial Inquisitor


Imperial Inquisitor

Prerequisites

Heroic Level: 7
Talents: At least one from a Force talent tree.


Hit Points: At each level, the Imperial Inquisitor gains 1d8 Hit Points. The characters Constitution modifier applies. Level Attack Bonus Special
1 +1 Defense Bonuses, Talent
2 +2 Corruption 1/month
3 +3 Talent
4 +4 Corruption 2/month
5 +5 Talent
6 +6 Corruption 3/month
7 +7 Talent
8 +8 Corruption 4/month
9 +9 Talent
10 +10 Corruption 5/month

Talents: At every odd level (1,3,5, etc.), the Imperial Inquisitor gains a Talent. It may be selected from the Influence, Lightsaber Combat, Jedi Consular, or Inquisitor (see below)

Inquisitor Talent Tree

Wealth- As the Noble talent of the same name.

Authority- Youmay reroll Persuasion and Gather Information checks when dealing with Imperial personnel, but you must keep the second result, even if it is worse.

Favored Enemy- You gain a +2 bonus on Attack and Damage rolls against Jedi.

Interrogation- You may use your Use the Force bonus instead of your Persuasion bonus when using Intimidation. Also, you gain a +5 bonus on such Use the Force checks.

Corruption: You may make a Persuasion check as a Full-Round action, comparing your result to the Will Defense to one Force Sensitive character within your LOS that can hear you. If your result equals or exceeds the targets Will Defense, they immediately increase their Dark Side Score by a number equal to your Wisdom modifier. If this causes them to become Dark, they join you.
From http://saga.wetpaint.com/page/Imperial+Inquisitor


Imperial Knight


Imperial Knight
AUTHOR: Destrieth

"'Imperial Knights! Save your Emperor!" ―Mohrgan

The Imperial Knights were an order of Force-users loyal to Emperor Roan Fel of the new Galactic Empire from 130 ABY. They were fully trained in the ways of the Force, but the New Jedi Order saw them as Gray Jedi, as they swore loyalty to the Emperor above all else, including their devotion to the will of the Force."

- From Wookieepedia.com

The Imperial Knights do not focus on Force mastery and exploration, instead only opting for abilities better suited to protecting their Emperor.

Requirements
To qualify to become an Imperial Knight, a character must fulfill the following criteria.
Minimum Heroic Level: 7
Trained Skills: Use the Force.
Feats: Force Sensitivity, Weapon Proficiency (lightsabers), Armor Proficiency (light).
Special: Must have built your own lightsaber (p.40, Building a Lightsaber Sidebar).
Special: Must be a member of the Imperial Knights.

Game Rule Information and Class Features
Imperial Knights have the following game statistics:

Hit Die: 1d10

Force Points: 6 + 1/2 Character level, rounded down, at each new level gained in the class

Defense Bonuses: At 1st level, you gain a +2 class bonus to your Reflex, Fortitude, and Will Defense.

Talents: At every odd-numbered level (1st, 3rd, 5th and so on), you select a talent. The talent may be selected from the Armor Specialist tree (p. 51), the Lightsaber Combat tree (p. 41), the Duelist tree (p. 218), or the Imperial Knight tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

The Imperial Knight
Level / Base Attack Bonus / Class Features
1st / +1 / Defense bonuses, talent

2nd / +2 / Damage reduction 1
3rd / +3 / Talent
4th / +4 / Force technique
5th / +5 / Talent
6th / +6 / Damage reduction 2
7th / +7 / Talent
8th / +8 / Force technique
9th / +9 / Talent
10th / +10 / Damage reduction 3

Damage Reduction
At 2nd level, you gain DR 1 (p. 158, Damage Reduction). At every 4th level after 2nd your DR improves by 1 (DR 2 at 6th, DR 3 at 10th).

Force Technique
You have learned improved techniques to feel the rhythm of the Force. At 4th and 8th level you gain one Force technique that cannot be changed once selected (p. 101, Force Techniques for more info).

Imperial Knight Talent Tree

The Imperial Knights have trained extensively in the use of the Force, the lightsaber, and the wearing of armor to protect their Emperor.

Attune Armor:As a full-round action, you may spend a Force Point to attune a suit of armor to the Force, permanently increasing its armor bonus by +2. In addition, the maximum Dex bonus of the attuned armor permanently improves by +1. Only you can benefit from wearing the attuned armor; the benefits do not apply if someone else dons the armor.
Defending the Emperor:As a swift action, you can take a penalty of up to -5 on your attack roll and add the same number (up to +5) as a Force bonus to an ally's Reflex Defense, provided the ally is next to you when you activate this talent. The bonus you confer cannot exceed your base attack bonus. The changes to your attack rolls and your ally's Reflex Defense last until the start of your next turn.
Improved Defending the Emperor: When you use the talent Defending the Emperor, you only need to see your ally, and the bonus provided is doubled (+2 to your ally's Reflex Defense). The penalty remains the same.
Prerequisites: Defending the Emperor

One for the Team: As a reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally by a single attack. Similarly, as a reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if she doesn't have this talent).

From http://saga.wetpaint.com/page/Imperial+Knight


Imperial Knight (Alternate Build)

Imperial Knight
by Jindy

Requirements: BAB +7
Trained Skill: Use the Force
Feats: Force Sensitivity, Weapon Prof. (lightsaber), Armor Prof. (light) (medium), Martial Arts I
Talents: At least one talent from the Armor Specialist, Commando, or Lightsaber Combat Talent Tree.
Special: Must be a member of the Imperial Knights
Special: Must have constructed own lightsaber (added 5/10)

[Comment: Requirements based upon the idea that the Imperial Knights are trained soldiers, so the BAB requirement (from Jedi Knight & Elite Trooper) seems appropriate. They clearly have some Force abilities as part of their training, thus the skill and Force sensitive feat requirement; Lightsaber proficiency and armor proficiencies should be obvious (since I guess they use ceremonial armor or an equivalent that is medium - also consistent with the Elite Trooper). The talents are based upon having training using the armor, as a commando and using the lightsaber.]

Hit Points: 1d10 + Con (Jedi Knight - Mod. 5/10)
Force Points: 6+1/2 level. (as Jedi Knight & Elite Trooper)

Class Features:
Defense Bonuses: +2 Ref & Will, & Fort (Mod. 5/10)
Damage Reduction +1 at 2nd, 6th, and 10th levels.
Force Techniques: 1 gained at 4th and 8th levels

[Comment: The defense bonus is based on the Jedi Knight. The Damage Reduction is less than the Elite Trooper, but included to show the hardened soldier aspect. I chose to not include the Delay Damage as that seems to be a very powerful ability, particularly with the Force Powers this character will have. I also didn't think the full progression of Force Techniques made sense, but a couple would so I alternated the Force Techniques with the DR.]

Talents: An Imperial Knight chooses a talent at every odd level from one of the following talent trees:
1) Lightsaber Combat Talent Tree (SECR, p. 41)
2) Armor Specialist Talent Tree (SECR, p. 51)
3) Commando Talent Tree (SECR, p. 52)
4) Duelist Talent Tree (SECR, p. 217)
5) Jensaarai Defender Talent Tree or Imperial Knight Talent Tree from saga edition website. (mod. 5/10)

[Comment: These Talent trees were chosen based upon what little I know of the Imperial Knight - a Force Using, somewhat descended from Jedi group that parades in armor. Being related to the Jedi, but not Jedi themselves, I didn't think the Lightsaber Styles would have made it. But, the Lightsaber combat talents generally (being both Lightsaber combat and duelist) would. They wear armor, and are used as bodyguards/soldiers... making armor specialist and commando talent trees seem a good choice. The last one I'm not sure about... the attune armor talent would seem a logical choice, and the Linked Defense. I'm not sure about the Force cloak talents. But the description of the Jensaarai sound a lot like the Imperial Knights - walking that grey line. NOTE: the Imperial Knight Talent tree at the saga edition website likely works better than the Jensaari tree, so swap those two.]

Unifying Force - At First level, the Imperial Knight gains the Unifying Force ability. The Imperial Knight's understanding of the Force encompasses a broader view than the narrow view of light and dark, allowing the Imperial Knight to use darkside force powers without as great a risk of turning to the darkside. Imperial Knights do not take automatic Darkside Points for using Darkside Force Powers. Imperial Knights may still earn Darkside Points through taking actions that are otherwise a Major Transgression or Moderate Transgression. See SECR p. 93 for further discussion of acts that earn Darkside Points.

[Comment: I thought I saw somewhere the notion that the Imperial Knights were able to use Darkside powers... don't recall where I saw this, just that I did. if that is true, something like "Unifying Force" should be included to keep those characters from becoming NPCs after using a couple Force Lightnings.]

From http://forums.gleemax.com/showthread.php?p=15819898#post15819898
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Imperial Knight (Yet Another Alternate Build...with Master PrC included!)

Imperial Knight PrC
Designed by nichendrix.

"The Imperial Knights are fully trained Jedi. Their first loyalty is not to the Jedi Order or to the Force, but to the Empire as personified by the Emperor. There is However no denying to their discipline, ability, or their power."

Examples of Imperial Knghts in Star Wars
Roan Fel, Antares Draco, Garner Krieg, Sigel Dare, Marasiah Fel.

Requirements
To qualify to become an Imperial Knight, a character must fulfill the following criteria.

Minimum Heroic Level: 7th.
Trained Skills: Use the Force.
Feats: Force Sensitive, Armor Proficiency (light), Weapon Proficiency (Lightsaber).
Special: Must have received/built your own Lightsaber and Ceremonial Imperial Knight Armor.
Special: Must be a member of the Galactic Empire and the Imperial Knights Tradition.

Game Rule Information
Imperial Knights have the following game statistics.

Hit Points
At each level, Imperial Knights gain 1d10 hit points + their Constitution modifier.

Force Points
Imperial Knights gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Imperial Knights prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex, Fortitude and Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Imperial Knight talent tree (presented below), the Duelist talent tree (Saga Edition Core Rulebook, page 218), or the Leadership talent tree (Saga Edition Core Rulebook, page 44) and Armor Specialist talent tree (Saga Edition Core Rulebook, page 51). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Force Technique
See Saga Edition Core Rulebook Page 219.

LEVEL| B.A.B.| CLAS FEATURES
1st|+1| Defense Bonuses, Starting feats, Talent
2nd|+2| Force Technique
3rd|+3| Talent
4th|+4| Force Technique
5th|+5| Talent
6th|+6| Force Technique
7th|+7| Talent
8th|+8| Force Technique
9th|+9| Talent
10th|+10| Force Technique

IMPERIAL KNIGHT TALENT TREE
Trained to protect the Emperor, the Empire, and its citizens, you combine the strengths of an elite soldier and a fully trained Jedi.

Attune Armor: As the Jensaarai Talent by the same name (SECR pg 107).

Controlled Whirlwind Attack: When using the Whirlwind Attack option with a lightsaber, you may exclude a number of targets up to your Wisdom modifier.
Prerequisites: Whirlwhind Attack, Weapon Focus (lightsaber), Weapon Specialization (lightsaber).

Cortosis Gauntlet: You are trained in the use of cortosis gauntlets, giving you an edge in lightsaber combat. When armed with cortosis gauntlets, such as the ones included in a suit of Imperial Knight armor, you may choose to block the attack with your gauntlets, instead of your lightsaber. This functions as the Block ability, though at a -5 penalty to your Use the Force check due to the risk and difficulty of such a maneuver. If you successfully block the attack, you also disrupt your enemy's lightsaber. For the duration of the encounter, their lightsaber is considered deactivated and cannot be reactivated by any means except a DC 15 Mechanics check, which can be attempted untrained by anyone proficient with a lightsaber. This application of the Block ability cannot be used to protect an ally.
Prerequisites: Armor Proficiency (light), Armored Defense, Block.

Imperial Knight's Vow: When fighting against the enemies of the Empire, or targets chosen by the legitimate Emperor, the Imperial Knight gains a +1 morale bonus on attack and damage rolls.

Extend Protection: You may use the Block and Deflect talents to negate attacks against an adjacent ally without spending a Force Point. You must have the appropriate talent (Block or Deflect) in order to use this ability.
Prerequisites: Harm's Way, Base Attack Bonus +5.

Hold Ground: Opponents treat all squares that you threaten as difficult terrain for all purposes related to movement.
Prerequisites: Lightsaber Defense.

Improved Hold Ground: The DC for tumbling through a square that you threaten is increased by 10.
Prerequisite: Hold Ground, Base Attack Bonus +9.

Imperial Knight Ceremonial Armor* (Light Ceremonial Armor)

Armor Check Penalty: -2
Cost:10000
Armor Bonus to Ref Def: +5
Armor Bonus to Fort Def: +2
Max Dex Bonus: +4
Speed (6sq.): --
Speed (4sq.): --
Weight: 8kg
Availability: Military, Rare

*Imperial Knights' Armors have a Pure Cortosis Alloy Gauntlet, that enables then to use the Cortosis Gauntlet talent, or to use the Gauntlet to shutting off their lightsaber using the Block Talent.

Imperial Knight Master PrC
Designed by nichendrix.

"Run – Sith While you still have the chance."
--Antares Draco

Examples of Imperial Knight Masters in Star Wars
Roan Fel, Antares Draco, Garner Krieg.

Requirements
To qualify to become an Imperial Knight Master, a character must fulfill the following criteria.

Minimum Heroic Level: 12th.
Trained Skills: Use the Force.
Feats: Force Sensitive, Armor Proficiency (light), Weapon Proficiency (Lightsaber).
Force Technique: Any one (see Saga Edtion Core Rulebook, page 101).
Talents: At least one talent from the Imperial Knight Talent tree.
Special: Must have received/built your own Lightsaber and Ceremonial Imperial Knight Armor.
Special: Must be a member of the Galactic Empire and the Imperial Knights Tradition.

Game Rule Information
Imperial Knight Masters have the following game statistics.

Hit Points
At each level, Imperial Knight Masters gain 1d10 hit points + their Constitution modifier.

