Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organization, or sheer intimidation. The life of a Crime Lord isn't for the timid. After conquering an unseen empire, the Crime Lord wages a daily struggle not only to stay on top, but also to stay alive.
Of course, not every Crime Lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerrilla wars against tyrants and despots. Indeed, some of the lesser-known heroes of the Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to provide a more noble direction for their groups' activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire's evil was a more important long-term goal.
Problematically, Crime Lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as they do from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.
Examples of Crime Lords in Star Wars Edit
Jabba the Hutt, Prince Xizor, Talon Karrde, Ploovo Two-for-One, Davik Kang, G0-T0.
To qualify to become a Crime Lord, a character must fulfill the following criteria:
- Minimum Level: 7th
- Trained Skills: Deception, Persuasion
- Talents: At least one Talent from either the Fortune Talent Tree, Lineage Talent Tree, or Misfortune Talent Tree.
Game Rule Information Edit
The following are the features of the Crime Lord Prestige Class:
|LEVEL||BASE ATTACK BONUS||CLASS FEATURES|
|1st||+0||Defense Bonuses, Talent|
|2nd||+1||Command Cover +1, Talent|
|4th||+3||Command Cover +2, Talent|
|6th||+4||Command Cover +3, Talent|
|8th||+6||Command Cover +4, Talent|
|10th||+7||Command Cover +5, Talent|
Hit Points Edit
At each level, Crime Lords gain 1d8 hit points + their Constitution modifier.
Force Points Edit
Defense Bonuses Edit
At 1st level and each level thereafter, the Crime Lord selects a Talent. The Crime Lord must meet the prerequisites (If any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated. A Crime Lord can select a Talent from one of the Talent Trees (Crime Lord).
Command Cover Edit
Starting at 2nd level, a Crime Lord can use their allies to shield them from harm. You can gain a +1 Cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your Class Level (Maximum +5 at 10th level).