| Net.Guide to Galactic Authority Throughout the galaxy, there are those who serve as authority figures in the pursuit of the preservation of order. While the Galactic Republic, the Empire, and the New Republic all spanned thousands of star systems, it was the members of various law enforcement and paramilitary organizations which kept the peace -- regardless of whether or not peace was called for. The men and women of these organizations were the front line of defense against chaos and disorder; they were in charge of guarding their own small part of the galaxy, wherever that may have been, and their took their work very seriously. These people were charged with helping maintain the laws of the government, whether it be in active law enforcement, special forces and paramilitary operations, or even in information gathering positions, they are vital to the governments that employ them.
This Net.Guide focuses on seven such organizations, ranging from active combat units to police and detective agencies. This guide is designed with both players and Gamemasters in mind, to provide them with new options for designing characters. These organizations are the smaller, less-well known groups throughout the galaxy that have very tightly focused agendas, as opposed to the galaxy-spanning forces of the major galactic governments.
A note on Prestige Classes in this Net.Guide: you will notice that the Prestige Classes in this guide feature only 5 levels of progression. This is because there are many different paths that might bring one into these organizations. The Prestige Classes are intended to quantify the specialized training and benefits one receives as a part of one of these organizations, but they are not exclusive enough to warrant a full 10 levels of the class.
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Antarian Rangers
The Antarian Rangers are a paramilitary organization whose sole purpose is to act as support for the Jedi in the field. The organization is composed mostly of those who admired the Jedi way but were unable to train in the ways of the Force themselves; as a result, they do the next best thing, which is to provide all the aid they can to the Jedi Order. They operate outside of the Republic military, but abide by all the laws and Regulations set forth by the Galactic Republic. More than that, they follow their own version of the Jedi Code, striving to imitate the disciplined standard set forth by their role models. The Antarian Rangers are not officially recognized by the Jedi Order as a sanctioned organization, however many Jedi call upon them when action must be taken that they cannot handle alone. One of the most notable Jedi to call upon the Antarian Rangers was Qui-Gon Jinn; the Jedi Master was notorious for striking out on his own path, and frequently called upon the Rangers for assistance in his personal crusades.
The Antarian Rangers are trained to be the masters of any environment. They are something of a cross between special forces units and a scout corps. They are trained in combat, but are more often used for reconaissance and first-strike missions. Many train with other organizations and military forces, and then bring the skills they learn back to the Rangers to spread amongst its members. As a whole, the organization has a wide variety of talents and skills; they encourage diversity of training so that, when called upon by the Jedi, they can be sure to have several members with the appropriate skill and training to fulfill the mission's needs. They have specialists in every field, from demolitions to slicing, and are among the most skilled warriors in the galaxy. They fight what the Jedi fight, and make sure to be prepared for any eventuality. Failure is not an option for the Antarian Rangers, for if they fail the Jedi, then the Jedi fail the galaxy.
The Antarian Rangers are based in several places throughout the galaxy. One of the most notable base of operations was on the planet Toprawa, which was the target of the Empire's wrath after it was used as a transfer point for the Death Star plans. Most of the Rangers were wiped out during the Clone Wars, as their organization dwindled at the twilight of the Jedi Order. With the coming of the Jedi Purge, many Rangers died protecting Jedi long enough for them to escape. Vader's wrath claimed as many Rangers as Jedi, and only a scattered few members of the organization lived beyond the early years of the Empire. Those that did survive blamed themselves for being unable to protect the Jedi, and many went into seclusion. Those that didn't joined the Rebellion as SpecForce soldiers, and went on to serve in the New Republic military as well. With the rise of the New Republic, and the return of the Jedi, a few of the remaining Rangers, aged as they were, tried to revitalize the organization and bring them back into service. Composed mainly of former SpecForce units, the new Antarian Rangers are a tiny organization compared to what they once were. Again they find themselves stretched thinly across the Galaxy with the Yuuzhan Vong invasion, trying to protect the Jedi from not only the invaders, but also organizations like the Peace Brigade. The limited capacity of the Rangers has reduced their fame greatly, and not even all of the Jedi know of their existence.
Feats
Basic Training (Antarian Ranger)
You have undergone basic training procedure as designated by the Antarian Rangers. You have gained certain insight into the workings of the Jedi, and have learned to be adaptable to any environment.
Benefit: A character who takes this feat gains a +2 bonus to Knowledge (Jedi Order) and Survival checks.
Prestige Class
Requirements
Base Attack Bonus: +4
Skills: Survival +5
Vitality: 1d8 per level
Class Skills
The Antarian Ranger's class skills (and the key ability for each skill) are Climb (Str), Demolitions (Int), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Basic Training: At 1st level, the Antarian Ranger gains the Basic Training (Antarian Ranger) feat for free.
Jedi Contact: At 2nd and 4th level, the Antarian Ranger gains a contact inside or related to the Jedi Order. Treat this as per the Noble's Contact class ability, only exclusive to contacts within the Jedi.