Force Points
Imperial Knight Masters gain a number of Force Points equal to 7 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Imperial Knight Master prestige class.

Defense Bonuses
At 1st level, you gain a +3 class bonus to your Reflex, Fortitude and Will Defense.

Fearless
You are immune to Fear effects.

Knight’s Meditation
As a full round action, you May enter a brief meditative state. You may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you’re considered flat-footed. Upon Emerging from, the trance, you gain +5 to any attack roll or use the Force Check you made in the following round. If you spend a Destiny Point any roll is considered a natural 20.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Imperial Knight Talent tree (presented below), any Force talent tree (Saga Edition Core Rulebook, Chapter 6). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Force Secret
See Saga Edition Core Rulebook, Page 220.

LEVEL| B.A.B.| CLAS FEATURES
1st| +1| Defense Bonuses, Fearless, Knight’s Meditation, Talent
2nd| +2| Force Secret
3rd| +3| Force Secret, Talent
4th| +4| Force Secret
5th| +5| Force Secret, Talent

From http://forums.gleemax.com/showthread.php?t=915916


Knife-Fighter


Knife-Fighter

Knife-fighters have molded the art of combat with small blades to an unparalleled high. They use their small, quick weapons to devastating effect, dealing far more damage then normally possible. Their light weapons allow them greater mobility and flexibility in battle, and they tend to focus on rapid strikes and withdrawals to hit their enemy hard and then retreat to safety, leaving behind only a bleeding wound to show that they struck.

Some knife-fighters are duelists of noble heritage, others are martial artists of the highest order, while others are hardened criminals who’s survival on prison planets like Kessel and Tendenas rest on the edge of their blades.

Requirements
To qualify to become a Knife-Fighter, a character must meet the following criteria.

Base Attack Bonus: +7
Feats: Weapon Proficiency (Advanced Melee), Weapon Proficiency (Simple)
Trained Skills: Acrobatics

Game Rule Information
Knife-Fighters have the following game statistics.

Hit Points
At each level Knife-Fighters gain 1d10 hit points + their Constitution modifier.

Force Points
Knife-Fighters gain a number of Force points equal to 6+ one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features of the Knife-Fighter prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to your Reflex Defense.

The Knife-Fighter
Level Base Attack Bonus Class Features
1st +1 Defense Bonuses, Talent
2nd +2 Knife Specialization +1
3rd +3 Talent
4th +4 Knife Specialization +2
5th +5 Talent
6th +6 Knife Specialization +3
7th +7 Talent
8th +8 Knife-Specialization +4
9th +9 Talent
10th +10 Knife Specialization +5

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. These talents may be selected from the Convict, Knife Duelist, or Weapon Specialist talent tree. You must meet the prerequisites (if any) for a given talent. No talent may be taken more then once unless expressly indicated.

Convict Talent Tree

In lockups like Kessel, a convict lives and dies at the edge of whatever scrap of metal he can find.

Hidden Blade: If you have an undiscovered concealed knife on your person, when you draw that weapon and make an attack against an adjacent opponent, that opponent is denied his Dexterity bonus to defense for that attack.

Mouth Blade: You can conceal a small, sharp object in your mouth. As a standard action, you may make an attack roll with a weapon concealed in your mouth and held in your teeth. If this attack hits, it deals only 1 point of damage (your Strength modifier does not apply), but the opponent struck by the attack takes a –2 penalty to all attack checks, skill checks, and defenses until the start of your next turn.
Prerequisites: Hidden Blade, Shiv

Shiv: You may form a hunk of discarded metal or plastic into a passable knife. Doing so requires an hour’s worth of work and a Mechanics check, DC 15. If successful, you make a primitive knife that deals 1d4-1 points of damage.

Superior Shiv: When making a shiv, the weapon deals 1d4+1 points of damage, rather then 1d4-1.
Prerequisites: Shiv

Knife Duelist Talent Tree

Those who study the art of knife fighting are capable of surprisingly swift and deadly strikes.

Footwork: While wielding a knife, you gain a +1 dodge bonus to your Reflex defense.

Off-hand Sacrifice: If you are wielding only one knife in one hand, when an attack with a melee weapon your size or smaller hits, you may move yourself one step down the condition track (if the attack did not deal enough damage to move you down the condition track; if it did, you do not need to move an additional step to activate this ability.) You gain a +2 bonus to your next attack check against that opponent, and deal an additional die of damage (these bonuses expire at the end of your next turn.) You may not use your off-hand for any activity until both the condition and hit points lost to the attack are healed. Lightsabers, and other weapons which ignore damage reduction, are immune to this ability.

Lethal Strike: If you have been engaged in melee combat with a single opponent for three rounds, and that opponent has not made an attack roll that exceeds your Reflex defense, you may spend a Force point to make your next attack with a knife against that opponent an automatic critical hit.

Knife Specialization
When using a knife, the Knife-Fighter gains a bonus to attack checks equal to one-half his character level, rounded down.

From http://forums.gleemax.com/showthread.php?t=894293


[sblock=Martial Artist ]

Martial Artist
Designed by Jay "johnnyputrid" Main.

Hand to hand fighting is the oldest form of combat in the galaxy. While any being can throw a punch or kick, only a select few can harness the focus and discipline required to truly master the unarmed fighting arts. Relying on their physical ability, mental discipline and spiritual fortitude, martial artists are capable of performing astounding feats of prowess that transcend the limits of what the body is capable of achieving. Some martial artists are warriors, defending others with their abilities or using their skills to dominate their enemies. Others seek enlightenment through relentless training of their minds and bodies. Others still seek to fulfill their spiritual needs by channeling their inner energy into a tangible discipline. Regardless of their motives or styles, martial artists are some of the galaxy’s deadliest combatants.

Examples of Martial Artists in Star Wars
Phow Ji, Arden Lyn, Handmaiden, Anoon Bondara, Bultar Swan

Requirements
To qualify to become a martial artist, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Feats: Martial Arts I, Melee Defense, Weapon Focus (unarmed)
Talents: At least on talent from the Brawler talent tree.

Game Rule Information
Martial Artists have the following game statistics.

Hit Points
At each level, martial artists gain 1d10 hit points + their Constitution modifier.

Force Points
Martial Artists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the martial artist prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Unarmed Combat talent tree (presented below), the Brawler talent tree (Saga Edition Core Rulebook, page 52), or the Weapon Specialist talent tree (Sage Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Mighty Blow
Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when making an unarmed attack. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Base Attack Bonus: Full (+1 per level)
1st - Defense bonuses, talent
2nd - Mighty Blow +1
3rd - Talent
4th - Mighty Blow +2
5th - Talent
6th - Mighty Blow +3
7th - Talent
8th - Mighty Blow +4
9th - Talent
10th - Mighty Blow +5


UNARMED COMBAT TALENT TREE

You have expanded your knowledge of unarmed fighting techniques to encompass a vast array of styles and forms.

Close Quarters Combat: You may reroll a failed attack roll when using the Grapple action.
Prerequisites: Expert Grappler

Echani: When fighting unarmed, you may spend a swift action to add your Wisdom modifier as an insight bonus to your Reflex Defense for your next turn. You do not gain the Wisdom bonus if you are flat-footed or otherwise denied your Dexterity bonus to your Reflex Defense.

Hijkata: When you damage an opponent with an unarmed attack, you knock the target prone in addition to dealing normal damage. You can’t use this talent to knock down targets two or more size categories larger than you.

K'tara: When making a disarm attempt, you no longer take the -5 penalty on your attack roll if your opponent is holding a weapon with more than one hand.

K'thri: Whenever you make multiple attacks while fighting unarmed as a full attack action, you reduce the penalty on your attack rolls by 2.
You can take this talent multiple times; each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.
Stava: When using the charge action, you can charge through obstructed terrain and your charge does not need to be in a straight line.

Teras Kasi: When making an unarmed attack, you deal an additional +1 dice of damage.

Wrruushi: When you damage an opponent with a successful unarmed attack and you exceed the target’s damage threshold, your opponent may only take a single swift action during his next turn.
Prerequisites: Wookiee

Fighting Style Descrpitions

Close Quarters Combat (CQC) – A military fighting style focusing on grapples, throws, joint locks and rapid takedown techniques. Skilled practitioners can render an opponent immobile and helpless within seconds. CQC instruction is generally less formal than most martial arts and consists mainly of full-contact sparring and muscular strengthening exercises. There dozens of different variants of CQC, but all involve many of the same proven techniques and tactics. Though not a requirement, most CQC instructors include advanced pistol and knife-wielding training as part of the style's regimen.

Echani – A martial arts style focusing on form, discipline and balance. The Echani style is very formal, possessing several increasingly demanding tiers of instruction, to include the etiquette and courtship rituals associated with the Echani culture. Echani masters are said to be able to predict the outcome of a battle by minutes, hours, and even weeks. By reading body language and intent, the Echani forms allow a skilled user to predict his opponent's moves and better defend himself against attacks. Some military special forces units are trained in the basics of the Echani forms, particularly the fast and precise attacks the style is known for.

Hijkata – An ancient martial art utilized by the Old Republic’s Senatorial Guard. Hijkata is a striking style, not unlike Teras Kasi, but focuses more on using an opponent's own attacks against him than Teras Kasi's raw power. Hijkata has been a foundation for many styles of unarmed fighting over the millenia and is considered one of the 'classical' martial arts, along with Echani, K'thri and Teras Kasi.

K’tara – A martial arts style often used by military forces in order to quickly and efficiently render an opponent weaponless or unconscious within seconds. K’tara focuses on short, quick motions centered between the shoulders and hips. The style contains many disabling techniques that quickly incapacitate opponents and reduce the noise of an attack. K'tara is the preferred martial art of covert operators and infiltration specialists.

K’thri – A flashy style of fighting that dates back to the early days of the Old Republic. It has since become a popular form of entertainment, but still remains an effective discipline. K'thri stylists use precise footwork, quick jabs and wide sweeping motions to attack rapidly and fluidly. Since many modern practitioners of K'thri are also entertainers, many of the style's movements have become greatly exaggerated versions of the style's original techniques, in effect transforming the original style into more of a sport than a combat art.

Stava – A Noghri fighting style that focuses on charging tackles, powerful throws and full-arm punches. Stava is a very physical style emphasizing full contact and brutal strikes over finesse. Stava stylists prefer to bring the fight directly to an opponent, and many of the style's techniques are most effective when delivered after charging an opponent at high speed. Unlike most species-specific fighting styles, the Stava martial arts can be readily learned by most races.

Teras Kasi – One of the galaxy’s oldest fighting disciplines, Teras Kasi means “Steel Hands” and has its origins on the planet Bunduki in the Pacanth Reach. Mastery of the Teras Kasi style is generally a long and dif
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Outlaw Slicer

by darth_borehd

Requirements
To qualify to become an Outlaw Slicer, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Use Computer, Deception
Feats: Skill Focus (Computer Use)
Languages Known: Binary
Special: The outlaw slicer must own a custom slicing computer worth at least 2.500 credits for a desktop model or 5.000 credits for portable model. Any computer (purchased or otherwise) that has an attitude of helpful towards the outlaw slicer can be modified to be acceptable using a DC 25 Mechanics check. If the GM allows it, the slicing computer can also be created using the optional crafting rules found at http://www.saga-edition.com/rules/craft.php
Game Rule Information
Outlaw Slicers have the following game statistics.

Hit Points
At each level, Outlaw Slicers gain 1d6 hit points + their Constitution modifier.

Force Points
Outlaw Slicers gain a number of Force Points equal to 5 + one-half their character level, rounded down, every time they gain a new level in this class.
Class Features
The following are the class features of the Outlaw Slicer prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to your Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Outlaw Slicer talent tree (presented below), the Slicer talent tree (Saga Edition Core Rulebook, page 47), or the Lineage Talent Tree (Saga Edition Core Rulebook, page 44). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Outlaw Slicers gain the benefits of the Lineage tree not through upbringing but by using their knowledge of computer networks in nefarious ways.

Slicer Specialisation
Starting at 2nd level and every even level thereafter, the outlaw slicer picks an aspect of the Use Computer skill (Access Information, Astrogate, Disable or Erase Program, Improve Access, Issue Routine Command [when opposed], Reprogram Droid, or other applications as gained by feats or other talents). The Outlaw Slicer gets a +2 specialisation bonus when performing that particular action. The same aspect may be chosen more than once; each time the bonus increases by another +2 (+4, +6, +8, etc).

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Slicer Specialisation
3rd +1 Talent
4th +2 Slicer Specialisation
5th +2 Talent
6th +3 Slicer Specialisation
7th +3 Talent
8th +4 Slicer Specialisation
9th +4 Talent
10th +5 Slicer Specialisation
OUTLAW SLICER TALENT TREE

False Identity:
Through manipulating computer networks and databases, the outlaw slicer has created a persona complete with a false history, documentation, and identity cards. The false identity appears to be a typical non-heroic law-abiding citizen. Any attempt to find the outlaw slicer's real identity has a -5 penalty on any skill check used in the attempt. This talent may be taken multiple times, Each time it is taken, it creates another identity that covers up the one before, each with the -5 penalty to discover it.

Skill Mastery:
The outlaw slicer selects one skill that he can take 10 on even when under stressful situations. This talent can be taken multiple times. Each time it applies to a different skill.

Knowledge Access:
Choose a knowledge skill. Provided he has access to a computer network, the outlaw slicer may substitute his Use Computer check for that knowledge skill. This talent may be taken multiple times, each time it is taken, it applies to a different knowledge skill.

Information Storage:
The outlaw slicer often saves obscure pieces of information for which he may not have an immediate use. This talent ensures that the Outlaw Slice is able to make Use Computer checks to Access Information even without connecting to a network, but the DC is increased by 10.

