Generic Classes

Sensitive Base Attack Bonus: Cleric Save: Fort: +0 Ref: +2 Will: +2 Hit Die: d8 Alignment: Any Skills: 4 Money: 1d4x500 credits Weapons: Simple + Primitive or 1 Exotic Armor: Light + Sheild Lvl Att Fort Ref Will Special: 1. +0 +0 +2 +2 Force Feat 2. +1 +0 +3 +3 Force Feat 3. +2 +1 +3 +3 4. +3 +1 +4 +4 Force Feat 5. +3 +1 +4 +4 Force Feat 6. +4 +2 +5 +5 7. +5 +2 +5 +5 Force Feat 8. +6 +2 +6 +6 Force Feat 9. +6 +3 +6 +6 10. +7 +3 +7 +7 Force Feat 11. +8 +3 +7 +7 Force Feat 12. +9 +4 +8 +8 13. +9 +4 +8 +8 Force Feat 14. +10 +4 +9 +9 Force Feat 15. +11 +5 +9 +9 16. +12 +5 +10 +10 Force Feat 17. +12 +5 +10 +10 Force Feat 18. +13 +6 +11 +11 19. +14 +6 +11 +11 Force Feat 20. +15 +6 +12 +12 Force Feat

Soldier Base Attack Bonus: Fighter Save: Fort: +2 Ref: +0 Will: +0 Hit Die: d10 Alignment: Any Skills: 2 Money: 2d4x500 credits Weapons: Simple + Martial Armor: Heavy + Sheild Lvl Att Fort Ref Will Special: 1. +1 +2 +0 +0 Bonus Feat 2. +2 +3 +0 +0 Bonus Feat 3. +3 +3 +1 +1 4. +4 +4 +1 +1 Bonus Feat 5. +5 +4 +1 +1 Bonus Feat 6. +6 +5 +2 +2 7. +7 +5 +2 +2 Bonus Feat 8. +8 +6 +2 +2 Bonus Feat 9. +9 +6 +3 +3 10. +10 +7 +3 +3 Bonus Feat 11. +11 +7 +3 +3 Bonus Feat 12. +12 +8 +4 +4 13. +13 +8 +4 +4 Bonus Feat 14. +14 +9 +4 +4 Bonus Feat 15. +15 +9 +5 +5 16. +16 +10 +5 +5 Bonus Feat 17. +17 +10 +5 +5 Bonus Feat 18. +18 +11 +6 +6 19. +19 +11 +6 +6 Bonus Feat 20. +20 +12 +6 +6 Bonus Feat

Specialist Base Attack Bonus: Med (Cleric) Save: 1 Good Save and 2 Bad Saves or Base Attack Bonus: Bad (Mage) Save: 2 Good Saves and 1 Bad Save

Hit Die: d6 Alignment: Any Skills: 8 (Specialist can coose 12 addition class skills) Money: 1d6x500 credits Weapons: Simple + Rogue(Heavy Pistol, VibroBlade) Armor: Light Med Bad Bad Good Lvl Att Att Save Save Special: 1. +0 +0 +0 +2 Resource Access 2. +1 +1 +0 +3 Bonus Feat 3. +2 +1 +1 +3 4. +3 +2 +1 +4 Bonus Feat 5. +3 +2 +1 +4 6. +4 +3 +2 +5 Bonus Feat 7. +5 +3 +2 +5 8. +6 +4 +2 +6 Bonus Feat 9. +6 +4 +3 +6 10. +7 +5 +3 +7 Bonus Feat 11. +8 +5 +3 +7 12. +9 +6 +4 +8 Bonus Feat 13. +9 +6 +4 +8 14. +10 +7 +4 +9 Bonus Feat 15. +11 +7 +5 +9 16. +12 +8 +5 +10 Bonus Feat 17. +12 +8 +5 +10 18. +13 +9 +6 +11 Bonus Feat 19. +14 +9 +6 +11 20. +15 +10 +6 +12 Bonus Feat Resource Access - The character starts with the backing of some large organization, usually an employer. If the character is a pilot he may have access to a ship. If the character is a politician he would be able to requisition favors. If the character is a mechanic, he has access to a shop. As long as the character serves the organizations goals, he will maintain access to it's resources and may even be granted further resources. The character may not even be fully aware of the organization as it's only direct influence may be a loan for resources that is never quite paid off. Possible organizations: The Hutt organized crime syndicate, The Republic, The Trade Federation, The Empire, The Rebel Alliance, etc.