Reconaissance: At 3rd level, the Antarian Ranger gains the ability to perfom reconaissance as a part of supporting the Jedi on field missions. When performing scouting or advanced lookout missions, the Antarian Ranger gains the ability to add any ranks he has in the Survival skill to all Spot and Listen rolls.
Jedi Familiarity: At 5th level, Antarian Rangers abecome so familiar with Jedi and their ways that their minds are more open to their Force abilities. Whenever the Ranger becomes the target of the Force Mind, Knight Mind, or Master Mind force feats, he no longer costs the Jedi extra Vitality Points when using the feat. Note that this only works when targeted by members of the Jedi Order, and not by other Force users.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +0 | +2 | +0 | +0 | Basic Training | +3 | +0 | 2nd | +1 | +3 | +0 | +0 | Jedi Contact | +4 |
+1 | 3rd | +2 | +3 | +1 | +1 | Reconaissance | +4 | +0 | 4th | +3 | +4 | +1 | +1 | Jedi Contact x2 | +4 | +1 | 5th | +4 | +4 | +2 | +2 | Jedi Familiarity | +5 | +0 |
Suggested Equipment
Varies widely. Common items are comlinks, field kits, blaster rifles, macrobinoculars, light and medium armors, and other specialized combat gear.
Sample Character
Mieren Daisen was raised on Coruscant by her father, a member of the Senate Guard, and grew up meeting important government officials and Jedi Knights. She was unable to train as a Jedi, who had fascinated her since her early youth, and ended up training to become an Antarian Ranger. She eventually applied her talents as an infiltration and reconaissance expert in the organization by serving as a member of an advanced scouting unit during the Clone Wars.
Mieren Daisen: Female Human 4th level Scout / 2nd level Soldier / 3rd level Antarian Ranger; Init +6; Defense 17; Spd. 6m; VP/WP: 64/14; Atk +9 or +5/+5 ranged (3d8, Blaster Rifle), +9 or +5/+5 ranged (3d4 or stun: 1d4/10, Blaster Pistol, Hold-out), +7 melee (1d4, knife); SQ Trailblazing, Uncanny Dodge (Dex bonus to Defense), Jedi Contact, Reconaissance; SV Fort +10, Ref +5, Will +4; SZ M; FP 3; Rep. 2; Str 11, Dex 15, Con 14, Int 12, Wis 13, Cha 10.
Equipment: Combat jumpsuit, Blaster Rifle, Blaster Pistol, Hold-out, Comlink, Grappling spike launcher, Electrobinoculars, Glow rod, Field Kit, Medpac, Knife.
Skills: Bluff +5, Computer Use +4, Demolitions +3, Disable Device +4, Gather Information +3, Hide +5, Jump 3, Knowledge (Jedi Order) +7, Listen +9, Move Silently +10, Pilot +7, Repair +5, Search +4, Sense Motive +5, Speak Basic, Speak Cerean, Spot +7, Survival +11, Treat Injury +3.
Feats: Alertness, Armor Proficiency (light), Armor Proficiency (medium), Basic Training (Antarian Ranger), Blind-fight, Improved Initiative, Point Blank Shot, Skill Emphasis (move silently), Skill Emphasis (survival), Stealthy, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).
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Corellian Security
Corellian Security, referred to only as CorSec most of the time, is a combination police force and detective unit for the planet Corellia. They are a multi-purpose organization used by the Corellian Government to break up crime rings, track down dangerous criminals, investigate mysterious crimes, and serve and protect the people of Corellia. Only the brightest make it to the upper echelons of the Security Force, and it is a combination of combat prowess and investigative skill that allow CorSec to succeed. CorSec functions as a branch of the planetary government, but is actually directed by the individual cities as they are most needed. CorSec's first duty is to Corellia and the Law, and they hold this duty sacred.
CorSec is a very organized and disciplined group of law enforcement officers. The organization was founded in the days of the Old Republic, and eventually came under Imperial Control. In order to prevent the organization from disbanding, the planetary government allowed the Empire to place a liaison from Imperial Intelligence in each CorSec office. While this rankled many of the older members of the group, they took it in stride and continued on with their lives. When the Empire fell and the New Republic arose, the Diktat of Corellia broke off from the galactic government and changed CorSec into the Public Safety Service. However, most of the force is composed of older officers, and it is still widely referred to as CorSec except in official government documentation.
Feats
Basic Training (Corellian Security)
You have undergone basic training procedure as designated by the Corellian Security Force. You learned to look for certain signs and indicators of criminal activity, and are skilled in investigation.
Benefit: A character who takes this feat gains a +2 bonus to Gather Information and Search checks.
Prestige Class
Requirements
Base Attack Bonus: +4
Skills: Gather Information +6, Search +6
Feats: Track
Vitality: 1d6 per level
Class Skills
The Corellian Security Officer's class skills (and the key ability for each skill) are Bluff (Cha), Computer Use (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (any) (Int), Listen (Wis), Pilot (Dex), Search (Ins), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Basic Training: At 1st level, the Corellian Security Officer gains the Basic Training (Corellian Security) feat for free.