Identity Theft:
The Outlaw Slicer may substitute one of his false identities with that of a specific person. The Computer Use DC is 20 + the level of the target. If the target is a public official or famous, increase the DC by 10. Attempts to discover the true identity still suffer -5 penalty on the skill checks involved, except when the appearance of the person is known and the Outlaw Slicer personally interacts with another person as the stolen identity, in which case, a Deception roll must be used to maintain the cover. The real person also suffers a -5 on Persuasion checks to convince others that his identity has been stolen. This talent may be taken multiples times, either to replace one stolen identity for another or for as many times as the Outlaw Slicer has false identities, each time with a different target. Profitable Identity cannot be combined with a stolen identity. Prerequisites: False Identity, Profitable Identity

Profitable Identity:
The Outlaw Slicer can draw a salary thanks to one his False Identities. The credits gained per day is equal to a Computer Use check x Outlaw Slicer level. This cannot be combined with a stolen identity but can be taken for as many times as an Outlaw Slicers has false identities. Prerequisites: False Identity

Master Slicer:
When using Improve Access on a computer, if the Use Computer check would exceed the computer's Will Defence more than once, its attitude is improved by the number of times it was exceeded.

Regain Connection:
The time needed to retry a failed Use Computer check to Improve Access is cut in half. This talent may be taken multiple times.

Quick Slicing:
The time needed to Improve Access is reduced to a Standard Action.

From http://forums.gleemax.com/showthread.php?p=14244672#post14244672


Parkour Unit

by Speedscout

I've been brewing over a good custom prestige class for a while and I believe I have a couple that are balance. The Parkour Unit and the Free Runner.

These two prestige classes come from the neccessity of sometimes having to improvise movement without the proper technology. Whether it is escaping or getting to a destination, these guys are the ultimate in scout movement. Free Runner is an advanced form of Parkour Unit.

Requirements
Minimum Heroic Level – 7th
Talents: Long Stride, Sprint, Surefooted
Skills Trained: Acrobatics, Jump, Climb
Hit Points
At each level, Parkour units gain 1d10 hit points + their constitution modifier.
Force Points
Parkour Units gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are features of the Parkour Unit Prestige Class
Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.
Talents
At every odd-numbered level (1st, 3rd, 5th, 7th, and 9th), you can select a talent. The talent may be selected from the options below.
The Parkour Unit
Level Base Class Features
1st +0 Defense bonuses, talent
2nd +1 Bonus feat
3rd +2 Talent
4th +3 Bonus feat
5th +4 Talent
6th +5 Bonus feat
7th +6 Talent
8th +7 Bonus feat
9th +8 Talent
10th +9 Bonus feat

Climbing Talent Tree
Improved Accelerated Climb – The parkour unit does not get a penalty on accelerated climb.
Smart Climber – The parkour unit can add intelligence modifier to climb checks.
Agile Recovery - The parkour unit can choose between using their dexterity modifier or strength modifier while catching themselves when falling (climb specific skill).

Movement Talent Tree
Crawl – The parkour unit can move ¼ normal squares while prone.
Improved Crawl – The parkour unit can move at ½ normal squares while prone. Prerequisite - Crawl
Swift Rise – The parkour unit can stand up as a free action.

Running Talent Tree
Improved Sprint – The parkour unit can now move 6x normal speed while running instead of 5x (5x in heavy armor).
Power Sprint – The parkour unit has grown stronger while running and can now ignore armor penalties during a run.
Running Focused – The parkour unit has learned how to stay alert while running. The parkour unit does not lose their dexterity bonus to their reflex defense while running.
Shifty – The parkour unit can change direction 90 degrees and above one time per dexterity modifier in a round when they run.

Bonus Feats
A Parkour unit can select bonus feats from the Scoundrel or Scout feat list.

From http://forums.gleemax.com/showthread.php?t=968888


Prodigy


Prodigy
Every decade or so, an individual comes along that embodies the very essence of a particular way of life from a very young age.

Requirements
Heroic Level: 5th
Special: Must possess two talents from any one tree the chosen class has access to. Force talents may not be used to meet this requirement.

Game Rule Information
Hit Points
At each level, the Prodigy gains 1d8 hit points + their Constitution modifier

Force Points
Prodigy gain a number of Force Points equal to 3+ onehalf their character level, rounded down, every time they gain a new level in this class.

Class Features

The Prodigy

Level / Base Attack Bonus / Class Feature
1 / +0 / Class Affinity, Talent
2 / +1 / Talent
3 / +2 / Talent
4 / +3 / Talent
5 / +3 / Talent

Talents
At each level, the Prodigy selects a talent from any talent tree available to the class they selected with their Class Affinity ability.

Class Affinity
At first level, the Prodigy chooses a class with which he or she has an affinity. The Prodigy must already possess two talents from any one tree a class has access to in
order to select that class for this ability. Once made, this choice may not be changed.

Levels in Prodigy count as levels in the chosen Class when determining the effectiveness of abilities that depend on Class levels.

From http://www.mediafire.com/?alyoyz0xxjf


Rifleman


by Tenor1411

This class is largely a hybridization of Elite Trooper and Gunslinger but with a strict focus on rifles. Most of the talents already exist in other talent trees but I've seen some trees share talents before (though not common) so I figured, why try and reinvent the wheel.

Rifleman
Prerequisites:
Minimum Heroic Level: 7th
Feats: Far Shot, Precise Shot, Weapon Focus (Rifles), Weapon Proficiency (Rifles)
Hit Points: 1d10 + Con Modifier
Force Points: 6 + 1/2 Heroic level rounded down
Defense Bonus: +2 Fortitude, +0 Reflex, +4 Willpower
Talents: Camoflage, Survival, Rifleman

Target Practice
Starting at second level and at every even level, your range categories increase by 2 meters for point Blank, 5 meters for short, 10 meters for medium and 20 meters for long. A chart has been included for easy reference.
Point Blank Short Medium Long<br /> 0 - 32 33 - 65 66 - 160 161 - 320<br /> 0 - 34 35 - 70 71 - 170 171 - 340<br /> 0 - 36 37 - 75 76 - 180 181 - 360<br /> 0 - 38 39 - 80 81 - 190 191 - 380<br /> 0 - 40 41 - 85 86 - 200 201 - 400

Level BAB Class Features<br /> 1 +1 Defense Bonuses, talent<br /> 2 +2 Target Practice +2, 5, 10, 20<br /> 3 +3 talent<br /> 4 +4 Target Practice +4, 10, 20, 40<br /> 5 +5 talent<br /> 6 +6 Target Practice +6, 15, 30, 60<br /> 7 +7 talent<br /> 8 +8 Target Practice +8, 20, 40, 80<br /> 9 +9 talent<br /> 10 +10 Target Practice +10, 25, 50, 100

Rifleman Talent Tree
Greater Weapon Focus (Rifles)
You gain a +1 on attack rolls when using a rifle. This bonus stacks with the bonus granted by the Weapon Focus feat (Rifles).
Prerequisites: Weapon Focus feat (Rifles), Weapon Proficiency (Rifles)

Greater Weapon Specialization (Rifles)
You gain a +2 on damage roll with Rifles. This bonus stacks with the bonus granted by Weapon Specialization (Rifles). You must be proficient in Rifles to gain this benefit.
Prerequisites: Greater Weapon Focus (Rifles), Weapon Focus feat (Rifles), Weapon Proficiency (Rifles), Weapon Specialization (Rifles)

Maiming Shot
If you aim before making a ranged attack and the attack hits, you move the target -3 steps along the condition track and knock the target prone in addition to dealing damage. You can't use this talent to knock down targets two or more size categories bigger than you.
Prerequisites: Greater Weapon Focus (Rifles), Greater Weapon Specialization (Rifles), Weapon Focus (Rifles), Weapon Proficiency (Rifles), Weapon Specialization (Rifles)

Multiattack Proficiency (Rifles)
Whenever you make multiple attacks with any type of rifle as a full attack action, you reduce the penalty on your attack rolls by 2. You can take this feat multiple times: each time you take this talent, you reduce the penalty on your attack rolls by an additional 2.
Prerequisites: Weapon Proficiency (Rifles)

Weapon Specialization (Rifles)
You gain a +2 bonus on damage rolls with Rifles.
Prerequisites: Weapon Focus feat (Rifles), Weapon Proficiency (Rifles)

From http://forums.gleemax.com/showthread.php?t=1067945


Professional Gambler

Professional Gambler
by "Rogue-star"
The professional gamblers are the crafty individuals who make a living working the gambling circuit sometimes legally sometimes not so legally. Luck or the simplest sleight of the hand can turn a losing hand into a winner for the professional gambler both at the gaming table or in order to turn the tides on the battlefield. Deception, Persuasion, Stealth, and pure Luck are a professional gambler’s great weapon. The professional gambler tends to stick out from the rest of the crowd with their charming personalities, their flashy looks, and not to mention their fat credit chips.

EXAMPLES OF PROFESSIONAL GAMBLERS IN STAR WARS
Lando Calrissian

REQUIREMENTS
To qualify to become a Professional Gambler, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Deception, Perception, and Stealth.
Feats: Skill Focus (Deception).
Talents: Any two talents from the Fortune Talent tree (see SECR page 46) or the combination of Gambler from the Fortune Talent Tree (see SECR page 46) + any one talent from Misfortune (see SECR page 46) or any one talent from Lineage (see SECR page 44).

GAME RULE INFORMATION
Professional Gamblers have the following game statistics.

Hit Points
At each level, Professional Gamblers gain 1d6 hit points + their Constitution modifier.

Force Points
Professional Gamblers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

CLASS FEATURES
The following are features of the Professional Gambler prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Reflex Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Maverick talent tree (presented below), the Rogue talent tree (presented below), the Fortune talent tree (see SECR page 46), or the Misfortune talent tree (see SECR page 46). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

MAVERICK TALENT TREE
You are master of Stealth and Deception and able to manipulate the cards so they fall in your favor.
Loaded Dice: Once per day you may reroll any roll for gambling. You must keep the results of the new roll even if it is worse.
Master Gambler: When making a reroll for gambling, you may keep the higher result.
Prerequisite: Loaded dice.
Casino Hopper: Gain an additional gambling roll against the house per day.
You can select this talent multiple times, up to a maximum of 3 extra times per day, each time you take this talent you gain an additional use per day.
Prerequisites: Loaded Dice and Master Gambler.
Old Switcharoo: Once per day, while gambling against other characters after the dice for Gambling have been rolled you can roll Deception check vs. any character you are playing against of your choice’s Will defense to switch your roll with their roll.
Prerequisite: Loaded dice.
Under the Table: Once per day when gambling against the house you can opt to roll Persuasion check vs. the dealers Will Defense. You automatically win a majority of the hands allowing you to always earn a minimum of x2 on the roll when gambling against the house. Roll Gamble as normal any rolls below 15 are always considered Win Stakes x2. End at the end you must give the dealer 10% of your winnings as a bribe.
Professional: At the start of an adventure roll 1d20 + Wisdom Bonus + any Gambler and Luck bonuses for gambling x100 to earn credits on the side through minor gambling matches.
Hands are Quicker then the Eye: Can reroll any Deception rolls used for Gambling and may take the higher result.
High Stakes: Once per day use a Force Point to add the total number of class levels you have to a Gambling roll instead of half.
Up the Ante: Once per day when you roll a gamble check while gambling against other characters, you may keep the result of your roll hidden. After the roll, you may choose to increase your stake in the game. You may then reveal your roll and it is compared as normal.
Game of Chance: Once per day as a Reaction anytime there is a dice is about to be a dice roll made during the adventure you can make a game of chance out of it by placing a bet with the rolling character that they will fail their roll. If the player takes your bet and fails their initial roll before making any rerolls or using a Force Point or Destiny Point for success you win the wager. If the roll succeeds naturally then you lose your wager to the player.

ROGUE TALENT TREE
With a little bit of trickery and a whole lot of luck on your side you are as good in a firefight as you are at the gaming tables.
Palmed Luck: Roll Deception check vs. your opponent’s Perception check in order to cause a distraction if you succeed you may draw a concealed weapon as a Swift action, your opponent is left flatfooted to you only until the start of their next turn.
Prerequisite: Quick Draw
Flash and Dash: When your opponent(s) are adjacent to you, once per day you take a Swift action to make a Deception roll against their Will defense modified by +1 per every 1000 credits you pull out and flash at your opponent(s) adjacent to you in order to distract them. The roll is also modified -1 per opponents in your LOS not adjacent to you as they try to keep their allies from taking the bait. If successful you use your standard action giving up the credits you flashed in order to toss the credit chips you flashed at them to their feet scattering them across the ground causing them to react with greed and pick up the discarded credits forgetting about you allowing you to withdraw at full movement without provoking any AOA from your adjacent opponents, however opponents not adjacent to you do not lose their ability to AOA nor do any opponents whose Will defense your Deception roll did not beat and you must withdraw and suffer from their AOA as normal. This talent does not work against creatures and characters that can not be bribed like Storm Troopers.
Prerequisites: Palmed Luck
Evening Up the Odds: When you and your allies are outnumbered you can take a Standard action to roll Deception check vs. Opponents Will Defense. Making a distraction that affects a number of opponents equal to your Card Shark Bonus plus 1 with in 6 squares and with in LOS of you. The opponents affected lose LOS of sight of your allies and become flatfooted until your next turn as they focus on your distraction.
Make Your Own Luck: Use a Standard action to give you and your allies with in LOS a +1 Luck bonus on their attack, feat, and skill rolls for remainder of encounter. Any allies lose LOS line of sight with you or if you fall unconscious they lose the Luck Bonus until they return to with in LOS or you regain consciousness.
A Rogue’s Gamble: If an ally with in LOS is about to be Coup de Graced by an opponent, as a reaction you can make a Deception check against the opponent’s Will defense. If successful the opponent must retake his action and must attack you ignoring his or her initial target for the rest of the round. If the opponent refuses to attack you they are so confused that they lose focus to the point that they lose their action for rest of the round. Talent can be used repetitively in same round at a -2 accumulative penalty to your Deception check each time.