Skills

Endurance - As New Endurance skill.

Knowledge Alien Taxonomy Astrophysics Bureacracy Chemistry Computers The Force Forensics Galactic Lore Geography Medicine Social sciences Streetwise Tactics Wilderness Lore Specific System Specific Craft Specific Profession

Pilot (subskills like perform) Land Animals(1) Flying Animals(2) Swimming Animals(2) Land Speeders(1) Air Speeders(2) Space Fighters(2) Space Transports(2) Space Capital ships(4) Walker Vehicles(1) Wheeled Vehicles(1)

Track - see Track feat / Survival

Research - Added to any knowledge check when library or database is available

Barter - Used To determine value and negotiate price.

Computer Use - Used to Astrogate, Hack, access computer systems. Reprogramming is under craft (Programs).

Perform (Cha) - earn money HoloArt Sculpture Performance

Linguistics - each rank is an addition language known and can be used like decipher script.

Craft - create, modify and repair items. earn money Alchemy Light Sabers Disguise Forgery Armor Power armor Blasters Vibro weapons Firearms Explosives Weaponsmithing, Archaic Food And Drink Clothing and Costumes Drugs Speeders Spaceships Electronics Carpentry Architecture Walker Vehicles Wheeled Vehicles Cybernetics & Droid Bodies Computers & Droid Brains Programs Security Systems

Profession - earn money Laborer - Can Apply 1/2 of ranks to aid another on Craft checks Manager - Can coordinate upto number of ranks aid anothers together with only -1 per person coordinated Law

Notice - As Spot, Listen, and Search. Task DC Hear a battle -10 Hear that someone is speaking 0 Hear what is being spoken 10 Find a specific item in a trunk 10 Read lips 15 Hear that someone is whispering 15 Notice a typical secret door or a simple trap 20 Hear what is being whispered 25 Notice a well hidden secret door 30 Sneaking character Stealth check

Condition Penalty Per 4m of distance(IS source is moving use nearest point) -1 Distracted (In combat, concetrating, etc) -5 Listening through a door -5 Listening through a stone wall -15

Size Modifier Fine +16 Diminutive +12 Tiny +8 Small +4 Large -4 Huge -8 Gargantuan -12 Colossal -16

Stealth Task DC Avoid being Noticed Notice check

Condition Penalty Moving upto 1/2 Base move as a move action -0 Moving upto Full Base move as a move action -5 Moving upto 2x Base move as a move action -20 Attacking -20 Invisible +40 Observer is temporarily distracted (Bluffed or Turning corner) -10 Noisy surface -2 Very noisy surface -5 No where to hide -5

Size Modifier Fine +16 Diminutive +12 Tiny +8 Small +4 Large -4 Huge -8 Gargantuan -12 Colossal -16

Bluff - also covers impersonation as disguise skill Bluff - Will save vs DC = 10 + (Bluff skill check) / 3 to detect bluff Condition Modifier Target wants to believe you +5 Believable lie that doesn't affect the target much +0 A little hard to believe and puts the taget at some risk -5 Hard to believe and puts the target at significant risk -10 Almost too incredible to consider -20 Target has some contradictory information -10 Each additional subbluff (cummulative) -2 Every 5 points of save success shifts attitude 1 toward Hostile Initial attitude Modifier Hostile -20 Unfriendly -5 Indifferent 0 Friendly +5 Helpful +20 To impersonate someone specific requires a disguise.