Investigation: At 2nd level, the Corellian Security Officer gains a certain knowledge of the way the criminal element works. When perfoming any kind of investigation, the Corellian Security Officer gains the ability to add his Wisdom modifier to all Gather Information and Search checks, in addition to the normal ability modifier.
Urban Tracking: At 3rd level, the Corellian Security Offircer has learned enough about the cities on Corellia to be able to follow the trail of a fleeing criminal with relative ease. He is able to use the Track feat in an urban area as though it were only Firm ground.
Stakeout: At 4th level, Corellian Security Officers gain the ability to stake out a location in preparation for making an arrest. For every day spent watching a particular location, the Corellian Security Officer gains a +1 to all Initiative, Hide, and Move Silently checks in that location for the next 3 days after ending the stakeout. The maximum bonus a character can receive from this ability is a +4.
Inside Job: At 5th level, the Corellian Security Officer is able to infiltrate criminal organizations and bring them down from the inside. For every week spent infiltrating a group, the character gains a +1 bonus to CHA when dealing with members of the group. The maximum bonus a character can receive from this ability is a +6.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +0 | +0 | +1 | +2 | Basic Training | +3 | +0 | 2nd | +1 | +0 | +2 | +3 | Investigation | +4 |
+1 | 3rd | +2 | +1 | +2 | +3 | Urban Tracking | +4 | +0 | 4th | +3 | +1 | +2 | +4 | Stakeout | +4 | +1 | 5th | +4 | +1 | +3 | +4 | Inside Job | +5 | +0 |
Suggested Equipment
Varies widely. Common items are comlinks, field kits, blaster rifles, macrobinoculars, light and medium armors, and other specialized combat gear.
Sample Character
Hu Zachor joined CorSec at an early age as an errand runner and office boy. Eventually, from spending time with the officers and agents there, he began to learn many of the tricks of the trade. In fact, Hu actually spent some time training under Hal Horn, though once his son Corran was old enough to work there, the brief partnership ended. Eventually, Hu began to notice he had a nack for sneaking into places where others would be seen or heard; he started to work for the office as an inconspicuous scout, using his rogueish looks to gain access to suspected criminals before bringing down the full force of the law on them.
Hu Zachor: Male Human 6th level Scoundrel / 3rd level Corellian Security Officer; Init +1; Defense 22; Spd. 10m; VP/WP: 24/10; Atk +7/+2 or +3/+3/-2 ranged (3d8 or stun: 1d8/18, Blaster Pistol, Heavy), +6/+1 punch (1d3, unarmed); SQ Illicit Barter, Better Lucky Than Good, Sneak Attack +2d6, Investigation, Urban Tracking; SV Fort +3, Ref +8, Will +7; SZ M; FP 3; Rep. 4; Str 10, Dex 12, Con 10, Int 15, Wis 14, Cha 12.
Equipment: Heavy Blaster Pistol, Comlink, Datapad.
Skills: Appraise +5, Astrogate +8, Bluff +9, Climb +5, Computer Use +7, Diplomacy +6, Disable Device +7, Forgery +4, Gather Information +13, Hide +4, Intimidate +7, Knowledge (Corellia) +8, Listen +9, Move Silently +9, Pilot +6, Repair +5, Search +13, Sense Motive +9, Sleight of Hand +5, Speak Basic, Speak Huttese, Speak Ryl, Spot +9, Treat Injury +5, Tumble +6.
Feats: Basic Training (Corellian Security), Quick Draw, Point Blank Shot, Sharp-eyed, Skill Emphasis (gather information), Starship Operation (space transport), Track, Weapon Group (simple weapons), Weapon Group (blaster pistols).
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Coruscant Guard
The Coruscant Guard is a variant of stormtrooper which is found primarily on Coruscant, and also on the other heavily populate Core Worlds. The Guard was created to deal with large and unruly crowds, serving the same function as riot police did on other planets. The guard comes from not only the ranks of stormtroopers, but also Imperial Army and other organizations within the Empire send members to join the Guard. While not as exclusive nor as deadly as the Imperial Royal Guard, the Coruscant Guard is trained to deal with mob mentality in with extreme prejudice; the Empire doesn't allow riots on its capital planet, and the Coruscant Guard is there to see that such incidents are put down quickly and efficiently.
Before joining the Guard, a soldier must prove himself able to deal with assaults from all sides. Often a Coruscant Guard will find himself in the middle of a pack of opponents and must fight his way clear. With the massive population on the city-planet, it is easy for less talented soldiers to be overwhelmed by a mob. Not so wth the Coruscant Guard; they are trained in a variety of techniques intended to keep themselves safe from a mob, while at the same time dispersing it with quick and lethal efficiency. The Coruscant Guard has been sent to other Core Worlds to put down rioting, especially with the rise of the Rebel Alliance, but these warriors are more feared in a crowd than almost any other kind of soldier the Empire has to offer.
Feats
Basic Training (Coruscant Guard)
You have undergone basic training procedure as designated by the Coruscant Guard. You have learned to deal with large crowds and how to prevent being swarmed in mob.
Benefit: When being flanked by an opponent, you are able to make an attack on that opponent as a free action. This ability may be used only once per round.