TABLE 1-1:
THE PROFESSIONAL GAMBLER
LEVEL BAB CLASS FEATURES
1st +0 Defense bonuses, Talent
2nd +1 Card Shark +1
3rd +2 Talent
4th +3 Card Shark +2
5th +3 Talent
6th +4 Card Shark +3
7th +5 Talent
8th +6 Card Shark +4
9th +6 Talent
10th +7 Card Shark +5

Card Shark
Beginning at 2nd level, you apply a luck bonus to any rolls made for Gambling. The luck bonus is equal to one-half your class level.

From http://forums.gleemax.com/showthread.php?p=18558884


Royal Guard


Royal Guard (Elite Trooper variant)
by "Mimer"

Requirements
To qualify to become a Royal guard, a character must fulfil the following criteria.

Gender: Male.
Species: Human
Base attack bonus: +7
Trained Skills: Initiative, Perception.
Feats: Armour Proficiency (light), Armour Proficiency (medium), Martial Arts I, Martial Arts II, Weapon Proficiency (advanced melee weapons).
Talents: Harm’s Way, at least one talent from the Armour specialist tree.
Special: Cannot be trained in the Use the Force skill or possess any force feats (apart from Force Sensitivity) or any force related talents when selecting this prestige class. Must be a Stormtrooper when taking this class and may not have any class levels in a force using class. He may subsequently take force related feats and talents, subject to the restrictions noted below. Must be tested for absolute and undying loyalty to the Emperor and found worthy. Those who are found wanting die. Must undergo special training on the isolated world Yinchorr. Those who fail die.

Game Rule Information
Hit points: At each level, Royal Guards gain 1d12 hit points + their constitution modifier.
Force points: Royal Guards gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class features
The following are features of the Royal guard prestige class.

The Royal Guard

Level Base Attack Class features
1 +1 Defence bonuses, delay damage, talent
2 +2 Damage reduction 1, equipment
3 +3 Talent
4 +4 Damage Reduction 2
5 +5 Talent
6 +6 Damage Reduction 3
7 +7 Talent
8 +8 Damage Reduction 4
9 +9 Talent
10 +10 Damage Reduction 5

Defence bonuses
At 1st level, you gain +2 class bonus to your Reflex Defence and a +4 class bonus to your Fortitude Defence.

Delay Damage
Royal Guards are among the toughest individuals in the galaxy. After being exposed to numerous threats, foes, and combat situations, you’ve developed the ability to delay effects that would drop lesser creatures.

Once per encounter as a reaction, you can chose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.

Talents
At every odd-numbered level (1st, 3rd 5th, and so on), you select a talent. The talent may be selected from the Weapon Master tree (see p. 211-212 in the SAGA rulebook) or the Commando talent tree (see p. 52 in the SAGA rulebook). Beginning at 3rd level you may also select talents from Force Item talent tree (see p. 214 in the SAGA rulebook, these talents may however only be applied to his personal advanced force pike or double-bladed vibrosword), the Control talent or the Dark Side talent tree ((see p. 101 in the SAGA rulebook). Note: this constitutes an exception to normal SAGA rules regarding Force talents.

In addition, a Royal Guard that uses the Empower Weapon talent or the Force Talisman talent on a weapon may, at 5th level or higher, select the Block and Deflect talents ((see p. 41 in the SAGA rulebook). These talents may however only be used with the Empowered Weapon/Force Talisman and not with any other weapons (including lightsabres).

Feats
Beginning at 3rd level, you may select Force-related feats, including Force Training. You may however only choose from the following force powers when selecting the Force Training feat: Battle Strike, Dark Rage, Rebuke, Surge. Note: this constitutes an exception to normal SAGA rules regarding Force feats.

Equipment
Upon reaching 2nd level, the Royal Guard is inducted as a full member of the Royal Guards and is granted use of the equipment that comes along with this honour: The Royal Guardsman Armour and a personal weapon, either an advanced force pike or a double-bladed vibroblade.

Royal Guardsman Armour: As ceremonial armour except it grants a +8 armour bonus, a +2 bonus to Fortitude defence, has a max Dex bonus of +3 and grants +4 on Perception checks due to a superior helmet package.

Advanced Force Pike: As a regular Force Pike (see p. 121-122 in the SAGA rulebook), except it grants a +1 bonus on attack rolls for those with levels in the Royal Guard prestige class and has a DR of 20 that applies even against lightsabre attacks (due to the weapon being made of a resistant alloy). It has 15 hit points, a damage threshold of 18 and a break DC of 25.

Double-bladed vibrosword: Large size, Damage 2d6/2d6 (no stun), weight 2 kg, causes slashing or piercing damage. Grants a +1 bonus on attack rolls for those with levels in the Royal Guard prestige class and has a DR of 20 that applies even against lightsabre attacks (due to the weapon being made of a resistant alloy). It has 15 hit points, a damage threshold of 20 and a break DC of 30.

Notes: The double-bladed vibrosword is supposed to represent the weapons used by Kir Kanos and Carnor Jax in Crimson Empire. While I don't believe other Royal Guards have been depicted using such weapons (correct me if I'm wrong here), I included it as an option for the sake of variety.

If someone knows of a official name (or even a more appropriate non-official one), please let me know.

From http://forums.gleemax.com/showthread.php?t=905324 (N.B.: The author of this PrC also created a Talent Tree variant posted here)


Saber Rake

Designed by Lambach

Saber Rakes were Tapani noble youths that carried and dueled with lightfoils.
A group of young nobles from House Calipsa found a small cache of lightsabers that once belonged to the Jedi of House Pelagia. They began to wear the lightsabers and made a great impression on the young Tapani Sector nobles until the Imperial Dark Side Adepts confiscated them. By this time, however, the trend had spread to other houses and some more delinquent youths started to sport Sith variant lightsabers called lightfoils first produced by House Mecetti. The lightfoils were not as powerful or energy efficient as lightsabers but they could be just as deadly. Several rivalries and feuds began to be ended in deadly lightfoil duels.

With significant Imperial pressure all of the noble house of the Tapani sector banned functioning lightfoils. Saber Rakes therefore began to wear non-functioning ornamental lightfoils on their belts, some of which activated if a hidden button was pressed.
The duels continued in isolated locations agreed by both parties. Among Saber Rakes it was considered bad taste to actually kill an opponent unless the rivalry was particularly serious. Most duels were finished after the first loss of a limb and therefore prosthetic limbs were in great demand among certain cliques of noble youngsters.

The ISB and Ubiqtorate were naturally nervous about the sight of young influential nobles walking around with varients of the Jedi’s iconic weapon. Some Imperials were convinced, that by brandishing their lightfoils, the Saber Rakes were showing subversive support for the Jedi. Others were concerned that the craze might be used as a cover for pro-Rebel activities. Most Imperial officials, however, saw the fad for what it was, a benign infatuation with an antique elegant weapon that had a rich and noble history. Very few Saber Rakes had more than a basic knowledge of the Jedi Knights, their beliefs and practices.

Requirements
Character Level: 7+
Trained in the Deception skill
Weapon Proficiency (Light Saber), Any talent from the Lineage talent tree
Special: Must have ties to one of the Tapani noble houses.

Example: Lord Alec Lamere, Sir Ajax Wennel, & Lord Barleos

Game Rule Information
Saber Rakes have the following game statistics.

Hit Points
At each level, a Saber Rake gain 1d8 hit points + their Constitution modifier.

Force Points
Saber Rakes gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Saber Rake prestige class.

Defense Bonuses
At 1st level, you gain a +4 bonus to your reflex defense, and a +2 bonus to your will

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be from the Lightsaber Combat (SWSE p.41), Fencing (KOTORCG p.26) , or Saber Rake Talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Practiced Deulist
A Saber Rake may make Use the Force checks untrained, for purposes of activating talents from the Lightsaber Combat talent tree only.

Grace and Style
A Saber Rake may add one half his class level to either melee attack rolls, his reflex defense score, or to untrained use the force checks using the Practised Deulist ability. The Saber Rake may change what the bonus applies to as a move action.

LEVEL B.A.B. CLASS FEATURES
1st +1 Defense bonuses, Practiced Deulist, Talent
2nd +2 Grace and Style +1
3rd +3 Talent
4th +4 Grace and Style +2
5th +5 Talent
6th +6 Grace and Style +3
7th +7 Talent
8th +8 Grace and Style +4
9th +9 Talent
10th +10 Grace and Style +5

Saber Rake Talent Tree

Chicks Dig Scars
You do not suffer a -1 penalty per cybernetic limb to use the force checks made with the Practiced Deulist ability.
Prerequisites: ‘Tis But A Scratch

That’s Better
You are trained in the Mechanics skill. Additionally you may reduce the time required to repair a malfunctioning Tapani Lightfoil to a standrd action and you may construct a new one from scratch.

Better Part of Valor
Once per encounter you may make the Withdraw action as a reaction to moving down the condition track.

‘Tis But A Scratch
Whenever a melee attack would kill you you may opt instead to lose a limb as if affected by the Severing Strike talent (SWSE p. 218).

And Look Good Doing it
You are trained in the Acrobatics Skill. Additionaly whenever you roll a natural 20 on an Acrobatics check you gain a temporary Force point which must be spent by the end of the encounter or is lost.
Prerequisites: Better Part of Valor

From http://saga-edition.com/?p=1969#more-1969


Sharp Shooter

by JasonRR

Requirements
To qualify to become a Sharp Shooter, a character must fulfill the following criteria.
Minimum Level: 7th.
Feats: Careful Shot, Deadeye, Point Blank Shot, Weapon Proficiency (rifles).

Game Rule Information
Sharp Shooters have the following game statistics.

The Sharp Shooter
[b]Level Base Attack Bonus Class Features [/b]<br /> 1 +1 Defense bonuses, talent <br /> 2 +2 Sniper +1 <br /> 3 +3 Talent <br /> 4 +4 Sniper +2 <br /> 5 +5 Talent <br /> 6 +6 Sniper +3 <br /> 7 +7 Talent <br /> 8 +8 Sniper +4 <br /> 9 +9 Talent <br /> 10 +10 Sniper +5

Hit Points
At each level Sharp Shooters gain 1d8 + their Constitution modifier.

Force Points
Sharp Shooters gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features of the Sharp Shooter prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to you Reflex Defense and a +4 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Sharp Shooter talent tree, Camouflage talent tree, or Weapon Specialist talent tree. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Sniper
Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when wielding a rifle. You double this damage while aiming. This damage is in addition to the character’s usual level bonus to damage. This damage is doubled on a successful critical, as normal.


Sharp Shooter Talent Tree

Deadly Aim
If you aim with a rifle, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target, you do not score a critical hit.
Prerequisites: Keen Shot, Perfect Aim, Weapon Focus (rifles) feat, Weapon Specialization (rifles), base attack bonus +12.

Debilitating Shot
If you aim before making a ranged attack and the attack hits, you move the target -1 step along the condition track in addition to dealing damage.

Greater Weapon Focus (rifles)
You gain a +1 bonus on attack rolls with rifles. This bonus stacks with the bonus granted by the Weapon Focus feat.
Prerequisites: Weapon Focus (rifles) feat.

Head Shot
If you hit a target that is not aware of you and you successfully use the snipe action, all enemies the target is not aware of gain a +2 flanking bonus to ranged attack rolls until an enemy fails a snipe action or is otherwise spotted. Normally, ranged attacks do not benefit from flanking. If a target is not aware of your presence, the target is flat-footed to you.
Prerequisites: Expert Sniper.

Maintain Target
Moving does not cause you to lose the effects of aiming. Other move actions still cancel the effects of aiming as normal. In addition, you may take 2 swift actions in the same or consecutive rounds to aim, rather than 2 swift actions in the same round.

Master Sniper
When you use a snipe action to fire while hidden you suffer no penalty to your Stealth check.
Prerequisites: Expert Sniper, Improved Stealth

Perfect Aim
If you aim before making a ranged attack against a target that is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you may reroll any failed to hit roll, but the result of the reroll must be accepted, even if it is worse. If a target is not aware of your presence, the target is flat-footed to you.

Ranged Sneak Attack
Anytime your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful ranged attack. There is no maximum range to use this.
You may select this talent multiple times. Each time you select it, your sneak attack damage increases by +1d6 (maximum 5d6). This counts against your maximum number of dice for the Sneak Attack talent as well.


New: Camouflage Talent Tree
Expert Sniper
When you use the snipe action to fire while hidden you may reduce the penalty to your Stealth check to -5.
Prerequisites: Improved Stealth.

From http://forums.gleemax.com/showthread.php?t=925148


Sniper


Sniper
The undisputed master of long-range combat, able to engage and defeat enemies before they are even aware of his presence, the sniper is an enemy to be feared and respected. Stealth, patience, and control are his greatest assets, allowing him to seek out and exploit the rare opportunities that most others would miss.

Many snipers are members of military and paramilitary organizations and have been trained by other sharpshooters in their art, though others may simply be hunters from backwater worlds who have mastered the arts of stealth and marksmanship through necessity. Rebel SpecForces tended to call a sniper a "TK," short for "telekinesis," for their ability to invisibly "touch" their target from great distances.

Examples of Snipers in Star Wars
Myn Donos, Assassin Droids, Fi (Omega Squad), Sev (Delta Squad).

Requirements
To qualify to become a Sniper, a character must fulfill the following criteria.
Minimum Heroic Level: 12th.
Trained Skills: Perception, Stealth, Survival.
Feats: Careful Shot, Deadeye, Far Shot, Point Blank Shot, Precise Shot, Skill Focus (stealth), Weapon Focus (rifle), Weapon Proficiency (rifle)
Talents: At least two talents from the Camoflauge talent tree.


Game Rule Information
Snipers have the following game statistics.

Hit Points
At each level, Snipers gain 1d8 hit points + their Constitution modifier.

Force Points
Snipers gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are the class features of the Sniper prestige class.

Defense Bonuses
At 1st level, you gain a +3 class bonus to your Reflex Defense and a +6 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Sniper talent tree (presented below) or the the Weapon Specialist talent tree (Saga Edition Core Rulebook, page 53). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Improved Range
Starting at 1st level, your maximum range when using a rifle increases by a number of squares equal to your class level x ten.