Diplomacy - Will save vs DC = 10 + (Diplomacy skill check) / 3 every 5 points of save failure shifts attitude 1 toward Helpful every 10 points of save success shifts attitude 1 toward Hostile Initial attitude Modifier Hostile -20 Unfriendly -5 Indifferent 0 Friendly +5 Helpful +20

Intimidate - Will save vs fear DC = 10 + (Intimidate skill check) / 3 Treat as friendly for duration then shift attitude 1 toward Hostile Initial attitude Modifier Hostile -20 Unfriendly -5 Indifferent 0 Friendly +5 Helpful +20

Disable device - can disable security systems as Open Locks.

Synergy Bluff -> Diplomacy Bluff -> Intimidate Bluff -> Sleight of Hand Bluff -> Barter Craft -> Disable Device Craft -> Barter Craft (Disguise) -> Bluff (Impersonation) Computer Use -> Research (On computer based databses) Diplomancy -> Barter Escape Artist -> Use Rope (to bind) Handle Animal -> Pilot (Animal) Intimidate -> Barter Jump -> Tumble Knowledge (Computers)-> Computer Use Knowledge (Computers)-> Craft (Programs) Knowledge (Computers)-> Craft (Computers) Knowledge (Astrophysics) -> Computer Use (Astrogation) Knowledge (Bureacracy) -> Diplomancy Knowledge (Bureacracy) -> Barter Knowledge (Chemistry) -> Craft (Alchemy, Drugs, Explosives) Knowledge (The Force) -> Craft (Alchemy) Knowledge (Forensics) -> Track Knowledge (Forensics) -> Notice (Searching) Knowledge (Geography) -> Survival (determine direction) Knowledge (Medicine) -> Heal Knowledge (Social sciences) -> Bluff Knowledge (Social sciences) -> Intimidate Knowledge (Social sciences) -> Diplomacy Knowledge (Streetwise) -> Gather Information Knowledge (Wilderness Lore) -> Survival (Wilderness Environments) Knowledge (Specific System) -> Survial (in System) Knowledge (Specific System) -> Barter (in System) Knowledge (Specific System) -> Diplomacy (in System) Knowledge (Specific System) -> Knowledge (in System) Knowledge (Specific Craft) -> Craft (Specific) Knowledge (Specific Profession) -> Profission (Specific) Research -> Knowledge Survival -> Track Tumble -> Balance Tumble -> Jump Use Rope -> Climb (Ropes) Use Rope -> Escape Artist (Ropes)

            Spec  Sold  Force UnT Abil  Armor

Balance ? X C Yes Dex 1 Barter C X X Yes Wis Bluff ? X X Yes Cha Climb ? C C Yes Str 1 Computer Use ? C X Yes Int Craft C C C Yes Int Lightsabers X X C Yes Int Alchemy C X C Yes Int Disguise C X X Yes Int Forgery C X X Yes Int Diplomacy ? X C Yes Cha Disable Device ? X X No Int Endurance ? C C Yes Con Escape Artist ? C C Yes Dex 1 Gamble C C X Yes Wis Gather Info ? X X Yes Cha Handle Animal ? C C No Cha Heal ? X X Yes Wis Intimidate ? C X Yes Cha Jump ? C C Yes Str 1 Knowledge AlienTaxonomy ? C C No Int Astrophysics ? X C No Int Bureacracy ? X X No Int Chemistry ? C C No Int Computers ? X X No Int The Force ? X C No Int Forensics ? X X No Int Galactic Lr ? X X No Int Geography ? X X No Int Medicine ? X X No Int Social Sci ? X X No Int Streetwise ? C X No Int Tactics ? C C No Int Wilderness Lr ? C C No Int System C C C No Int Craft C C C No Int Profession C X X No Int Linguistics C C C No Int Notice ? C C Yes Wis Perform ? X C Yes Cha Pilot ? C C No Dex Profession C X X No Wis Laborer C C C No Wis Research C X X No Int Sleight of Hand ? X X Yes Dex 1 Sneak Attack ? X X No Dex? ? Stealth ? X X Yes Dex 1 Survival ? C C Yes Wis Swim ? C C Yes Str 2 Track ? C X No Wis Tumble ? C C Yes Dex 1 Use Rope ? X X Yes Dex Alter - - C Frc Cha Control - - C Frc Con Sense - C* C Frc Wis 1 Fear - C* C Frc Cha Rage - C* C Frc Con *A Character with the Primal Nature feat may treat these skills as class skills.

