Classes

=Introduction= Galaxy At War includes a total of eight classes:


 * The Leader combines diplomatic skill with the ability to guide allies on the battlefield to victory.


 * The Mercenary is a gun-for-hire who combines combat prowess with a wide skill set to survive in the universe.


 * The Rogue is a sneaky scoundrel with an un-paralleled skill set that allows him to get along in the galaxy in almost any situation.


 * The Soldier is the professional warrior, deadly with a blaster.


 * The Spacer is a master pilot and better at fixing and upgrading ships than anyone.


 * The Jedi are the great students of the Force. They are divided into three sub-groups: Consulars (powerful Force-manipulation), Guardians (powerful lightsaber combat), and Knights (who blend aspects of the Consular and Guardian together).

=Leveling Chart= http://img297.imageshack.us/img297/3630/levelchartpf8.gif

Double Ability Point Bonus
At 4th level, and every fourth level thereafter (8th, 12th, etc.), each character gains two ability points. These points each have to go on different ability scores (you can't add +2 to Dexterity, for instance).

=Starting Funds= http://img167.imageshack.us/img167/8053/cashmoneyhoesak4.gif

Note: All characters who begin play as a 1st-level Jedi begin with a blue lightsaber. Later, they can make their own.

=Classes=

Leader
http://img525.imageshack.us/img525/7434/paradeci4ew1.jpg The leader is a nobleman, a diplomat, and a hero, though not necessarily in that order. Called to a higher cause in the galaxy, the leader might represent her kinsmen in the Galactic Senate, champion their cause on the field of battle, or command governance back on their homeworld. Often, it is some combination of the three. The leader is as likely to be royalty as a military commander.

Leaders are the most skilled of any class in the art of diplomacy and negotiation, and possess such charisma and reputation that they inspire their allies to greater heroics than they could muster without.

Hit Dice: d6.

Skill Points Per Level: 8 + Int.

Skills: Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Perform, Pilot, Profession, Sense Motive, Speak Language.

Proficiencies: Leaders are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img525.imageshack.us/img525/9592/leaderboardzd5.gif

Custom Ship: At 1st level, the leader’s prestige and political connections allow him to buy or commission the creation of his own ship—a personal transport.

Heroism: At 2nd level, the leader becomes hardened from his experiences with extraordinary and dangerous circumstances, and is able to constantly maintain his cool in battle. The leader applies his Wisdom bonus (if positive) as a morale bonus to his saving throws.

Inspiration: As a standard action, the leader can inspire his comrades with a greater bravery and sense of purpose. Everyone within hearing range of the leader, as well as the leader himself, gains the listed morale bonus to attack rolls, damage rolls, and Will saves. This effect lasts for as long as the leader continues speaking (as a move action each round), and for five rounds after that.

Leadership: The leader gains the listed competence bonus to all of his Cha-based class skills.

War Heroism: At 8th level, the leader’s orating skills increase and his legend grows, increasing the power of his Inspiration ability. When the Leader uses Inspiration, he can choose to also temporarily increase the Strength, Dexterity, Constitution, or Wisdom of all those affected by 2 for the duration. The leader must choose which ability score to increase when he uses the ability, but can change the score increased as a move action.

Greater War Heroism: The leader’s skills at oration, and his legendary reputation further increase his inspirational abilities. Three times per day, the leader can use an effect equivalent to the Haste spell as a standard action. The caster level of this effect is equal to the character’s levels in Leader.

Mercenary
http://img509.imageshack.us/img509/6709/20060316bg1yr2.jpg A servant to almost anyone but loyal only to himself, the mercenary is an intergalactic bounty hunter, assassin, and all-around cutthroat that’s in it not for the fame, but the fortune. Entirely self-sufficient, the mercenary survives off his wits, skills, and combat prowess, having no one else to depend on but himself. He gladly serves whoever has the deepest pockets, often unconstrained by matters of legality or morality.

The mercenary has a wide range of potential skills and combat options, and is suited for a wide variety of dangerous adventures.