LEVEL B.A.B. CLASS FEATURES
1st +1 Defense bonuses, talent, improved range +10
2nd +2 Improved range +20
3rd +3 Talent, improved range +30
4th +4 Improved range +40
5th +5 Talent, improved range +50


SNIPER TALENT TREE
Your rifle has become an extension of your body, enabling you to make shots that others would consider impossible.
Deadly Aim: If you aim before making a a ranged attack with a rifle and the attack hits, you deal additional damage equal to your Dexterity bonus.
Debilitating Shot: As the Gunslinger talent by the same name.
Headshot: When attacking a flat-footed opponent with a rifle, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target, you do not score a critical hit.
Prerequisites:Weapon Specialization (rifle), base attack bonus +12.
Improved Debilitating Shot: If you aim before making a ranged attack and the attack hits, you move the target an additional -1 step along the condition track in addition to dealing damage. This talent stacks with Debilitating Shot, Hunter's Mark, and other talents that allow you to move the target along the condition track as a result of aiming.
Prerequisites:Debilitating Shot, base attack bonus +16.
Ranged Disarm: As the Gunslinger talent by the same name.
Ranged Sneak Attack: As the Scoundrel's Sneak Attack talent, except that you may deal your normal Sneak Attack damage at a distance of up to Short range.
This talent does not stack with any Sneak Attack damage you already possess, though you may take it multiple times to increase your Ranged Sneak Attack damage.

From http://sagaconversions.mattylee.com/sniper.php

Note: See also Expert Sniper above.
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Spymaster

Spymaster


Requirements
To qualify to become a spymaster, a character must fulfill the following criteria.

Minimum Level: 7th.
Trained Skills: Deception and Perception.
Feat: Skill Focus (Deception).
Talent: At least two talents from either the spy talent tree (TFUCG) or the lineage talent tree (SWRPG CRB).

Game Rule Information
Spymasters have the following game statistics

Hit Points
At each level, spymasters gain 1d8 hit points + their Constitution modifier.

Force Points
Spymasters gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Level Base Attack Bonus Class Features
1st +0 Defense bonuses, talent
2nd +1 Cover Identity +1
3rd +2 Talent
4th +3 Cover Identity +2
5th +3 Talent
6th +4 Cover Identity +3
7th +5 Talent
8th +6 Cover Identity +4
9th +6 Talent
10th +7 Cover Identity +5

Class Features
The following are features of the spymaster prestige class.

Defense Bonuses
At 1st level, you gain a +4 class bonus to your Will Defense and a +2 class bonus to your Fortitude Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent can be selected from the Undercover talent tree (presented below), the Spy talent tree (see TFUCG), The Bothan Spynet talent tree (TFUCG) or the Lineage talent tree (SWRPG CRB). The spymaster must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Undercover Talent Tree
You are a master of staying in an assume identity for long periods of time and have developed ways to protect your true identity.

Quick-change: You have become adapt at quickly switching from one identity to another. You can now don a deceptive appearance in one-tenth of the time (see page 64 of the SWRPG CRB)

Spot Tail: You have developed a sixth sense when it comes to being followed. When making Perception checks to notice targets you take no penalty to the check for the amount of distance, nor for concealment or cover.
Prerequisite: Wisdom of 13 or higher

Sectioned Mind: Through rigorous mental excises you have become adapt at remaining in character. When under a mental effect, you gain a +5 bonus to your Will Defense if forced to break cover via compulsion or other any other mental condition.
Prerequisite: Wisdom of 13 or higher, Cover Identity

Deep Cover: You have immersed your self and your mind in your cover identity. When a force power is used in relation to your current cover identity it will only reveal information regarding the current cover identity and nothing about your true identity or other cover identities.
Prerequisite: Wisdom of 13 or higher, Cover Identity, and Sectioned Mind

White Noise: You become immune to all harmful mind effects. Using white noise is a reaction and you can use this talent 1 + Intelligence Modifier times per encounter.
Prerequisite: Wisdom of 13 or higher, Cover Identity, Sectioned Mind, and Deep Cover.

Sub harmonic Hearing: You can determine the true motives of others by listening carefully so the subtle inflections of their voices. You gain a +5 bonus to your will defense against the use of deceptive information.
Prerequisite: Wisdom of 13 or higher, must understand the language being spoken.

Reactive Body Language: You learn the silent language of subconscious body movements. By mimicking the body language of others, you are treated as one step closer to helpful on the Attitude chart when actively trying to change attitude. (see page 71 of the SWRPG CRB)
Prerequisite: Wisdom of 13 or higher, Cover Identity.

Cover Identity
Starting at 2nd, you become adept at a single alternate identity, you gain a +1 one bonus to all Deception checks regarding that identity and you treat all checks for deceptive appearance to assume that identity as simple. You gain an additional bonus at 4th, 6th, 8th, and 10th levels (maximum +5) to Deception checks as well as an additional cover identity at each of those levels. Should a spymaster retire an identity and develop a new one, they must spend 2 weeks (10 days) before they can use the bonuses of cover identity and they lose the bonuses for the retired identity. (Note the bonus does not apply to the non deceptive uses of the Deception skill.)

From http://forums.gleemax.com/showpost.php?p=18307596&postcount=145


Sword of the Stars Warrior

by Darth_Shogun

N.B.: This is a new Force-using PrC I'm using for my game as the alternate tradition of the planet I've come up with. May not work with your game, but I just thought I'd post it

Thousands of years ago, a wise and powerful Sith Lord, whose name and origin was forgotten long before the legends were confirmed, desired loyal protectors and workers who would do his bidding for all time. He set about performing elaborate and forbidden alchemical rituals, gathering various dark materials and bodies to fashion into his warrior and worker caste and imbuing them with all the strength of the Force he could muster. He succeeded beyond his wildest dreams, and he gave his creation the name 'Xen'Sha', which in his native tongue meant 'Will of the Master'. The resulting race was a tall, thin race of powerful humanoids, with grayish skin and glowing blue eyes. The Xen'Sha were as efficient and obedient as he could have imagined, filled with a hatred only the Dark Side could provide,and countless outposts and territories were claimed in his name. Generations passed...

One day, a warrior of great skill was struck with an epiphany in the Force. Suddenly, knowledge of his people's vile origins came rushing to his conscience, and he resolved himself to end the source of their corrupted ancestry. Teaching others of his kind his newfound abilities to embrace the Light and open their minds to outside information, he led a revolt against the master. As he lay dying in his throne room, the majority of the Xen'Sha felt a wave of pure hatred wash over them, and as he died, so too did those not enlightened by the one they had come to call 'Xen'Shara', or in their native tongue, 'Will of the Force'. His people set off into the stars to find their own world to call home, and the teachings of Xen'Shara were fully realized in the formation of the Sword of the Stars, a sect of their most gifted warriors devoted to the suppression of the Dark Side wherever it may appear.

The Sword of the Stars is an elite sect of the Xen'Sha Security Forces, and is a highly selective group. They are highly skilled in the use of their signature weapons, the Xen'Sha Hand Cannon and Powered Gauntlet Blade (in the Post Your Equipment thread), and are also masters of combat Force use. These warriors wade into glorious battle in shimmering silver powered armor, ready to bring justice to any who would seek harm to their people and homeworld, Xen'Shara.

Requirements:
Must be of Xen'Sha species*
Base Attack Bonus: +7
Armor Proficiency (Light)
Armor Proficiency (Medium)
Exotic Weapon Proficiency (Powered Gauntlet Blade)
Point Blank Shot
Force-Sensitive*
*Very few non-Force using Xen'Sha have ever been accepted, but it has happened on rare occasions. For those without Force-Sensitive, you must make a formal request to the ruling Exarch of the territory and be nominated by them for acceptance. A vote between all 12 Exarchs is then initiated, and 3/4 majority must vote in favor of your acceptance before you can begin you training with the Sword of the Stars.
Talents: At least one from any Soldier tree; at least one from any Force tree


Hit Points:
1d10+Con bonus/level

Force Points:
6+half your character level

Defense Bonuses:
+4 Fort, +2 Ref/Will

Force Armor:
At 5th level, a Sword of the Stars Warrior learns to imbue his armor with the Force. As a full-round action, you may spend a Force point to attune a suit of armor to the Force, permanently increasing its armor bonus by +2 and improving the maximum Dexterity bonus by +1. Only you can benefit from the effects; the do not apply if someone else dons the armor.

Talents:
At first level and every odd-numbered level after that, you may select a talent. This talent may come from the Sword of the Stars tree (presented below), the Weapon Specialist tree(Soldier), or the Commando tree(Soldier).

Force Technique/Damage Reduction:
At second level and every even-numbered level after that, you may select a Force Technique from the techniques listed in Chapter VI: The Force that, once selected, cannot be changed. Alternatively, you may choose to gain damage reduction 1 (DR 1), which improves by 1 every even-numbered level for every time you choose this option. You must choose one or the other; you do not gain the benefits of both.


Level--BAB--Class Features
1 -- +0 -- Defense bonuses, talent
2 -- +1 -- Force Technique/DR 1
3 -- +2 -- Talent
4 -- +3 -- Force Technique/DR 2
5 -- +3 -- Force Armor, Talent
6 -- +4 -- Force Technique/DR 3
7 -- +5 -- Talent
8 -- +6 -- Force Technique/DR 4
9 -- +6 -- Talent
10 -- +7 -- Force Technique/DR 5


Sword of the Stars Talent Tree:
You can imbue weapons with the power of the Force, and your understanding of telekinetic powers expands exponentially.

Attune Weapon: You may spend a Force point to attune a melee weapon. Attuning the weapon take a full-round action. From that point forward, whenever you wield the weapon you gain a +1 Force bonus on attack rolls. The weapon is attuned in your hands only; the effects don't apply to someone else who wields it.
Empower Weapon: You may spend a Force point to empower a melee weapon. Empowering the weapon takes a full-round action. From that point forward, the empowered weapon deals and additional die of damage, but only when wielded by you. Others who wield the weapon do not gain the additional die of damage.
Telekinetic Mastery: Focusing on combat prowess and effectiveness more than any other aspect, Sword of the Star Warriors are given extensive training in telekinesis above and beyond most other Force traditions. Whenever you make a Use the Force check to activate a telekinetic power, you may choose to reroll the check. The result of the reroll must be taken, even if it is worse. This talent is useable with the follwing powers: Force Disarm, Force Grip, Force Slam, Force Thrust, Move Object.
Improved Telekinetic Mastery: Your understanding of the nature of telekinesis has expanded far beyond most beings' comprehension. Whenever you make a Use the Force check to activate a telekinetic power, you may choose to reroll the check and keep the better of the two results. Preq: Telekinetic Mastery
Unnatural Resolve: Sword of the Stars Warriors fight to the last man, steeling themselves for battle with an unnatural calmness in the Force. Once per encounter, you may spend a Force point to gain either a +1 Force bonus to attack rolls or a +1 Force bonus to all defenses for 1 minute(10 rounds). Using this ability is a standard action.


Here is their equipment:

Xen'Sha Hand Cannon
Damage: 3d8+3
Rate of Fire: S, C*
Weight: 1.75kg
Type: Energy/Pistol
Cost: Not available for sale
Availability: Military**
Ammo: 10 shot energy cell(recharges 1 shot at the beginning of wielder's turn automatically;powers down for 1d4 rds if completely drained)
Range: This weapon only operates in point blank and short range. It does not have medium or long range.

*Continuous Fire mode: Rare focusing crystals give Xen'Sha laser technology the ability to be fired continuously, for as long as the weapons power source holds. Continuous Fire grants a +1 to attack rolls for the tracer-like effect and a +2 to damage against target's successfully hit the previous round. This effect does not stack. Continuous Fire drains 3 shots/round each for each round of fire.
**Xen'Sha Hand Cannons are as much a status symbol in the military and general public's eyes as they are weapons. They are earned along with the powered gauntlet blade as a reward for becoming one of the military's elite sect of warriors. As such, these weapons are not purchaseable or accessible to outsiders, a practice that is strictly monitored.


Xen'Sha Powered Gauntlet Blade
Damage: 2d6
Weight: 1.25kg
Type: Piercing or Slashing/Exotic
Cost: Not available for sale
Availability: Military*
Special Qualities: Retractable .5m blade and gauntlet made of phrik alloy(keeps DR vs. lightsabers); Powered -2d6, Unpowered -1d10

This weapon is comprised of a gauntlet covering the hand and forearm, with a protruding horizontal opening approximately 1" above the back of the hand. This is connected to a compartment that runs the rest of the length of the forearm, which houses the blade while retracted. As a swift action, you can draw or retract the blade.

*The powered gauntlet blade is the signature weapon of Xen'Shara's Force-using tradition. Like the lightsaber to the Jedi, the weapon is held in iconic status by lower-ranking military and the general public. These weapons are usually highly personalized, and Attuned and Empowered for maximum effect as needed.


Xen'Sha Ceremonial Powersuit
Medium powered armor
+8 armor
+2 equipment
Helmet package with integrated comlink, fully enclosed retractable EVA visor:
-Low-light vision; darkvision; breath mask; targeting HUD
-Targeting HUD grants access to Xen'Sha Battlenet
Boots: Magnetic soles
Enhanced Strength: grants +2 to Str
Powerlamp: Creates beam of light 100m long and 50m wide
Power: 36 hours; wearer can survive in most extreme environments except vacuum.
Weight: 15kg(18kg with jetpack and zero-g modifications)
Availability:Not available for sale/Military

Higher-ranking soldiers and officers also normally have jetpacks installed for increased battlefield mobility (Fly: 6 sq Maneuver: Avg Charges: 10)
-Swift action to activate jetpack; 6 squares of movement/charge
Zero-G models have been made that provide full protection from the effects of vacuum for specialized zero-g insertion missions.

From http://forums.gleemax.com/showthread.php?t=926480


Technomancer

by Tenor1411

During the latter part of the Yuzhan Vong invasion, some force users who were not part of the Jedi tradition began intensive study of technology, electronics and energy. This was ostensibly to spite the Yuzahn Vong ideology at the same time provide more advanced technology to fight them. Most of their studies did not achieve significant viable results by the time the invasion ended but the technomancers continued their pursuits. As such the Technomancers learned to concentrate their focus on computers and machines. The more advanced technomancers have even managed to create their own version of a holocron.