New Feats

Primal Rage - see Force section Force Neutral - see Force section Bayonette Combat Normal - A character with a missle weapon doesn't threaten surrounding spaces. A character with a bayonnette, Atlatl, Cesta, Off-hand melee weapon, or free hand and unarmed combat feat does threaten surrounding spaces. Bonus A character with this feat provokes an attack of opportuny on anyone who takes the attack of opportunity he provokes from firing while threatend or the character can take a -2 penalty to hit and fire defensively and not provoke an attack of oppotunity

Combat Roll Normal - as a Move Action a character can move in or out of a kneeling position. while kneeling a character is Ranged (+2 Hit, +2 AC) Melee( -2 Hit, -2 AC) Bonus - Once per round the character may may move into or out of a kneeling position as a free action.

Rapid Reload Once per round the character may reload a weapon as a free action.

Ambush Feats (1d6 Sneak Attack maps to +3 Sneak Attack) Luck feats (Complete scoundrel)

Inspire Courage (Perform +3) - as Bard ability of level = Perform - 3 Inspire Competence (Perform +6) - as Bard ability of level = Perform - 3 Inspire Greatness (Perform +12) - as Bard ability of level = Perform - 3 Inspire Freedom (Perform +15) - as Bard song of freedom ability of level = Perform - 3 Inspire Heroics (Perform +18) - as Bard ability of level = Perform - 3 Inspire Fear (Intimidate +9) - Demoralize all oppnents within 10m Inspire Fear, Imp (Inspire Fear, Intimidate +12) - Opponents become frightened when save failed by 5 or more Inspire Fear, Greater (Inspire Fear, Imp, Intimidate +15)- Opponents become panicked when save failed by 10 or more

Starship Dodge (Pilot +1) - As dodge feat Starship Evasion (Starship Dodge, Pilot +1) - Pilot check vs Attack roll to half damage once/round Starship Evasion, Improved (Starship Evasion, Pilot +10) - Pilot check vs Attack roll to prevent damage once/round Fly by Attack (Pilot +4) - Pilot can move ship before and after firing weapons

Evasion (Ref +3) Evasion, Imp (Evasion, Ref +6) Uncanny Dodge (Notice +4) Attackers must make an additional stealth check on each attack to treat character as Flat Footed. Uncanny Dodge, Imp (Uncanny Dodge, Notice +4) Attackers must make an additional stealth check on each attack to treat character as Flanked Crippling Strike (Sneak Attack +13) Defensive Roll (Ref +7) Opportunist (Sneak Attack +13) Slippery Mind (Will +4, Dex 13) Skill Mastery (Endurance +6)

Swift Tracker (Track +11) Fast Movement (Endurance +4) +4m Base speed in Medium, Light or No armor Fast Movement, Imp (Fast Movement, Endurance +9) +8m Base speed in Light or No armor Fast Movement, Greater (Fast Movement, Imp, Endurance +12) +12m Base speed in No armor Hide in Plain Sight (Stealth +20)

Weapon Prof: Demolitions

Primitive (must be 1st level)- Negatives: Weapon Proficiencies limited to primitive versions (i.e primitive martial, primitive simple, etc) Armor Proficiences limited to primitive armors Doesn't start with basic or any language from outside of system. Positives: +2 HP per level Trailblazing - Reduce wilderness travel time: DC Reduction 15 -25% 25 -50%