Prestige Class
Requirements
Base Attack Bonus: +6
Feats: Whirlwind Attack
Vitality: 1d8 per level
Class Skills
The Coruscant Guard's class skills (and the key ability for each skill) are Climb (Str), Demolitions (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Treat Injury (Wis).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency: Coruscant Guards are proficient in blaster pistols, blaster rifles, simple and vibro weapons. They are also proficient in Powered Armor.
Basic Training: At 1st level, the Coruscant Guard gains the Basic Training (Coruscant Guard) feat for free.
Precise Shot: At 2nd level, the Coruscant Guard gains the Precise Shot feat for free, regardless of whether or not he meets the prerequisites for the feat.
Close-Quarters Fighting: At 3rd level, the Coruscant Guard gains the ability to deal with combat in close-quarters conditions. Whenever a Coruscant Guard member deals damage during a grapple, he may apply that damage as a bonus to his next grapple check. For example, if a Coruscant Guard does 4 damage during a grapple attack, the next grapple action he makes gains a +4 bonus.
Riot Control: At 4th level, Coruscant Guard members gain the ability to deal with large crowds and riots. Whenever a Coruscant Guard member is dealing with a hostile crowd, he gains a +2 bonus to Initiative and Intimidate checks.
Situational Awareness: At 5th level, Coruscant Guards have learned to be attentive to their surroundings enough to avoid potentially unexpected attacks. When an attacker flanks a Coruscant Guard, he does not gain the normal +2 bonus to attack from flanking.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +1 | +0 | +2 | +0 | Basic Training | +2 | +0 | 2nd | +2 | +0 | +3 | +0 | Precise Shot | +2 |
+0 | 3rd | +3 | +1 | +3 | +1 | Close-Quarters Fighting | +3 | +1 | 4th | +4 | +1 | +4 | +1 | Riot Control | +3 | +0 | 5th | +5 | +2 | +4 | +2 | Situational Awareness | +4 | +1 |
Suggested Equipment
Coruscant Guard Armor, force pike, heavy blaster pistol.
Sample Character
Paitr Dermott chose to join the ranks of the Coruscant Guard for a very unusual reason. One night, standing on a balcony overlooking the city, he decided that a beautful cityscape such as Coruscant must be protected from the violent defilement of the masses. Any city with this many people in it would draw outbursts, and he knew the Coruscant Guard was the organization which protected the city-planet from mob violence. In his eyes, Coruscant was a beacon of civilization in amidst the darkened barbarism infecting the galaxy, and he saw it as his duty to protect it from harm.
Lt. Paitr Dermott: Male Human 6th level Soldier / 3rd level Coruscant Guard; Init +1; Defense 17; Spd. 8m; VP/WP: 65/14; Atk +8/+3 melee (2d6+3 or 1d6/15, taser staff), +10/+5 or +6/+6/+1 ranged (3d8 or stun: 1d8/18, Blaster Pistol, Heavy), +11/+6 punch (1d3+2, unarmed); SQ Close-Quarters Fighting, Darkvision (20 m), Low-Light vision; SV Fort +8, Ref +6, Will +3; SZ M; FP 2; DSP 1; Rep. 3; Str 15, Dex 13, Con 14, Int 13, Wis 11, Cha 10.
Equipment: Taser staff, Blaster Pistol, Heavy, Stormtrooper One blaster rifle, Coruscant Guard armor.
Skills: Bluff +2, Climb +4, Demolitions +4, Disable Device +2, Intimidate +5, Jump +4, Knowledge (Empire) +4, Listen +4, Move Silently +4, Search +4, Sense Motive +2, Speal Basic, Speak Huttese, Spot +8, Treat Injury +2.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Basic Training (Coruscant Guard), Blind-fight, Dodge, Expertise, Mobility, Point Blank Shot, Power Attack, Precise Shot, Spring Attack, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons), Whirlwind Attack.
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New Republic Observers
The New Republic Observers were created to help the over-strained NRI keep tabs on all the planets throughout the Republic. The Observers come from all walks of life: soldiers, merchants, diplomats, craftsmen, scouts, and almost any other profession. The Observers range from ordinary citizens to extraordinary leaders, and usually keep their identity as an Observer secret. The usefulness of an Observer comes in their variety of backgrounds. As long as the Observer's status remains unknown, he can continue to send reports back to New Republic Intelligence that are accurate representations of the situation from a citizens' point of view. Additionally, since they are just members of society, they pick up on things that many government intelligence agents miss, such as the mood of a group of people, public opinion, and the like.
The purpose of the Observers is to report back to New Republic Intelligence on the happenings and social/political climate on a given planet. They are used to help assess the response to political measures, evaluate threats to Republic sovreignty, and alert the authorities when a fugitive criminal is spotted. Additionally, they can act as spies and saboteurs to crime rings, and have been known to help bring down entire organizations with the information they gathered coupled with their testimonies. Though rarely do they go out of their way to infiltrate such a group, they have a knack for being in the right place at the right time, which lets them report back to the Republic with their findings.