A common misconception about these rare and strange adepts is that they can read the thoughts of a droid or download information from a computer into their brain. While some of the less scrupulous "'mancers" might encourage this thinking, the reality is that a technomancer has a better chance at reading the thoughts of a plant as droids and computers are not truly alive. Because technomancers concentrate so much on technology, they often find themselves unable to learn the techniques and secrets common to the other force traditions.

Even though the Technomancers consider their training as less a tradition and more a personal path of evolvment, the Technomancers have begun to hold annual gatherings to exchange ideas and conepts regarding technology and the force. These gatherings have started to become popular among the mundane tech-heads and are now including more mundane expositions of technology. These gatherings have become quite a lucrative event and so now many of the larger technology companies pay top credits to employ a technomancer just to have a guaranteed membership.

Prerequisites:
Minimum Heroic Level: 7th
Trained Skills: Use the Force
Focused Skills: Knowledge (Technology)
Feats: Force Sensitive
Talents: Any two Force talents AND one of the following: Clear Mind, Educated, Gimmick or Jury-Rigger

Hit Points: 1d8 + Con
Force Points: 6 + 1/2 Heroic level rounded down
Defense Bonus: 4 Will, 2 Reflex, 2 Fortitude
Talents: Technomancer may select talents from Technomancer (see below), Slicer (pg 47 SWSE) or Force Talents (pg 100 SWSE)
Technomancer Focus: At levels 2, 6 and 10, the technomancer may reroll 1, 2 or 3 times in a day, any Mechanics or Use Computer check and keep the better result. If he has any talents, species traits or base class features that allow him to make any rerolls, the Technomancer may only use his Focus reroll after any other rerolls have been made.
Holocron Maipulation: At levels 4 and 8, the Technomancer gains a +5 or +10 class bonus to any actions using Holocron Creation or Holocron Slicing. The bonus is not cumulative (e.g. max is +10).

Level 1: BAB 0, Defense bonuses, talent
Level 2: BAB +1, Technomancer Focus +1
Level 3: BAB +2, Talent
Level 4: BAB +3, Holcron manipulation +5
Level 5: BAB +3, Talent
Level 6: BAB +4, Technomancer Focus +2
Level 7: BAB +5, Talent
Level 8: BAB +6, Holcron manipulation +10
Level 9: BAB +6, Talent
Level 10: BAB +7, Technomancer Focus +3

Technomancer Talent Tree
Computer Control:
You are able to make Use Computer checks at a range of up to six squares from the nearest control device. Apply a -5 penalty if the computer is not in Line of Sight.
Prerequisites: Force Matrix

Force Actuate:
As a Full Round action you may grant a single Droid or character with Cybernetic enhancements [within line of sight] an immediate Standard action. This action must be used before that characters next turn or be lost. If line of sight is lost before the action is taken, it is lost.
Prerequisites: Use the Force (Trained), Mechanics (Trained)

Force Engineering:
You can make a Use the Force check in place of a Mechanics check (See Mechanics skill, pg 68 SWSE. You are considered trained in the Mechanics skill for the purposes of using this talent. If you are entitled to a reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

Force Matrix:
You can make a Use the Force check in place of a Use Computer check (See Use Comuter skill, pg 75 SWSE. You are considered trained in the Use Computer skill for the purposes of using this talent. If you are entitled to a reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

Holocron Construction:
You may make a Use the Force check to create a holocron. Base DC is 15 OR 5 x Holocron level, whichever is greater. You may not take 10. Base Cost is 5000, total cost is the base cost x holocron level. Technomancer's can only create Holocrons for the Technomancer class. A Technomancer may not make a holocron above his current level and only Technomancer talents may be written to the holocron. Failure by more than 15 destroys the Holocron. Repairing a holocron requires materials costing (Total Base Cost x holocron level) / 5 in credits for each level on the condition track. Failure of the check by more than 5 lowers the condition track by one. Failure by more than 15 destroys the holocron. (This talent is subject to change upon release of official rules regarding holocrons)
Prerequisites: Force Matrix, Force Engineering, Holocron Slicing

Holocron Slicing:
You may attempt a Use the Force check DC 15 or 5 x Holocron level, whichever is greater, to access information from any holocron (Jedi, Sith or Technomancer) that is otherwise not accessible. You may not take 10. If the check misses by more than 5 the holocron suffers damage of -1 on the condition track and must be repaired with a Holcoron Construction Use the Force check. If the Slicing check misses by more than 15, the holocoron is permanently damaged. (This talent is subject to change upon release of official rules regarding holocrons)
Prerequisites: Force Matrix, Force Engineering

Sense Energy:
You can sense and identify different forms of energy up to 6 squares away with a Trained Knowledge (Physical Sciences) check DC 15.

Outlaw Tech Talent Tree (Addition)
Extensive Modifications: You may make an additional modification to an item using the Tech Specialist rules with the following changes. modifications must be of two separate types (e.g. may add Agile Armor and Fortifying Armor but not 2 Agile armors) and the cost of each modification is 2000 or 20% of the original item cost, whichever is greater.
Prerequisites: Tech Specialist, Focused in Mechanics OR (Has Force Engineering and Focused in Use the Force)

Item: Technomancer Holocron (This item subject to change upon release of official rules regarding holocrons)
Similar to the Jedi and Sith counterparts, the Technomancer Holocron is designed to teach and impart skills and knowledge in the Technomancer path. Unlike any other holocron, rather than just sensing with the force if you fit the requirements for knowledge, the student technomancer must slice his way into the holocron, proving that he is indeed worth of the knowledge inside. This is in addition to being at a suitable level in knowledge to understand the teachings of the Technomancer.

Anyone can attempt to slice into a Technomancer Holocron, but Technomancers generally have an easier time of it. Slicing a Technomancer Holocron requires a Use Computer (or equivelent) check with a DC of 15 or 5 x Holocron level, whichever is greater. If the character is force sensitive and successful, the holocron will impart the knowledge to which he is entilted. If the character is not force sensitive and still succeeds, the holocron will usually congratulate the slicer for his skill, then tell him to go stuff himself. The level of vulgarity is dependent on the creator's intent. If the check fails by more than 5, the holocron is damaged, moving down one on the condition track, and must be repaired by a technomancer before it can be used. If the check fails by more than 15, the holocron is permenantly damaged.

Technomnacers can always access Holocrons that they create without ever having to make a slice attempt and may "open" their holocron for someone else, however this is usually only done by Technomasters who wish to prescan their student's force signature for security purposes (See Technomaster under Master Holocron Options).

Role-playing note: Technomancers rarely call their holocrons as such. They will usually come up with rather odd names ranging from the truly unique and exotic to the remarkably ambiguous. Some sample names: Technomantic Library, Crystal of Wisdom, Secrets of the Universe, The Box, The Device, It.
__________________
From http://forums.gleemax.com/showthread.php?t=939339


Technomaster

This is an expansion on my Technomancer Concept. Just as a Jedi Knight can become a Jedi Master or a Force Adept can become a Force Disciple, so to can a Technomancer become a Technomaster

I've heard many of the arguments, both against the Technomancer concept and against additional PrCs in general and though some of them have merit, this is meant to be a role playing concept for role-players and GMs who want something unique but are savvy enough to not munchkin it. As such, I am asking for constructive comments on the BALANCE of this class in respect to the game system and not on the concept itself.

So without any further ado:

Technomaster
The Master Technomancer, or Technomaster as they and their lesser brethren call themselves, are the ultimate authorities in Technomantic Lore. They constantly study the ebb and flow of all types of energies in the universe, particularly as it relates to technology. They are so entrenched in their devotion that even when they are relaxing or doing mundane things they often appear distracted and inattentive. There have also been reports of Technomasters suffering from what could only be described as information overload when surrounded by a massive amount or numerous forms of energy. While this can not be confirmed it is no secret that the Technomasters have a drastically altered perception of reality than most others, Force users included.

Out of the less than fifty Technomancers in existence in the galaxy, only four have been known* to achieve a complete mastery of their craft so much so that not only are they able to produce extremely elaborate and intricate holocrons, they can seemingly bring technology to life if only temporarily. Each has taken on a few student Technomancers but none so far have taken any as apprentice Technomasters]. Strangely enough, despite the (mostly friendly) competitive nature of the Technomancers, the Masters do not compete or interfere with the others' goings on. Each of them have taken on a unique project of their own and rarely show themselves at the annual Technology Exposition (officially known as TechnoCon but nicknamed "The 'Mancer Moot" by some of the mundane attendees).

Since the Technomasters are either unavailable or have expressed no interest in taking on true apprentices, the next masters will have to find their own way.

* It is no secret that the four masters who first created the Technomantic Path all met through a common acquaintance whom each had studied with at some point. However, whether this person was Force sensitive or just very good with computers and machines is not known. Rumors among the Technomancers abound about this mysterious figure; that he was truly the first master and now acts as Grand master in secret. The four Technomasters all deny this but even if they speak the truth and the mysterious person is not a Technomancer, he definitely had a big influence in the creation of the Technomantic Path.

Prerequisites:
Minimum Heroic Level: 14th
Focused Skills: Knowledge (Technology), Use the Force
Feats: Force Sensitive, Force Training(2)
Talents: Force Engineering, Force Matrix, Holocron Construction, Holocron Slicing

Hit Points: 1d8 + Con
Force Points: 6 + 1/2 Heroic level rounded down
Defense Bonus: 6 Will, 3 Reflex, 3 Fortitude
Talents: A Technomaster may select talents from Technomancer (see Technomancer Prestige Class), Dark Side Devotee (page 213 SWSE) or Force Talents (page 100 SWSE)

Disenchant Device: As a full round action, a Technomaster may attempt to remove the force from a force enchanted or force imbued object. Make a Use the Force check against a base DC of 30. You may Take 10 or 20 per normal rules. If successful, the device or object is drained of the force and no longer provides any force benefit. If the check is successful against DC 40, the Technomaster gains a temporary Force Point that must be used before the end of the encounter or is lost and the enchanted or imbued device can never be enchanted or imbued again.
Prerequisite: Sense Energy

Enchant Device: By spending a Force Point, as a full round action you may temporarily imbue a mechanical or computer device with the force. The device must be size Large or smaller, The effects of this last until the end of the encounter and are random but can be influenced by the skill of the Technomancer. Make a Use the Force check against a Base DC of 30. You may not Take 10 or 20. If the check fails by 5 or more, a mishap occurs. If the check fails by 10 or more, the device is overloaded with the force and is subsequently destroyed (The effects of said destruction should be dramatically appropriate to the campaign). If the check is successful, an effect occurs. If the check is successful against a DC 40 then the Technomancer may choose the effect. Only one effect may be applied at a time. Once an attempt to enchant an object has been made, you must wait 24 hours before you can attempt to re-enchant it, even if that prior attempt was a failure, otherwise the object will become overloaded with force energy. All enchantment attempts are noticeable up to 6 squares to Sense Force checks for 24 hours. Alternatively, you may spend a destiny point to make the enchantment permanent but if the roll fails, the destiny point is still consumed. Mishaps on devices enchanted by a destiny point are permanent. Permanent enchantments may only be disenchanted against a DC 40.
Prerequisite: Sense Energy

Master Holocron: Your mastery of Technomancy has made creating, repairing and modifying holocrons much easier. You may now modify an existing Technomancer Holocron with some extra features. For modifying only, use the standard Holocron Construction Rules at DC 15 OR (5 x 1/2 Holocron level)rounded down to nearest increment of 5, whichever is greater. See below for modification options. Each modification must be added with a separate Holocron Construction check and the total cost of the modification is the option's base cost x Holocron level. Once a successful modification has taken place, repair costs increase to (Total base cost x Holocron level) / 5 per level of repair needed.

Technomastery: You have have truly mastered Technomantic Lore. You may count this level as a Technomancer level when determining the maximum level of a Holocron. The maximum level for a Technomancer holocron cannot exceed ten. (Example 1: Ki-Shanti Mundi is a Technomancer 8 / Technomaster 5, she may construct a level 10 Technomancer Holocron. Example 2: Ian Largo is a Technomancer 8 / Technomaster 4. The highest level of Technomancer Holocron he can construct is level 9.) Holocrons created in this manner are treated as normal Technomancer Holocrons of that level.