Hit Dice: d8.

Skill Points Per Level: 8 + Int.

Skills: Craft, Handle Animal, Heal, Hide, Intimidate, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Streetwise), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Listen, Move Silently, Pilot, Profession, Search, Speak Language, Spot, Survival, Swim, Use Rope.

Proficiencies: Mercenaries are proficient with all non-exotic weapons, except for lightsabers.

http://img413.imageshack.us/img413/191/mercenaryboardwt4.gif

Skill Focus: At 1st level, then at 5th level and every five levels thereafter, the mercenary gets the Skill Focus feat for free in one of his class skills.

Combat Style: At 2nd level, a mercenary must select one of two combat styles to pursue: Sniping, or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the mercenary selects sniping, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the mercenary selects two-weapon fighting, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Custom Ship: At 4th level, the mercenary’s accumulated monetary gains, prestige, and connections allow him to buy or commission the creation of his own ship—a heavy fighter or interceptor.

Gunslinger: The mercenary relies on his quickness to survive in deadly situations. Once per day as a free action, starting at 5th level, the mercenary can enter an enhanced state during combat, spurred on by a combination of adrenaline and experience in battle. During this state, which lasts for three rounds, he gains a +2 circumstance bonus to ranged attack rolls.

At 10th level, the circumstance bonus increases to +3, and at 20th level, +4.

Bonus Feat: The mercenary selects a bonus feat.

Improved Combat Style: At 6th level, a mercenary’s aptitude in his chosen combat style improves. If he selected sniping at 2nd level, he is treated as having the Far Shot feat, even if he does not have the normal prerequisites for that feat.

If he took the two-weapon fighting style, he is treated as having the Improved Two-Weapon Fighting feat.

Evasion: At 10th level, whenever the mercenary successfully makes a Reflex save, he suffers no damage, even if he would ordinarily take half damage.

Combat Style Mastery: At 12th level, a mercenary’s aptitude in his chosen combat style improves again. If he selected sniping at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If he took the two-weapon fighting style, he is treated as having the Greater Two-Weapon Fighting feat.

Rogue
http://img210.imageshack.us/img210/2008/hansoloprofileog9.jpg Scoundrels, thieves, information brokers, con-men, smugglers, and adventurers: These are the rogues. Gifted with unparalleled mechanical expertise and a quick shot, rogues are in it for the fame, the credits, and—when the money’s right—the excitement. The rogue is clever, opportunistic, and is an expert at skills that are difficult to come by.

Hit Dice: d6.

Skill Points Per Level: 10 + Int.

Skills: Appraise, Balance, Bluff, Climb, Computer Use, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Streetwise), Knowledge (Technology), Knowledge (World Lore), Listen, Move Silently, Perform, Pilot, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, Use Rope.

Proficiencies: Rogues are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img529.imageshack.us/img529/8710/rogueboardfh8.gif

Custom Ship: At 6th level, the rogue’s accumulated monetary gains and connections allow him to buy or commission the creation of his own ship—a heavy fighter, interceptor, or transport.

Bonus Feat: The rogue selects a bonus feat.

Technician: The rogue gains the listed competence bonus to all of his Int-based class skills.

Soldier
http://img404.imageshack.us/img404/8529/aurek7fbrh1.jpg The consummate warrior, the soldier feels right at home when left with little more than a good blaster and plenty of ammunition. Whether beholden to a greater authority or just a deadly gunslinger, the soldier is tough and capable of blasting his way out of almost any trouble.

More competent in a tough fight than any other hero, the soldier is a force of nature on the battlefield and behind the controls of a starfighter.

Hit Dice: d10.

Skill Points Per Level: 4 + Int.

Skills: Balance, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Aliens), Knowledge (Medicine), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Pilot, Profession, Speak Language, Swim, Use Rope.

Proficiencies: Soldiers are proficient with all non-exotic weapons, except for lightsabers.

http://img246.imageshack.us/img246/1979/soldierboardgu5.gif

Bonus Feat: The soldier selects a bonus feat.