Throughout the difficult years of stabalization, the Observers helped identify hotspots of dissent. As the war with the Empire came to a close, the Observers had several years where little was needed from them. However, with the Yuuzhan Vong incursion into the galaxy, they find themselves busier than ever, whether they are rooting out spies and undercover Yuuzhan Vong agents, or alerting the government to the presence of Peace Brigade terrorists.
Feats
Basic Training (New Republic Observer)
You have undergone basic training procedure as designated by New Republic Intelligence. You have learned the integral parts of watching and learning from everyday interaction with the citizens of a planet.
Benefit: A character who takes this feat gains a +1 bonus to Gather Information, Listen and Spot checks.
Prestige Class
Requirements
Skills: Listen +7, Spot +7
Vitality: 1d6 per level
Class Skills
The New Republic Observer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (any) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Search (Ins), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Basic Training: At 1st level, the New Republic Observer gains the Basic Training (New Republic Observer) feat for free.
Government Support: Beginning at 2nd level, an Observer has access to a small amount of New Republic resources. Once per game session, the Observer may make a Charisma check to use those resources during the game session. The value of the resources gained equals the Observer's class level times the result of the Charisma check times 10. Thus, a 4th-level Observer who rolled a 17 would gain (4 x 17 x 10) 680 credits' worth of resources. These resources can take virtually any form the Observer chooses (within reason) and are his to do with as he pleases. He may keep them, use them, give them away, or sell them as he sees fit.
Bonus Feat: At 3rd and 5th level, the New Republic Observer gains one of the following feats for free: Alertness, Low Profile, Persuasive, Sharp-eyed, or Trustworthy.
Cunning Warrior: At 4th level, New Republic Observers have learned enough of observation and analysis to anticipate opponents' moves in combat. Observers may choose to use their Wisdom modifier in the place of their Dexterity modifier when determining initiative.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +0 | +1 | +1 | +2 | Basic Training | +3 | +0 | 2nd | +1 | +1 | +2 | +3 | Government Support | +4 |
+0 | 3rd | +2 | +3 | +2 | +3 | Bonus Feat | +4 | +1 | 4th | +3 | +3 | +4 | +3 | Cunning Warrior | +5 | +0 | 5th | +4 | +4 | +4 | +4 | Bonus Feat | +5 | +0 |
Suggested Equipment
Varies widely depending on profession.
Sample Character
Boros Ruma is an unremarkable Ithorian mechanic with a small shop and apartment on Garos IV. His neighbors consider him a good, reliable mechanic and often spend hours at a time chatting with him while he works. What his friends don't know is that for most of his adult life he has been a New Republic Observer, taked by the New Republic to report any and all information the government might find useful. Though he's not had any cause to report his friends to NRI -- yet, anyways -- the Yuuzhan Vong invasion has sent refugees through Garos IV like a flood. Additionally, he has discovered several Yuuzhan Vong in disguise, and knows it is only a matter of time before Garos IV falls.
Boros Ruma: Male Ithorian 4th level Fringer / 4th level New Republic Observer; Init +4; Defense 18; Spd. 10m; VP/WP: 50/10; Atk +5/+0 or +1/+1/-4 ranged (3d4 or stun: 1d4/10, Blaster Pistol, Hold-out), +6/+1 punch (1d3, unarmed); SQ Fringer bonus class skill (Repair), Jury-rig +2, Barter, Government Support; SV Fort +4, Ref +1, Will +5; SZ M; FP 3; Rep. 1; Str 10, Dex 9, Con 10, Int 13, Wis 17, Cha 16.
Equipment: Blaster Pistol, Hold-out, Datapad, Tool kit.
Skills: Astrogate +4, Bluff +9, Computer Use +9, Gather Information +11, Hide +7, Knowledge (Garos IV) +8, Listen +13, Repair +11, Search +8, Sense Motive +8, Speak Basic, Speak Calamarian, Speak Ithorese, Spot +13, Survival +7.
Feats: Alertness, Basic Training (New Republic Observer), Gearhead, Low Profile, Sharp-eyed, Skill Emphasis (repair), Weapon Group (simple weapons), Weapon Group (blaster pistols).
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Rocket Jumpers
The Rocket Jumpers are a group of unique and elite special forces soldiers in the service of the Galactic Republic. They are used in reconaissance and rescue missions, but also as preemptive strike forces and quick-response teams. Their primary focus, however, is holding the battle line in an engagement until reinforcements, heavy artillery, or vehicles of war arrive. Additionally, the Rocket Jumpers train for space combat missisons as well, not limiting themselves to ground and atmospheric engagements. They are advanced special forces units that have a very exclusive membership; only the best of the best make it, and annually only 8% of all applicants are accepted into the corps. The Rocket Jumpers see the bloodiest and most dangerous aspects of conflict, and are hard-edged combatants with nerves of steel.
The Rocket Jumpers see action frequently; even in the relative peace of the Republic, they are often called upon in the defense of Republic space. During their downtime, they are rough, rowdy, and sometimes even a little insane in their revelry. This is a stark contrast to their performance in the battlefield, where they abide by a strict code of conduct and discipline. In combat, they are unwavering and unflinching, and never surrender. To a Rocket Jumper, death is preferable to failing to hold their position. No cowards make it into the Roeket Jumpers, and none who shy away from danger.
The advantages to having an organization like the Rocket Jumpers are numerous, but the most notable is that having a group of elite and highly mobile soldiers can turn the tide in a typical field battle. In geurilla warfare they don't carry the same importance, but in open-field combat the Rocket Jumpers can be placed on the battlefield at will, and their commanders can be assured that they will secure the location withing the allotted mission time. The Rocket Jumpers remained in service only up through the middle of the life of the Old Republic; by the time of the Clone Wars, they were mostly forgotten, however certain factions in the Clone Wars, and even the Empire in the form of Spacetroopers, saw the advantages of a highly-mobile infantry unit.
Feats
Basic Training (Rocket Jumper)
You have undergone basic training procedure as designated by the Rocket Jumper Advanced Unit. You have learned the use of a rocket pack, and have had your nerves steeled against danger in combat.
Benefit: A character who takes this feat gains a +2 bonus to Tumble checks, and a +1 bonus to Will saves.
Prestige Class
Requirements
Base Attack Bonus: +6
Skills: Tumble +7
Feats: Dodge, Mobility
Vitality: 1d6 per level
Class Skills
The Rocket Jumper's class skills (and the key ability for each skill) are Climb (Str), Computer Use (Int), Demolitions (Int), Disable Device (Int), Jump (Str), Knowledge (any) (Int), Pilot (Dex), Repair (Int), Search (Int), Spot (Wis), and Survival (Wis).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Basic Training: At 1st level, the Rocket Jumper gains the Basic Training (Rocket Jumper) feat for free.
Rocket Pack Proficiency: At 2nd level, the Rocket Jumper has learned enough about the use of a Rocket Pack that he is able to use it as an aid in combat. When using this ability in conjunction with the Dodge feat, the Rocket Jumper gains a +2 bonus to Defense; this bonus stacks with the Dodge bonus.
Controlled Fall: At 3rd level, the Rocket Jumper gains the ability to fall from exceptional heights without incurring damage. When using short bursts of energy from a rocket pack, a Rocket Jumper takes damage as though the fall were 40 meters shorter than it is. This expends no charges from a rocket pack's use, and works even with malfunctioning rocket packs.
First Strike: At 4th level, Rocket Jumpers learn how to use their aerial abilities to their advantage in attacking an opponent. At the beginning of the first round of any combat where the Rocket Jumper can make full use of his rocket pack, he gains a +4 bonus to Initiative. This bonus stacks with the Improved Initiative feat, and any other modifiers.
Hold the Line: At 5th level, a Rocket Jumper is able to use a quick burst of speed from his rocket pack to break a charge against him. Whenever an opponent is using a Bantha Rush against a Rocket Jumper, he may make a single attack as a free action against the opponent. This attack resolves just before the opponent's charge resolves.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +1 | +0 | +2 | +0 | Basic Training | +2 | +1 | 2nd | +2 | +1 | +2 | +1 | Rocket Pack Proficiency | +2 |
+0 | 3rd | +3 | +2 | +2 | +2 | Controlled Fall | +3 | +1 | 4th | +4 | +3 | +2 | +3 | First Strike | +3 | +0 | 5th | +5 | +3 | +2 | +5 | Hold the Line | +4 | +1 |
Suggested Equipment
Rocket pack, blaster rifle, armored flight suit.
Rocket Pack
Model: Zim Systems ROCKET
Cost: 750
Weight: 21 kilograms
Notes: The ROCKET can carry up to 80 kilograms 40 meters vertically and 120 meters horizontally on a single charge. The pack has 10 charges. Rocket pack explodes, dealing 6d10 damage to the wearer, if hit on a critical hit.
Sample Character
Brenna Glaive is the only female Rocket Jumper to have gained command of her own unit in the history of the organization. She's tough as nails and eager to prove it, and she's more than a match for any of her male team members. She has excellent control over her unit, and manages them such that they have a nearly flawless performance record during the time which she has led them. She trained extensively with he own planetary militia for several years before traveling to Coruscant to sign up for the military. After only a single tour of duty, she applied to the Rocket Jumpers and was accepted on her first attempt. She's something of a prodigy when it comes to quick strike and reconaissance missions, and her team often leads stealth and hit-and-fade operations.
Brenna Glaive: Female Human 6th level Scout / 5th level Soldier / 3rd level Rocket Jumper; Init +2; Defense 18; Spd. 8m; VP/WP: 87/15; Atk +14/+9/+4 or +10/+10/+5/+0 ranged (3d8, Blaster Rifle), +13/+8/+3 punch (1d3+1, unarmed); SQ Skill Mastery (Tumble), Trailblazing, Uncanny Dodge (Dex bonus to Defense), Rocket Pack Proficiency, Controlled Fall; SV Fort +11, Ref +8, Will +7; SZ M; FP 2; Rep. 3; Str 13, Dex 14, Con 15, Int 12, Wis 11, Cha 10.
Equipment: Armored flight suit, Blaster Rifle, Rocket Pack, Comlink.
Skills: Bluff +2, Climb +4, Computer Use +3, Demolitions +4, Disable Device +4, Gather Information +3, Hide +2, Intimidate +4, Jump +6, Move Silently +5, Pilot +6, Repair +4, Ride +5, Search +3, Speak Basic, Spot +6, Treat Injury +4, Tumble +7.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Basic Training (Rocket Jumper), Dodge, Endurance, Far Shot, Heroic Surge, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Track, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).
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Sector Ranger
The Sector Rangers have existed since the early days of the Galactic Republic and continue to be in service all the way up through the New Republic. They have been a constant in law enforcement, and have become a recognized part of galactic society due to their continued presence. The Sector Rangers have often been the subjects of Holodramas, pitting them against a villain in a storyline inspired by many real rivalries between a Sector Ranger and a criminal target. The truth is that the Sector Rangers are only called upon to hunt down the most dangerous and evasive criminals in their Sector, and are a step above other local law enforcement. The Sector Rangers hunt down criminals from one end of the sector to the other, never allowing themselves to be confined to just one planet or system. It is this wide range of jurisdiction that makes the Sector Rangers so useful.
They have gained something of a reputation as "legal bounty hunters;" they hunt a target relentlessly once they are assigned one, and rarely does a criminal escape some kind of justice when a Sector Ranger is on his trail. The Rangers are called upon by whatever galactic government is in power to hunt down violent criminals; they are rarely assigned political criminals or spies, but rather their talents are more frequently used to end a threat to the peaceful citizens in his sector. The Rangers rarely work in groups, and are most often seen as solitary officials hunting down a target with zeal. This image has given the Sector Rangers something of an intimidating reputation among both the criminal element and law enforcement agencies alike. The Sector Ranger uses his authority to its fullest extent, even sometimes placing high-ranking government officials under arrest for suspected aiding and abetting a known criminal.
Feats
Basic Training (Sector Ranger)
You have undergone basic training procedure as designated by the Sector Rangers. You have been trained to track dangerous criminals across the galaxy, and have learned where to look and how in order to apprehend a suspect.
Benefit: This feat grants a +2 bonus to Knowledge (Planetary Systems) and Search checks.
Prestige Class
Requirements
Base Attack Bonus: +5
Skills: Gather Information +6, Search +8, Pilot +5
Feats: Track
Vitality: 1d6 per level
Class Skills
The Sector Ranger's class skills (and the key ability for each skill) are Astrogate (Int), Computer Use (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Repair (Int), Search (Ins), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
Basic Training: At 1st level, the Sector Ranger gains the Basic Training (Sector Ranger) feat for free.
Bonus Feat: At 2nd level, the Sector Ranger gains a bonus feat to be chosen from the following list: Far Shot, Quick Draw, Point Blank Shot, Precise Shot, Starship Dodge, Starship Operation, and Spacer. The character must meet any prerequisites for the chosen feat before taking it as a bonus feat.
Space Tracking: At 3rd level, the Sector Ranger has learned enough about space travel to be able to follow the trail of a fleeing criminal based on sensor data. He can use sensors to track drive trails, ion emissions, and identify ships by their IFF transponder codes. He is able to use the Track feat in space as though it were Firm ground, using Computer Use as the primary skill for tracking instead of Survival.
Extended Jurisdiction: At 4th level, Sector Rangers gain the ability to make full use of their jurisdiction. The Sector Ranger is granted special privileges within the sector government and law enforcement agencies to facilitate completing his missions. This allows the Sector Ranger to add his Intimidate skill rank to Diplomacy checks when dealing with agents, bureaucrats or other government personnel within his assigned sector.
Deputize: At 5th level, the Sector Ranger may deputize others to aid him in pursuing a criminal. A Sector Ranger may deputize a number of people equal to his Reputation score in order to continue his mission. Having done so, they may make use of the Extended Jurisdiction ability for as long as they remain deputies.
Level |
Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special | Defense
Bonus | Reputation
Gain | 1st | +1 | +0 | +1 | +1 | Basic Training | +3 | +0 | 2nd | +2 | +1 | +1 | +2 | Bonus Feat | +4 |
+1 | 3rd | +3 | +2 | +2 | +2 | Space Tracking | +4 | +0 | 4th | +4 | +2 | +3 | +3 | Extended Jurisdiction | +4 | +1 | 5th | +5 | +3 | +3 | +4 | Deputize | +5 | +0 |
Suggested Equipment
Varies widely. Sector Rangers are as different as any two detectives can be, and no two appear exactly the same or carry the same items.
Sample Character
Fahen Jaus is one of the most famous Sector Rangers of the Elrood Sector. In fact, he has had several Holovids created based on tales of his exploits. Some are more accurate than others, but they all accurately reflect one thing about the man: his relentlessness. Fahen Jaus has never given up a hunt without either capturing or killing his intended target. While he prefers to apprehend the criminal, he is known to shed no tears over the death of an opponent. Fahen has never had time to build up rivalries with his opponents; the hunt is usually over within a few months, rarely longe than a year, and it always ends with his success. It is rumored that his zeal is the result of losing a loved one to a criminal who was being pursued by a Sector Ranger, though this remains unconfirmed.
Fahen Jaus: Male Human 5th level Scout / 3rd level Noble / 5th level Sector Ranger; Init +5; Defense 23; Spd. 10m; VP/WP: 37/10; Atk +11/+6 or +7/+7/+2 ranged (3d8 or stun: 1d8/18, Blaster Pistol, Heavy), +10/+1 punch (1d3, unarmed); SQ Noble bonus class skill (Gather Information), Skill Mastery (Computer Use), Inspire Confidence +1, Call in a favor (x2), Trailblazing, Uncanny Dodge (Dex bonus to Defense), Space Tracking, Extended Jurisdiction, Deputize; SV Fort +7, Ref +9, Will +12; SZ M; FP 2; Rep. 5; Str 10, Dex 13, Con 11, Int 15, Wis 15, Cha 12.
Equipment: Blaster Pistol, Heavy, Comlink, Datapad, Field Kit, Security kit, Tool kit.
Skills: Astrogate +9, Computer Use +12, Disable Device +9, Gather Information +11, Hide +7, Intimidate +9, Knowledge (Elrood Sector) +11, Listen +8, Move Silently +8, Pilot +11, Repair +7, Search +12, Speak Basic, Speak Ryl, Speak Sullustese, Spot +9, Survival +7, Swim +3, Treat Injury +5, Tumble +6.
Feats: Basic Training (Sector Ranger), Improved Initiative, Far Shot, Quick Draw, Point Blank Shot, Precise Shot, Spacer, Starship Operation (starfighter), Track, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles).
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Senate Guard
The Senate Guard is culled from the best of the best in Galactic Law Enforcement. Each year, the Galactic Republic finds the exceptional members of different law enforcement offices throughout its jurisdiction and recruits them to serve as the personal bodyguards for the Senate and other government officials. The Senate Guard is mostly ceremonial, as rarely do the Senators find themselves in danger. However, when called upon to defend their charges, however rarely, the Senate Guards display amazing prowess in combat. The Senate Guards are renowned for their nearly flawless records in defense of the Senate, and only on the rarest of occasions has a Senator or the Supreme Chancellor been injured while the Guard is on duty.
The Senate Guard trains in hand-to-hand combat, but their primary weapon is a large, bulky-looking blaster rifle. Though it does function as a ranged weapon, the rifle is specially built to allow it to function as a melee weapon in combat; Senate Guards train in versatility and using whatever they have on hand in defense of their charges. They learn to use disadvantages to their advantage, and turn the tables on any threats to the person they are protecting. The Senate Guards are stoic and disciplined, intended to blend in to the background when not actively in the service of the Senate. They eventually were molded into the Imperial Royal Guard by Supreme Chancellor, and later Emperor Palpatine, but during the height of the Republic they were seen as a beacon of defense representing the Republic's loyalty to its members.
Feats
Basic Training (Senate Guard)
You have undergone basic training procedure as designated by the Senate Guard. You know how to react quickly to any situation and protect your charge from harm.
Benefit: This feat grants a +1 bonus to Reflex saves and +2 to Initiative rolls.
Click Here for Senate Guard Prestige Class
Suggested Equipment:
Ceremonial Armor, blaster rifle (1d6 damage melee), all temperature cloak, comlink
Sample Character
Kryn Daisen is a very focused man whose life revolves around two things: protecting members of the Galactic Senate, and his daughter. After his wife died, he brought his daughter to Coruscant so she could live in the center of civilization, and so that he could take a dangerous but rewading job as a member of the Senate Guard. Kryn makes sure his daughter sees as many of the different cultures as she can, and has even introduced her to a young Jedi Knight named Anoon Bondara. He loves his daughter dearly, but knows that his job could leave her without a father. He hopes that she will learn to take care of herself, and makes sure she has appropriate role models in the Jedi Order to fashion herself after.
Kryn Daisen: Male Human 9th level Soldier / 4th level Senate Guard; Init +4; Defense 19; Spd. 6m; VP/WP: 99/16; Atk +15/+10/+5 or +11/+11/+6/+1 ranged (3d8, Blaster Rifle), +12/+7/+2 melee (1d6, blaster rifle); SQ In the Line of Fire, Disarm, Impenetrable Guard; SV Fort +13, Ref +12, Will +6; SZ M; FP 3; Rep. 4; Str 11, Dex 14, Con 16, Int 13, Wis 13, Cha 10.
Equipment: Ceremonial armor, Blaster Rifle, All-Temperature cloak.
Skills: Climb +2, Computer Use +4, Demolitions +5, Disable Device +8, Gather Information +3, Hide +3, Intimidate +6, Knowledge(Coruscant) +5, Listen +6, Move Silently +4, Search +7, Speak Basic, Speak Cerean, Spot +8, Treat Injury +5.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Basic Training (Senate Guard), Cautious, Expertise, Far Shot, Great Fortitude, Heroic Surge, Light
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