Enchantment Effects & Mishaps: Roll 1d6 to determine the effect or mishap. If an effect/mishap is not appropriate to the device, re-roll. Effects and mishaps only last until the end of the encounter, then the device returns to normal. If a destiny point was used, effects and mishaps are permanent.
+5/-5 Force bonus/penalty to device's ability (acts like mastercraft)
+3d/-3d damage (Energy)
+2/-2 square base speed
+10/-10 DR (Effective against lightsabers)
Friendly/Hostile attitude (must not be hostile when this effect takes place)
.25x / 4x Function speed (time it takes to do a particular action with the computer device)

Holocron Modification Options
Advanced Gatekeeper Construct
Base Cost: 1000
Requires: Heuristic Interactive Processor
Description: The Holocron Gatekeeper is typically a representation of the holocron's creator, but with the advanced gatekeeper construct, the gatekeeper is treated as a living NPC with all social attitudes included. This can prove problematic for the uncouth student as the gatekeeper's attitude must be friendly or better before he will impart his knowledge. The creator of the holocron will always receive a helpful attitude from the gatekeeper regardless of how rude he might be.
Destruct Scenario
Base Cost: 1000 for up to three triggers maximum.
Special: The master may wish to have the holocron destroy itself if one or more scenarios take place. The most common trigger is in conjunction with an Ownership Algorithm to ensure that not only the knowledge stays with his selected student, the student must now seek out the master and supplicate himself for allowing someone else to access the holocron. Not all masters inform their students of this fact. An access attempt is a successful holocron slice. A failed slice will not trigger the destruct scenario but may damage the holocron(See Holocron Slicing). The creator of a holocron may activate the destruct scenario even if the trigger requirement has not been met, but there must be at least one trigger installed. The destruction of the holocron is not flashy or explosive, rather the information is erased and the circuits fry themselves internally.
Triggers:
Improper Owner Access Attempt(s)
Special: Minimum 1 attempt, maximum 9 attempts
Requires: Heuristic Interactive Processor, Ownership Algorithm
Time Limit
Requires: Heuristic Processor
Non-Force Access Attempt
Dark Side Access Attempt
Special: Destructs when accessed by characters with 4 or more DSP. Excludes non-dark side trigger.
Non-dark Side Access Attempt
Special: Destructs when accessed by characters with 3 or less DSP. Excludes dark side trigger.
Attitude Trigger
Special: Destructs if holocron attitude reaches hostile.
Requires: Advanced Gatekeeper Construct, Heuristic Interactive Processor
Heuristic Interactive Processor
Base Cost: 2000
Special: Holocrons are fairly complex and interactive tools, but with the Heuristic Interactive Processor, the holocron can learn who has successfully accessed its data and at what level. This allows the student to learn the material more efficiently without having to make additional slicing attempts.
Normal: Once a holocron has been deactivated, it must be sliced again even if it has already been successfully sliced at that level.
Ownership Algorithm
Base Cost: 500
Requires: Heuristic Interactive Processor
Special: Due to the rarity of Technomancers, it is more efficient to instruct students by using a holocron. By predefining who is allowed access to the holocron, a master Technomancer can ensure that only the appropriate student is taught. The student's force signature must be encoded into the holocron before the algorithm can be initiated. This is normally done on a successful slicing attempt but the master may and usually does pre scan the student.

Level 1: BAB +0, Defense bonuses, master holocron, talent
Level 2: BAB +1, Talent OR disenchant device
Level 3: BAB +2, Talent OR enchant device
Level 4: BAB +3, Talent, technomastery
Level 5: BAB +3, Talent, technomastery

From http://forums.gleemax.com/showthread.php?t=941631


Treasure Hunter


Treasure Hunter
Tuesday, July 29th, 2008
Designed by Conan.



Considering the age of the galaxy, it should come to 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.

Requirements
Min Heroic Level: 7

Trained Skills: Knowledge (Galactic Lore)

Talents: At least 2 from the Awareness Talent tree (pg. 49 SECR)

Special: Must have obtained at least one artifact or valuable treasure worth 5,000 credits from an expedition

Class Features
Hit Points: At each level, Treasure Hunters gain 1d8 hit points + their Con Mod.

Force Points: At each level, Treasure Hunters gain force points equal to 6 + one half their character level rounded down.

Defense Bonuses: +4 to Reflex and +2 to Fortitude

Talents: At every odd numbered level pick a talent from the Treasure Hunter Talent Tree (presented below) the Awareness Talent Tree or the Survivor Talent Tree.

Treasure Hunter Talent Tree
Archaic Lore: You gain a +2 competence bonus on Knowledge checks involving archaeology and treasure hunting. You can select this talent multiple times, each time adds a +2 bonus.

Decipher Script: You become adept at recognizing the basic meaning of ancient writings. You can make a DC 15 Intelligence check to puzzle out any ancient languages you encounter while treasure hunting. Your bonuses from Archaic Lore also apply to this check. Prereq: Archaic Lore

Sense Traps: You may reroll your Perception check and take the better result when actively searching for traps.

Resist Curse: You gain a bonus equal to your Intelligence modifier to your Reflex and Will Defenses when avoiding a force power or other mystical ailment (being possesed, suffering ability damage, etc.). Prereq: Archaic Lore

Level BAB Class Features
1 +0 Defense Bonuses, Talent
2 +1 Dodge Trap +1
3 +2 Talent
4 +3 Dodge Trap +2
5 +3 Talent
6 +4 Dodge Trap +3
7 +5 Talent
8 +6 Dodge Trap +4
9 +6 Talent
10 +7 Dodge Trap +5

Dodge Trap: Beginning at 2nd level you apply a dodge bonus to your Reflex Defense when avoiding a sprung trap. The dodge bonus is equal to one half your class level rounded down. Any condition that makes you lose you Dex Bonus to Reflex Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

From http://saga-edition.com/?m=200807


Warder

Warder
by "Ardent"

The origins of this Force tradition lie on a remote planet deep in Wild Space. The Warders originally were sort of a global police force for their people, but since the discovery of their homeworld and its re-introduction into galactic society, Warders have begun to travel abroad and teach their unique techniques to Force Sensitives around the galaxy.
All Warders rely on a gauntlet. Originally, the gauntlet was constructed of durasteel and looked like a typical combat glove. Modern Warders, however, employ more exotic materials with regularity. Certain Warders have convinced Yuuzhan Vong shapers to construct them biological gauntlets, while others have learned how to construct gauntlets woven with cortosis. A Warder's gauntlet is unique to the Warder, and while they can be handed down, they reflect the personality of the Warder who originally constructed it.
Warders employ Force techniques they refer to as 'Wards,' that create lasting, resonant effects within the Force. Anyone who is Force Sensitive can perceive the Wards, but only those trained as Warders can construct them with any success.

------------------------------------------------------------------------
Level BAB Class Features
1 +1 Defense bonuses, talent
2 +2 Force technique
3 +3 Talent
4 +4 Force technique
5 +5 Talent
6 +6 Force technique
7 +7 Talent
8 +8 Force technique
9 +9 Talent
10 +10 Force technique
----------------------------------------------------------------------------

Requirements
To qualify to become a Warder, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Use the Force.
Feats: Force Sensitivity, Martial Arts I.
Talents: Force Perception, Telekinetic Power.

Game Rule Information
Warders have the following game statistics.

Hit Points
At each level, Warders gain 1d10 hit points + their Constitution modifier.

Force Points
Warders gain a number of Force Points equal to 6 + one-half their character level, rounded fown, every time they gain a new level in this class.

Class Features
The following are features of the Warder prestige class.

Defense Bonuses
At 1st level, you gain +3 class bonus to your Reflex, Fort and Will Defense.

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Warding (see below), the Lightsaber Combat (see page 41, all talents apply instead to the Warder gauntlet) or the Brawler talent trees (see page 51). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

THE WARDING TALENT TREE
Warding is the signature technique of the Warders, and many learn ways to increase the power an versatility of their Wards.
Extend Ward: You have learned ways to make your Wards last longer. The duration of your Wards are doubled. You may select this talent more than once.
Expand Ward: You have discovered a method to increase the area you can cover with a Ward. You can fill an area twice as large with a Ward. You may select this talent more than once.
Frugal Ward: You no longer have to sacrifice so much of your own energy to establish a Ward. You move one less step down the condition track when establishing a Ward.
Prestidigitation: You have determined a way to establish Wards without a need to be physically present. You can establish a Ward up to 6 squares distant from where you are.
Maximize Ward: Your Wards with variable effects now always impart the best result possible. Any time you are normally prompted to roll dice for a Ward's effects, instead simply take the best possible result of the roll.

Force Techniques
At every even-numbered elvel (2nd, 4th, 6th, and so on), you select a Force technique. The technique may be selected either from Wards or from the standard list of techniques. You must meet the prerequisites (if any) of the chosen technique. No technique can be selected more than once unless expressly indicated.

WARDS
All Wards fill a space no greater than 6 squares by 6 squares unless talents or the Ward itself states otherwise. All Wards require at least a full-round action to establish, and during rounds in which a Ward is being established, the Warder can take no other action save to defend himself from attack.

Ward of Blinding
This Ward is designed to render the triggerer blind. This Ward explodes the warded area into light. It triggers a Use the Force check by the Warder against anyone in the warded area or looking directly at the warded area against the victims' Reflex defense. Anyone in the sphere will be blinded for at least 1d4 rounds, regardless of the result of the Use the Force check. Anyone whose Reflex defense is less than the result of the Use the Force check also suffers 2d4 rounds of additional blindness. This Ward requires the expenditure of 7 hit points, takes five rounds to set, remains in place for 15 minutes, and moves the Warder one step down the condition track.
Ward of Entrapment
The Ward of Entrapment confines the triggerer to the area for a duration of 1d4 rounds. The Ward nudges the Warder who set the ward with a mild Force disturbance, letting the Warder know his trap is sprung. The Ward of Entrapment requires 6 rounds and 8 hp to set, remains in place for 18 minutes, and does not move the Warder down the condition track.
Ward of Concussion
Designed to render the triggerer deaf or near deaf using a sound parallel to a localized sonic boom. The Warder makes a Use the Force attempt against everyone within the area of effect against their Fortitude defense, and anyone within the area that fails will be defeaned for 2d4-1 rounds. This Ward requires 8 rounds and 10 hp to set, remains in place for 12 minutes, and moves the Warder one step down the condition track.
Ward of Illusion
This Ward, when triggered, creates a predefined illusion, usually designed to mislead the triggerer. The illusion persists in the triggerer's senses for 2d8 rounds. This Ward takes 8 rounds and 12 hp to set, remains in place for 21 minutes, and moves the Warder down two steps on the condition track.
Ward of Barring
The Ward of Barring allows the Warder to create a Ward that sends anyone entering the area of effect back out the way they came in. Any triggerer will be pushed gently backwards. This Ward requires 3 rounds and costs 8 hp to set, remains in place for 9 minutes, and moves the Warder down two steps on the condition track.
Ward of Stasis
The Ward of Stasis allows the Warder to establish an area of effect that replaces every object in that area back where it was originally if moved (this occurs within one round). This Ward takes 4 rounds and costs 8 hp to set, remains in place for 21 minutes, and moves the Warder down one step on the condition track.
From http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=268315&highlight=saga+prestige+class


Warrior Adept


Warrior Adept
by "Batshido"

More martially minded than their conterparts, the Warrior adept focuses on aggressive uses of the Force.

Requirements
Skills: Use the Force as a trained skill
Feats: Force Sensitivity, Weapon
Focus: (Any melee weapon, or the weapon associated with your order)
Heroic Level: 7th
Special: Must have been accepted for training by a member of a Force Tradition.

Game Rule Information

Hit Points
At each level, the Warrior Adept gains 1d10 hit points + their Constitution modifier

Force Points
Warrior Adept gain a number of Force Points equal to 6+ one-half their character level, rounded down, every time they gain a new level in this class.

Class Features

The Warrior Adept
Level Base Attack Bonus Class Feature
1 +1 Defense Bonuses, Talent
2 +2 Force Combat +1
3 +3 Talent
4 +4 Force Combat +2
5 +5 Talent
6 +6 Force Combat +3
7 +7 Talent
8 +8 Force Combat +4
9 +9 Talent
10 +10 Force Combat +5

Defense Bonuses
+1 to Will and Reflex Defenses, +2 to Fortitude Defense Talents

At each odd level, the Warrior Adept selects a talent from the Force Item, Weapon Specialist or Weapon Master trees. As per normal, a Warrior Adept may also
select their talents from the Force Talent trees or from the Talent tree associated with his Force Tradition if he has one.

Force Combat
A Warrior Adept has a Force Combat Score equal to one half his class level. This score may be added to his Damage Rolls or any of his defenses, in any combination. For Example, A Warrior Adept 10 could apply a +3 to his damage rolls and +1 to each of two
defenses. The distribution of these bonuses may be changed with a Swift action.

From http://www.mediafire.com/?alyoyz0xxjf


Yautalor Warrior-Artisan


Yautalor Warrior-Artisan
Yautalor prize hand-crafted goods, and many dedicate their lives to making the most exquisite items possible. Some Yautalor pursue the path of the Warrior-Artisan, one who builds everything with the utmost care and quality, for his life hinges upon the quality of his craftsmanship.

Requirements
To qualify to become a Yautalor Warrior-Artisan, a character must meet the following criteria.
Base Attack Bonus: +7
Skills: Trained in Mechanics
Species: Yautalor

Game Rule Information
Yautalor Warrior-Artisans have the following game statistics.

Hit Points
At each level Yautalor Warrior-Artisans gain 1d10 hit points + their Constitution modifier.

Force Points
Yautalor Warrior-Artisans gain a number of Force points equal to 6+ one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features of the Yautalor Warrior prestige class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to your Will Defense.

The Yautalor Warrior-Artisan
Level Base Attack Bonus Class Features
1st +1 Defense Bonuses, Talent, Primitive Crafting
2nd +2 Warrior-Artisan +1
3rd +3 Talent
4th +4 Warrior-Artisan +2
5th +5 Talent
6th +6 Warrior-Artisan +3
7th +7 Talent
8th +8 Warrior-Artisan +4
9th +9 Talent
10th +10 Warrior-Artisan +5

Primitive Crafting
Yautalor are inept with high technology, but are masters of primitive metalworking and other low-tech crafts. A Yautalor Warrior-Artisan gains a +5 bonus to his Mechanics skill when crafting primitive items (for purposes of this ability, a primitive item is anything without a power source.)

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. These talents may be selected from the Warrior-Artisan, Armor Specialist, or the Weapon Specialist talent tree. You must meet the prerequisites (if any) for a given talent. No talent may be taken more then once unless expressly indicated.

Warrior-Artisan Talent Tree
A Yautalor lives and dies by his weapons and armor. Only the best warriors survive to old age, and they demand the best equipment.
Master Smith: When crafting Yautalor weapons or armor, you may add one of the following options:
Armor: Add +1 to the armor’s Reflex defense bonus, Fortitude defense bonus, or Maximum Dex penalty.
Weapons: Add +1 to the weapon’s attack rolls, +2 to the weapon’s damage, +1 to the weapon’s damage reduction, or +5 to its hit points.
The item may be further modified by use of the Tech Specialist feat, but not to increase the same attribute as was increased by this talent.
Modernization: You can incorporate galactic standard technology into Yautalor melee weapons or armor you build. You may add features of Advanced Melee Weapons or powered armor to your crafted Yautalor weapons or armor, however, you do not gain the benefit of Primitive Crafting when doing so (as such items, by nature, have power sources.)
Prerequisites: Master Smith
Talisman: You may create an object of great importance to you, symbolizing your faith and your outlook on life. While this object is in your possession, you may regain one Force point per day.
Prerequisites: Master Smith
The Masterpeice: When you craft a Yautalor weapon or armor, you may designate it as a Masterpeice weapon or armor. While this weapon or armor is in your possession, you gain a +5 equipment bonus to Persuasion checks. You may only make a Masterpeice weapon or armor if you don’t currently own another Masterpeice weapon or armor.
Prerequisites: Master Smith

Warrior-Artisan
When wielding a weapon you have made for yourself, you gain a bonus to attack rolls equal to half your level.