Spacer
http://img404.imageshack.us/img404/6601/xwrs1fcot3.jpg At home in the stars, the spacer is an explorer at heart, traveling the galaxy in search of adventure. When the going gets rough, he is also an unparalleled fighter pilot, using his natural talents to become the feared enemy of any lesser combatant in an engagement.

The spacer wins many of his battles, however, before he even starts them. Between adventures, the spacer buries himself in the guts of his favorite ship, making powerful modifications that will give his boat the technological advantage in a fight—the likes of which lesser technicians don’t even understand. These skills also extend to when the spacer needs to pilot a speeder, ground vehicle, or the rare riding animal. If you want to win a fight, the spacer is the man you put at the helm.

Hit Dice: d8.

Skill Points Per Level: 8 + Int.

Skills: Appraise, Computer Use, Craft, Knowledge (Aliens), Knowledge (Tactics), Knowledge (Technology), Knowledge (World Lore), Pilot, Profession, Speak Language, Survival.

Proficiencies: Spacers are proficient with small blasters, blasters, blaster rifles, explosives, and vibro-daggers.

http://img329.imageshack.us/img329/2851/spacerboard2ob3.gif

Bonus Feat: A spacer receives a bonus feat at 1st, 4th, 8th, 12th, 16th, and 20th level.

Custom Ship: At 1st level, a spacer’s accumulated technical knowledge, ability, and connections allow him to purchase, or construct from spare parts, his own ship.

Spacer Skills: A spacer receives a +4 bonus to Knowledge (Aliens), Knowledge (World Lore), and Speak Language checks.

Craft Expertise: A 2nd level spacer receives a +2 bonus to Craft (Electronics), Craft (Engineering), and Craft (Ships) checks. This increases to +4 at 8th level and by +2 every six levels thereafter.

Craftsman: A 5th level spacer is an expert at building, modifying, and repairing ships, knows where to find the cheapest and best materials and supplies, and knows how to get the most out of the materials, supplies, and ships that he uses. When using the Craft skills for Engineering, Electronics, and Ships to modify and repair ships, he subtracts 10% from the total listed cost. At 15th level, this discount increases to 20%.

Master Pilot: A 5th level spacer receives a +1 bonus to all Pilot checks. This increases to +2 at 10th level and by +1 every five levels thereafter.

The Jedi
There is no ignorance; there is knowledge.

There is no fear; there is certainty.

There is no anger; there is serenity.

There is no death; there is the Force.

The Jedi, the greatest practitioners of the Force in the galaxy, are a noble and ancient sect dedicated to the continuation of peace and order in the universe. Wise and contemplative, they act as diplomats to the Galactic Republic in times of peace, and as its champions of right in times of war.

While they are gifted in combat (especially with their signature weapon, the deadly lightsaber), they prefer peaceful solutions to any violence, if at all possible. The Jedi are skilled in battle, but do not consider themselves warriors so much as guardians and protectors of the peace.

Members of the Jedi order, who number in the many thousands, can be divided into three distinct groups, based on skill set—knights, consulars, and guardians.

Jedi consulars are the greatest students of the Living Force, and devote the most time of any Jedi to increasing their knowledge of its many wondrous intricacies. They have relatively little skill in physical combat, instead relying on the Force to do battle (and to aid them in lightsaber combat, if need be).

Jedi guardians are just as attuned to the Force as consulars, but focus their training to become devotees of lightsaber combat. In comparison to other Jedi, they have relatively little ability to freely manipulate the Force. When war erupts, the guardians lead the charge against the enemies of democracy, justice, and the Light Side.

Jedi knights combine the expertise of both consulars and guardians to establish a more balanced set of skills and powers. Skilled in both lightsaber combat and the nuances of the Force, most Jedi could probably be considered knights.

Jedi are the guardians of peace in the galaxy.

Jedi use their powers to defend and protect, never to attack others.

Jedi respect all life, in any form.

Jedi serve others rather than ruling over them, for the good of the galaxy.

Jedi seek to improve themselves through knowledge and training.

The Jedi Code
One’s knowledge of the Force is never complete. A Jedi should spend an hour each day meditating, which allows him to both touch the Living Force and reflect on both events and his actions. Only greater wisdom and strength in the Force can come of this.
 * Training and Meditation

Each Jedi, from the lowliest apprentice to the greatest master, is every other Jedi’s brother or sister. There must not be serious conflict between any two Jedi, secret or open; to wish ill on your brethren is not the way of the Force.
 * Loyalty

The apprentice must always respect and obey the wishes of the master. And the master must always respect and obey the wishes of the council.

A Jedi must be honest with himself and act only out of compassion for others and an interest in what is right. He need only give what counsel is asked of him, but whatever advice he gives must be for the good, and not merely for his own benefit. The Jedi may keep secrets and even lie, but again, only in the defense of what is right. He must never keep secrets or tell lies for his own personal gain, for the Jedi himself gains nothing from such things.
 * Integrity

Though the Jedi are agents of good, they are not the moral center of the universe. Jedi never sit in judgment—they act towards the protection of others, not to attack and punish others simply for their nature. Jedi work to preserve a galaxy where there is justice, but not to define what that justice is, or make it themselves.
 * Morality

The Jedi teach that all creatures in the galaxy are precious in some way. To harm any sentient being without due cause is wrong. They should never kill, unless their enemy wishes to kill them.
 * Violence

To a Jedi, a violent solution should always be the last option. If there is truly any other way to end a conflict, it must be explored. However, once a Jedi brings his lightsaber to bear, he must be prepared to take a life with it. If he is not so prepared, then he mustn’t.

The Force is not a toy, or even merely a tool. It is a gateway to knowledge and wisdom. Even so, a Jedi is not better than other creatures simply because he uses the Force, nor is he even necessarily the more wise or powerful.
 * Using the Force

Using the Force for violence instead of a lightsaber is no excuse, nor is it necessarily a better solution to a problem simply because it would be quicker. To manipulate another with the Force against their will is the same as harming them, and such methods must be a Jedi’s last line of defense.

A Jedi must never use the Force out of anger, fear, hatred, vengeance, or other negative and destructive emotions. Acting on these emotions leads only to evil.

A Jedi must remain calm and at peace when using the Force—he must focus himself through it.

A Jedi must know not only the Force, but both himself and the galaxy. Whenever the Jedi becomes more knowledgeable or skilled in any subject, he becomes a better Jedi. A Jedi who listens only to the Force is no Jedi at all.
 * Knowledge

Jedi Consular
http://img213.imageshack.us/img213/1843/yodarw8me4.jpg Hit Dice: d6.

Skill Points Per Level: 4 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img337.imageshack.us/img337/6716/jedimasterxz7.gif

Craft Lightsaber: At 8th level, the Jedi Consular learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi Consular begins play knowing three Force powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Maximum Power Level Known: A Jedi begins play with the ability to learn 1st-level powers. As he attains higher levels, a Jedi may gain the ability to master more complex powers.

To learn or manifest a power, a Jedi must have an Wisdom score of at least 10 + the power’s level.

Bonus Feat: The Jedi Consular gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Jedi Guardian
http://img297.imageshack.us/img297/9519/swirlingvzzzdu6.jpg Hit Dice: d10.

Skill Points Per Level: 6 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img120.imageshack.us/img120/1210/jediwarriorzk8.gif

Guardian Skills: At 1st level, the Jedi Guardian receives a +4 competence bonus to Balance, Jump, and Tumble checks.

Craft Lightsaber: At 4th level, the Jedi Guardian learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Movement: At 5th and 15th level, the Jedi Guardian gains a +10 bonus to his base movement speed.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Lightsaber Damage: At 10th and 20th level, the Jedi Guardian rolls extra damage dice when attacking with a lightsaber. At 10th, he rolls an extra d8, and at 20th, he adds a second d8, for a total of 5d8.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi Guardian begins play knowing one Force Power of your choice. As he advances in level, he unlocks the knowledge of new Force powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Saber Activation (Su): As a move action, a Jedi Guardian can activate his lightsaber using only the Force.

Bonus Feat: The Jedi Guardian gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Jedi Knight
Hit Dice: d8.

Skill Points Per Level: 4 + Int.

Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Force Mastery, Gather Information, Handle Animal, Heal, Jump, Knowledge (Aliens), Knowledge (History), Knowledge (Jedi Lore), Knowledge (Medicine), Knowledge (Politics), Knowledge (Tactics), Knowledge (World Lore), Listen, Pilot, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble.

Proficiencies: Jedi are proficient with lightsabers and explosives.

http://img148.imageshack.us/img148/8526/jediknightyh5.gif

Craft Lightsaber: At 6th level, the Jedi Knight learns how to craft his lightsaber. This process takes about two weeks on average, and requires crystals found on remote worlds across the galaxy.

Dark Side Defense: The Jedi gains the listed morale bonus to saving throws against hostile Force powers directed at him.

Force Powers: The Jedi are strong in the Force, and through vigorous training and an understanding of their own selves, they have learned to command its powers, manifesting abilities through the Force.

Power Points/Day: A Jedi’s ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Wisdom.

Powers Known: A Jedi begins play knowing one Force power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the Force power list. You can choose any powers from the general list, as well as the Light Side list. A Jedi can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Jedi can manifest powers in a day is limited only by his daily power points.

A Jedi simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Jedi powers is 10 + the power’s level + the Jedi’s Wisdom modifier.

Maximum Power Level Known: A Jedi begins play with the ability to learn 1st-level powers. As he attains higher levels, a Jedi may gain the ability to master more complex powers.

To learn or manifest a power, a Jedi must have an Wisdom score of at least 10 + the power’s level.

http://img509.imageshack.us/img509/6606/lukeinfernocw8.jpg

Bonus Feat: The Jedi Knight gains a bonus feat.

Class Reciprocity: Jedi Knight, Consular, and Guardian levels stack together to determine caster level and power points.

Ranking Within The Jedi Order
There are six levels of ranking in the Jedi Order.

Initiate
An initiate is a hopeful candidate for the Jedi Order, usually no older than 5-10 standard years. Either selected from birth for candidacy or descended from other Jedi, the initiate lives and receives minor training at the Jedi Temple, but has not yet been selected for tutelage by another Jedi.

Most initiates are eventually taken under the wing of a Jedi for further training, but a rare few are not, and go on to become low-level functionaries within the Jedi Temple.

In game terms, an Initiate is almost never any greater in power than a first-level Jedi character, and usually not even that skilled.

Apprentice
http://img404.imageshack.us/img404/4295/thetiesthatbindcover2tj8.jpg An apprentice is a trainee under the direct tutelage of another Jedi, who accepts that apprentice as his responsibility. Not yet a Jedi, the apprentice is expected to learn the ways of the Force, the Jedi Order, and the galaxy at large from their master.

The apprentice's training is complete only when his master deems it so, and when the apprentice has completed, to the Jedi Council's satisfaction, the four Jedi Trials. These are the Trials of Skill, Flesh, Courage, and Spirit.

The Trial of Skill tests the potential Jedi's combat prowess, especially, but not limited to, their abilities with a lightsaber.

The Trial of Flesh tests the potential Jedi's ability to handle great loss and to overcome their negative emotions.

The Trial of Courage demands that the potential Jedi fight with great courage, defeat a superior enemy, or complete a mission with a low chance of success, or even survival.

For the Trial of Spirit, the Jedi must look within, know, and master himself, no matter how difficult or painful that process may be.

Once all these are done, the apprentice is taken before the Jedi Council, where he recites the ancient Oath of the Jedi Order, and is pronounced a true Jedi Knight.

In game terms, an apprentice is rarely above 5th level, though some remain under guidance for some time further before they are officially knighted. Some, meanwhile, achieve the rank of Jedi before 5th level.

Jedi
A Jedi is the standard organizational ranking for any character that has passed the trials and been declared a Jedi Knight. All Jedi consider one another brother and sister, respectively.

Most Jedi eventually search for an initiate to take on as an apprentice, in order to pass on their knowledge, wisdom, and teachings to a new generation of knights.

Jedi Master
A Jedi Master is a rank bestowed upon the Jedi Council to any Jedi that has successfully trained one apprentice into knighthood. Only experienced Jedi are typically allowed the responsibility of an apprentice, and among these, only the very experienced are likely to see an apprentice's training to completion.

Alternatively, the rank of Master can be bestowed upon any Jedi who demonstrates sufficient knowledge, wisdom, and ability with the Force, but their skills, powers, and experience must be great indeed for the Council to allow this path to the rank of Master.

In addition to some measure of fame throughout the order, and likely certain parts of the galaxy, the rank of Master carries with it the opportunity to be named to the Jedi Council.

In game terms, a Jedi Master is a character that has likely achieved both the training of an apprentice and the 11th level. Jedi who have not trained an apprentice must typically be of much greater experience and power than even other Masters, but such a Master is very rare.

Council Member
http://img150.imageshack.us/img150/3889/councilrotseg8.jpg The wisest and most knowledgeable of the Jedi Masters might go on to serve in the Jedi Council, the twelve-seat governing body of the Jedi Order. Membership on the Council is a position of supreme importance, as the Council deals with all aspects of the Order's activities. Even so, it is not always the most powerful of the Jedi Masters that are appointed, but rather those judged best suited by the sitting members. Not all Jedi are even interested in being on the council.

The first nine seats are reserved for council members who have accepted a lifetime commitment to the council's service, and these are usually the most accomplished, respected, and eldest members of the Order. Three additional seats are rotational, reserved for members who are appointed for an allotted time period, usually at least five years. Many of the Jedi Masters who are awarded a rotational seat have the opportunity to take a permanent position later.

The number of permanent and rotating seats may change as conditions change within the Order.

In game terms, a Council Member is a Jedi Master of at least the 16th level.

Grand Master
The Grand Master of the Jedi Order is the senior member of the Jedi Council, and is by most accounts the greatest Jedi alive. This is a position attained by seniority and respect, not power, however. The council must vote unanimously when selecting a new Grand Master.

If the council comes to a split decision during a vote, the Grand Master's decision breaks the stalemate. This should not also discount that the Grand Master usually wields great influence with the other members.

In game terms, the Grand Master is a Jedi Master of at least 18th level, and possibly higher.

The Sith
http://img525.imageshack.us/img525/8033/promovadercy5.jpg Peace is a lie, there is only passion.

Through passion, I gain strength.

Through strength, I gain power.

Through power, I gain victory.

Through victory, my chains are broken.

The Force shall free me.

The Sith, the greatest agents of the Dark Side in the galaxy, are an evil and ancient sect dedicated to the pursuit of power and the destruction of their enemies. Cunning and ambitious, they strive to dominate the galaxy and destroy their greatest enemies, the Jedi.

While they are crafty and shrewd, Sith favor violence over a peaceful solution that would allow their opponents to survive. The Sith consider themselves warriors, and believe that there is only true peace when they enjoy absolute victory and supremacy.

Members of the Sith carefully conceal their true numbers and keep their operations secret, lest they be discovered and thwarted. Like the Jedi, the sect’s members can be divided into three distinct groups, based on skill set—knights, masters, and warriors.

Sith masters are the greatest students of the Dark Side, and devote the most time of any Sith to mastering its destructive energies. They have relatively little skill in physical combat, instead relying on the Force to do battle (and to aid them in lightsaber combat, if need be).

Sith warriors are just as attuned to the Dark Side as the masters, but focus their training to become devotees of lightsaber combat. In comparison to other Sith, they have relatively little ability to freely manipulate the Force, but they are still deadly in combat. When war erupts, the warriors lead the charge against the Galactic Republic.

Sith knights combine the expertise of both masters and warriors to establish a more balanced set of skills and powers. Skilled in both lightsaber combat and the nuances of the Dark Side, most Sith could probably be considered knights.

Turning to the Dark Side
It is possible for Jedi to turn to the Dark Side and become Sith, and vice versa. This is typically a decision reached by the Game Master and player together. The Game Master can, however, rule that a Jedi character has lost his attunement to the Light Side of the Force, and either penalize him or declare that he is a Sith.

Violating The Jedi Code
If a Jedi character has violated the sacred laws of his order to a major degree, and/or without any repentance, he may lose some or all of his connection to the Force. These transgressions include:


 * Lying for purely selfish reasons and personal gain, rather than to protect others and preserve the greater good.


 * Attacking others without provocation. The Jedi should not harm, injure, or kill others who do not wish the same on him. This includes the use of mind-affecting powers against others. A Jedi should never harm a character just because he doesn’t like them, and should never draw a lightsaber if he is not prepared to kill his enemy.


 * Using the Force out of anger, fear, hatred, vengefulness, or other negative emotions. The Jedi must be calm when he goes into battle, and not let negative emotions guide his actions.


 * Using violence when more peaceful options that would achieve the same end seem available to the Jedi.


 * Embrace arrogance or assume he is better than another because of the Jedi’s attunement to the Force. The Jedi is not better or more righteous than another person because of his powers or beliefs.

Penalization

 * Characters who make minor transgressions might temporarily lose their ability to use Light Side Force powers, especially at pivotal moments that require all their concentration. They might also lose their Dark Side Defense class ability temporarily.


 * Characters who make major transgressions, but at least strive for some sort of redemption, might lose the ability to use Force powers of greater than 2nd level, and to augment those powers with additional power points.


 * Characters who join the Sith, or otherwise embrace the Dark Side, suffer no penalties, but become Sith.

Succumbing to the Dark Side
Any Jedi can at any time use the Dark Side. He need only act out of great anger, hatred, or fear—or worse yet, intentionally use the Dark Side to achieve a goal. A player may declare that he is using a Dark Side power, such as Lightning Bolt or Inflict Pain, and immediately manifest the power as if he always had it. In doing so, however, he permanently adds the power to his list of powers known, loses one power of the same level, and loses the ability to manifest Light Side powers.

The atonement for such an act of evil is far more difficult than the committing of it, and in almost all cases, the Jedi is well on the path to becoming a Sith, never to redeem himself.

The decision to join the Dark Side is rarely sudden, however, and a Jedi need not summon the Dark Side to his aid to join it. By simply embracing the tenets of the Sith, a Jedi can join them, severing his connection to the Light just as irrevocably.

Gameplay Differences Between the Sith and the Jedi
In terms of game mechanics, Sith masters, warriors, and knights are functionally identical to Jedi in most ways. There are, however, several important differences.


 * A Sith character uses Charisma instead of Wisdom to determine his manifesting abilities. If a Jedi character turns to the Dark Side, his player has the option of switching his Wisdom and Charisma scores, both to keep the character’s abilities balanced, and to reflect the character’s new self-centered attitude and emphasis on internal power.


 * A Sith cannot use Light Side Force powers, but gains access to the Dark Side Force powers list. If a Jedi character turns to the Dark Side, his player must immediately remove all Light Side powers that he might know, and replace them with another power (either from the shared list or the Dark Side list).


 * Instead of the Dark Side Defense class ability, the Sith gets Light Side Defense, which functions against Jedi instead of Dark Side wielders.


 * If a Jedi turns to the Dark Side, he must immediately replace any feats that require him to have levels in Jedi with other feats.


 * The Sith have Bluff and Intimidate as class skills, whereas Jedi do not.

Ranking Within The Sith Order
There are five levels of ranking in the Sith.

Minion
A Sith minion is considered only a mere servant of the Sith. They may or may not even have Force potential, and their ranks include many soldiers with no other connection to the Sith aside from absolute loyalty. Minions typically worship the true Sith as gods, whose greatness is to be aspired to in all that the minion does.

After Darth Bane's Rule of Two was instituted, the ranking of Minion was abolished.

Sith minions can be of almost any imaginable class or level, but minions with real Force potential achieve only very low level before being inducted to a higher rank within the order.

Acolyte
An Acolyte is a former Sith minion, deemed worthy enough to be trained in the Dark Side of the Force. They are not considered true Sith, but mere neophytes in their knowledge of the Dark Side and Sith teachings.

Before an acolyte can become a "true" Sith, he will be sorely tested and abused by his master(s), subjected to physical and emotional torment, and taught to use anger, fear, and hatred to the exclusion of all other emotions whenever possible--especially when channeling the Force. Only through these concepts, they are taught, can they truly become masters of the Force and the Dark Side.

It is not uncommon for true Sith to use acolytes that they have no intention of truly training as pawns for use in their continuing plots and power-plays, to the extent that they will allow the acolyte to be killed.

After Darth Bane's Rule of Two was instituted, the ranking of Acolyte was abolished as a formal position within the Sith.

In game terms, an acolyte is typically a Sith character of no greater than 5th level, though a rare few might be greater.

Sith Lord
http://img341.imageshack.us/img341/6706/apictureofdarthmaulgb5.jpg A Sith Lord is considered to be a true adherent to the cause of the Sith and the power of the Dark Side, having completed his training and been truly accepted as part of a sinister brotherhood.

A Sith Lord pledges himself absolutely to the pursuit of the Dark Side's power, as well as the servitude of the darths, who, for all his power, still rule him as though he were a slave.

Depending on the era in galactic history, there may be many Sith Lords in existence, or there might only be one, in which case the terms Sith Lord and Darth are effectively synonymous.

In game terms, a Sith Lord is typically a Sith character of 6th level or greater.

Darth
A Darth is a Sith Lord who is dedicated absolutely and unquestionably to the Dark Side of the Force, and moreover, has become a master of the power it grants.

The key step to achieving the title of Darth is to give up one's own name, taking the Darth title and a new name (such as Bane, Maul, Vader, Sidious, and the like). In this act, the Sith Lord gives up his life--his past, his future, and his soul--in order to pursue the true power of the Dark Side. Whoever a Darth once was, he is no longer that person, and the old name has no meaning to him any longer.

Taking the title of Darth is a step that few among even the Sith Lords have the fortitude to make. The Darth sacrifices everything in the service of pure evil. If a Sith Lord has proven himself a truly dedicated and promising thrall of darkness, he might simply be awarded the title by the Dark Lord of the Sith, at which point his soul is lost, regardless of his choice.

Within the order, it is plainly understood that the darths have dominion over all other Sith, save the Dark Lord himself.

In game terms, a Darth is a Sith character of 11th level or higher.

Dark Lord of the Sith
http://img213.imageshack.us/img213/8377/palpatine243154cl0.jpg The Dark Lord of the Sith is universally recognized within the Sith Order as being the most powerful of all their number, which therefore gives him the right of absolute rule. The Dark Lord's mastery of the Dark Side of the Force is unequaled, as is his evil and cunning. The Dark Lord is truly an irredeemable force of evil.

The title of Dark Lord of the Sith is granted by no other means than by destroying the current Dark Lord and taking his place. The sitting Dark Lord knows this well, and will gladly destroy any challenger, but lives with the knowledge that he will one day be replaced by a greater Darth, one with greater Force powers, or will simply be destroyed when he grows too old, or when he is caught by a rival's cunning at too great a disadvantage. This is the natural order of the Sith.

In game terms, the Dark Lord of the Sith is typically a Sith character of at least 16th level.