From http://forums.gleemax.com/showthread.php?t=894293
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
RobShanti, this is not the Saga way! Honestly, I don't see any there that wouldn't be better suited as archetypes rather than prestige classes. Obviously, people have done quite a bit of work for all this, but I think Saga is better left as a game where people don't make a slew of new prestige classes every book.

So, while some of them certainly have great ideas, such as Sniper, Blockade Runner and Martial Artist, many of them are slipping back to the old ways of RCR, adding umpteen bazillion Jedi and Sith classes.
I agree with min max. I think many of them could be combined into other classes. I myself Love talents and talent trees and think there should be as little classes as possible. I myself, Which have made many many many classes for d20 games, do not feel the need to make new classes for star wars at all. MAYBE some new talent trees, but they can be put into already existing classes. I hope to see THAT as the way of the future: posts about new TALENT TREES that are simply added to existing classes, rather then new classes that use existing talent trees. Even then, I think wizards actually did a good job trying to cover everything with classes and talents. New classes, mechanics, and modifiers are just going back down the RPG evolutionary scale. I see SAGA as the new and evolved RPG system, and while, like i said, those classes are cool, they fit better into the old system rather then the new.
I agree with min max. I think many of them could be combined into other classes. I myself Love talents and talent trees and think there should be as little classes as possible. I myself, Which have made many many many classes for d20 games, do not feel the need to make new classes for star wars at all. MAYBE some new talent trees, but they can be put into already existing classes. I hope to see THAT as the way of the future: posts about new TALENT TREES that are simply added to existing classes, rather then new classes that use existing talent trees. Even then, I think wizards actually did a good job trying to cover everything with classes and talents. New classes, mechanics, and modifiers are just going back down the RPG evolutionary scale. I see SAGA as the new and evolved RPG system, and while, like i said, those classes are cool, they fit better into the old system rather then the new.

Not to be a party pooper, but I have to agree as well. I personally begin to detest the unwieldy number of PrCs circulating about for D&D 3.5 and RCR. I really hope that the official number of Saga PrCs stays under control (more than 10 more would begin to get bad...and I'm not sure that's necessary).

I do like many of the PrCs listed above and the ones made by Batshido and listed on WizO Tao's site are all great...it's just that it really begins to complicate things by adding so many new game mechanics (basically, each PrC has to add something "unique" or it's not worth making into a PrC). I don't know if that's the proper direction for Saga.

However, thanks for compiling these, RobShanti. It's definitely a useful service for the community, despite some potential misgivings about over-PrCing Saga in the first place.
i agree these new prestege classes are all player consepts not classes
You know...to be perfectly frank...I entirely agree.

With the addition of Talent Trees, I myself wonder what the purpose of prestige classes are anymore. Nevertheless, for the sake of inclusiveness, you will find here any PrC submitted to the boards. I leave it to the prudent discretion of each individual GM to approve or disapprove the PrC for his or her campaign based on the input offered in this thread and each PrC's respective thread.

Let me pose this question...what exactly DOES distinguish a Prestige Class from a Talent Tree? More precisely, what is it that makes a particular concept more appropriate for a Prestige Class than for a Talent Tree, or vice versa?
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
I'm flattered you reposted my classes. . . a lot of work got put into them.

I think there is room for expansion in prestige classes. . . I agree that it shouldn't get insanely large, especially where Jedi and Sith are concerned. However, some concepts may require a new class for certain areas of specialization. A specific race may have a Prestige class for their unique skillset, for instance, as I've done.
http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
I'm flattered you reposted my classes. . . a lot of work got put into them.

I think there is room for expansion in prestige classes. . . I agree that it shouldn't get insanely large, especially where Jedi and Sith are concerned. However, some concepts may require a new class for certain areas of specialization. A specific race may have a Prestige class for their unique skillset, for instance, as I've done.

why put in a new prestige class where a talent tree will do the job
I am no expert in gaming systems, but I didn't think the Dedicated Technician was all that bad. Though I think it will be made mostly moot once WotC releases more talents for the techs.
why put in a new prestige class where a talent tree will do the job

Why indeed? I'm no expert on game mechanics either, so that's my question as well. Clearly there's a place for Prestige Classes in Saga...there's a whole chapter on them in the core rule book. So what exactly makes a concept Prestige-Class-worthy as opposed to something that a Talent Tree could adequately cover?
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Well, in my case, it was to bring not just new talents, but new bonuses in. Though we did have to work a bit to figure them out. I will be running past my gaming group the idea of turning some of these Prestige classes into talent trees, and one of them actually suggested that the Melee Specialist talents should just go under Elite Trooper. However, I'm working on a class that really does need to be a class on it's own. . . the Creature Handler. . .
http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
A new talent tree to augment the dedicated technician. I only added two talents as slicer has some talents already. I welcome constructive criticism.

MASTER SLICER TALENT TREE
OS Technical Specifications
Your studies of various Operating Systems used throughout the galaxy gives you an edge. You gain a +2 circumstance bonus to your Improve Access attempts.
Prerequisites: Trained in Knowledge: Technology, Master Slicer.

Mask Trace
When an attempt to improve access fails and causes the target system to go hostile, the trace is blocked and rerouted to a bogus connection. The target system must start out as indifferent or better otherwise the trace is still effective.
Prerequisites: Master Slicer, Trace
Nicely done, Tenor. Duly added.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
While there is some discussion in each respective thread as to the necessity of the particular fan-made PrC class presented therein, I have, to err on the side of inclusiveness, added Mimer's Royal Guard PrC variant of the Elite Trooper, and Meschler's Jedi Battlemaster PrC to the above list.

You can check out the comments, criticisms and critiques for yourself at their respective sites.

EDIT: Also added dizfactor's Diplomat variant of the Crime Lord PrC.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Nice thread, found it while searching for a Noble prestige class/talent tree (I think I'll try the Diplomat variant BTW).

While there may be different opinions regarding the utility of certain additional prestige classes or additional prestige classes in general, it sure doesn't hurt to have them all in one place for convenience. So thank for doing the work for me RobShanti.
While there may be different opinions regarding the utility of certain additional prestige classes or additional prestige classes in general, it sure doesn't hurt to have them all in one place for convenience. So thank for doing the work for me RobShanti.

My thoughts exactly. You're very welcome, Mimer. Enjoy.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Talents should be more powerful than feats. IMO the first extra slicer talent is hardly worth a feat, much less a talent.
Talents should be more powerful than feats. IMO the first extra slicer talent is hardly worth a feat, much less a talent.

Actually, talents are supposed to be representing abilities that should be class-specific, such as Nobles being unable to specialize in armour, or for Scouts to be masters of lightsaber combat. A talent is quite often only as powerful as a feat, and is sometimes less powerful. Gambler and Gimmick spring to mind.
Actually, talents are supposed to be representing abilities that should be class-specific, such as Nobles being unable to specialize in armour, or for Scouts to be masters of lightsaber combat. A talent is quite often only as powerful as a feat, and is sometimes less powerful. Gambler and Gimmick spring to mind.

Also, I've noticed that most folks on the forums believe that talents shouldn't confer bonuses directly to skills despite the fact that Gambler does just that. That coupled with the fact that the original poster of the Dedicated Technician designed it to be mechanic centric makes me want to revisit those two talents. I'm thinking of trying to hammer out an expanded slicer talent tree rather than come up with a new PrC. I'll post it in a new thread once I get it done.
Actually, talents are supposed to be representing abilities that should be class-specific, such as Nobles being unable to specialize in armour, or for Scouts to be masters of lightsaber combat. A talent is quite often only as powerful as a feat, and is sometimes less powerful. Gambler and Gimmick spring to mind.

Yeah, I'm going to go ahead and disagree. If a talent provides a mechanical bonus then it should be as good as a feat, or at least more unique. When a talent is less powerful, it's should be very unique otherwise it has no place being a talent. :P

Tenor, would love to see more slicer talents.
Whoops...deleted as a double post due to technical difficulties. Sorry, folks.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
I found this well-reasoned post by Batshido in the thread regarding the Royal Guard PrC in the Mess Hall and thought it was was worth quoting here in answer to my earlier question about what exactly makes a concept Prestige-Class-worthy as opposed to something that a Talent Tree could adequately cover.

He writes:

I appreciate that there are situations where a new PrC could be called for....When I look to put something together for Saga, there's a progression.

1) Can this be done with existing material?
2) Would this be a single talent?
3) Would this be a single feat?
4) Can this be done with a new talent tree added into one of the existing classes?
5) Does this need it's own PrC to exist?

I go through them in order before I start putting it together. If the answer to 1 is "yes," the process stops there, if not, it moves to 2, and so on.... There's really no reason to put [a new PrC] together when existing material does it just as well and you won't have to worry about whether or not it's balanced.

Another poster suggested that #1 be amended to "Can this be done well with existing material," which I think is fair.

All in all, I think this is a good answer to the question. Of course, each of the 5 items in the analysis is somewhat subjective, which lends itself to a your-milage-may-vary result.
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There are tons of the new PrCs but what about one (or more) related to Scout? some kind of higher end, more effective version of the Scout, i haven't seen one yet, but i also havent checked all the Prestige Classes
noob question: What's the point of Controlled Whirlwind Attack? (Jedi Battlemaster & Imperial Knight talent)
EDIT: It looks like you're asking about the Imperial Knight talent tree that isn't in this thread. The one up on Tao's conversion site doesn't have credits, while the one in this thread is by Destrieth and up on the wetpaint wiki.

Have to go ask the original author ;) but it looks like you can be in a melee with your buddies and not hit them 'cause whirlwind attack normally doesn't let you choose who you hit.
Right, errata... Thanks!
The Imperial Knight in question would be mine (anything on that site not directly credited is done by yours truly), and Antara is dead on. It allows you to use Whirlwind Attack without worrying about possibly hitting friendlies.

As for when to use a Prestige Class, I agree with Batshido's list. If it can be done without a Prestige class, that's probably the best way to do it (hence the Aerobat and Changeling talent trees, and the various Force tradition talents on my site). However, certain iconic archetypes can definitely benefit from a Prestige class to help shape them.
I just added LordOfNightmares' "Expert Sniper" and Barachiel's "Courtesan" Prestige Classes.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Prestige classes are more than new talent trees. Comparing two characters, one with a prestige class and one that simply multiclassed in the various base classes, the prestige character will have higher defenses, more force points, possibly more hit points, and most definitely abilities that are not accessible to low-level characters! Especially the first two are noteworthy - no matter how many talent trees you master from the base classes, a prestige character gets those 2 (or more!) extra force points (basically a free force boon feat) and defense bonuses (basically a free improved defenses feat).

In a way I think it would be unfair if one character concept is "rewarded" like this, while another (without an appropriate prestige class) is not. Of course, this could be solved by removing prestige classes alltogether.

I'm all for having talent trees with steeper prerequisites, providing more rare and desirable abilities and bonuses. Whether they're called prestige classes, prestige talent trees or whatever, all the same to me. But I wish you don't end up punishing characters who don't happen to have a suitable prestige class lined up!

(Somewhat off-topic, I mentioned elsewhere that SAGA is halfway between a class-based system and a freeform, classless system, and this is again one of the symptoms. Taken just one small step further, the prestige class could've been easily changed into a prestige talent tree system, much friendlier to a classless game - although not one without class!)
Agreed.

With the addition of Talent Trees, prestige classes are less useful.

As boards member Batshido aptly stated:

I appreciate that there are situations where a new PrC could be called for....When I look to put something together for Saga, there's a progression.

1) Can this be done [well] with existing material?
2) Would this be a single talent?
3) Would this be a single feat?
4) Can this be done with a new talent tree added into one of the existing classes?
5) Does this need it's own PrC to exist?

I go through them in order before I start putting it together. If the answer to 1 is "yes," the process stops there, if not, it moves to 2, and so on.... There's really no reason to put [a new PrC] together when existing material does it just as well and you won't have to worry about whether or not it's balanced.

Nevertheless, for the sake of inclusiveness, you will find here any PrC submitted to the boards. There are most certainly differing opinions regarding the utility of certain prestige classes, but it doesn't hurt to have them all in one place for convenience. I don't judge the PrCs here, I just compile them. I include the links to the original threads so that folks can see for themselves the arguments for and against the PrC, the critiques that helped it evolve into its final form, etc.

I leave it to the prudent discretion of each individual GM to approve or disapprove the PrC for his or her campaign based on the input offered in this thread and each PrC's respective thread.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
One idea that I'd come up with for several of the PRC's I've found here is to create a "Prestige Talent Trees" where there are prerequisites to gaining the talent tree, but then it becomes available for use. Basically this is like the Force Talent Trees and Force Tradition Talent Trees where there is a requirement for taking talents from them.
I talked it over with my players, and we felt Prestige Classes were just a bit more appropriate. . . after all, you can do things with a Prestige Class that cannot be done with just a talent tree. . . the Deadly Strike talent from the Noghri Warrior class being an example.
http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
I think when the new books start coming out and we start seeing a few PrC here and there people will also ask why or even be surprised, but they are coming, not as much as we had in the past but we will see some more.

As I am working on a few things I did make the Blockade Runner with an option to those who hate the idea of a new PrC as a talent tree for the ace pilot.
Added Reylan Talonspyre's "Duelist" a/k/a the "Dodge-based PrC" from the thread of the same name...NOT to be confused with the previously converted "Master Duelist."
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs