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+ | |[[Defense]] Bonuses, No Tools Required, [[Talent Trees (Improviser)|Talent]] |
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+ | |Contraband (3,000 credits), [[Talent Trees (Improviser)|Talent]] |
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+ | |Contraband (5,000 credits), [[Talent Trees (Improviser)|Talent]] |
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+ | |Contraband (7,000 credits), [[Talent Trees (Improviser)|Talent]] |
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+ | |Contraband (9,000 credits), [[Talent Trees (Improviser)|Talent]] |
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==== '''Contraband''' ==== |
==== '''Contraband''' ==== |
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− | At 2nd level, an Improviser gains access to illegal goods through their underworld connections. An Improviser can obtain any combination of items that have an availability of [[Rare]] or [[Illegal]], up to a total value of 2,000 credits x one-half their Class Level (Rounded down). The Improviser does not need to pay [[Black Market]] multipliers on these goods, only their base value. Obtaining any combination of these goods requires one hour of work in a civilized or |
+ | At 2nd level, an Improviser gains access to illegal goods through their underworld connections. An Improviser can obtain any combination of items that have an availability of [[Rare]] or [[Illegal]], up to a total value of 2,000 credits x one-half their Class Level (Rounded down). The Improviser does not need to pay [[Black Market]] multipliers on these goods, only their base value. Obtaining any combination of these goods requires one hour of work in a civilized or semi-civilized area. |
The Improviser can select those goods immediately, or over the course of their level. However, if the Improviser levels up without having reached their Contraband limit, any additional credits' worth of goods are lost, and the Improviser's budget for obtaining [[Rare]] and [[Illegal]] items resets with the new level. |
The Improviser can select those goods immediately, or over the course of their level. However, if the Improviser levels up without having reached their Contraband limit, any additional credits' worth of goods are lost, and the Improviser's budget for obtaining [[Rare]] and [[Illegal]] items resets with the new level. |
Revision as of 02:16, 10 April 2020
Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide
Survival should not be taken for granted in the war-torn galaxy, particularly on the fringes of civilization where resources can be scarce. One of the most important skills for fending off death is the ability to think quickly when the need arises. Improvisers can quickly grasp the needs of a situation, analyze what tools are at hand, remember relevant information, and combine all these factors into a hasty (Though not necessarily elegant) solution. Although Improvisors specialize in mechanical marvels, they also have a moderate aptitude in almost any skill or area of knowledge.
Prerequisites
To qualify to become an Improviser, a character must fulfill the following criteria:
- Minimum Level: 7th
- Trained Skills: Mechanics, Use Computer
- Feats: Skill Focus (Mechanics)
Game Rule Information
The following are the features of the Improviser Prestige Class:
LEVEL | BASE ATTACK BONUS | CLASS FEATURES |
---|---|---|
1st | +0 | Defense Bonuses, No Tools Required, Talent |
2nd | +1 | Contraband (2,000 credits) |
3rd | +2 | Contraband (3,000 credits), Talent |
4th | +3 | Contraband (4,000 credits) |
5th | +3 | Contraband (5,000 credits), Talent |
6th | +4 | Contraband (6,000 credits) |
7th | +5 | Contraband (7,000 credits), Talent |
8th | +6 | Contraband (8,000 credits) |
9th | +6 | Contraband (9,000 credits), Talent |
10th | +7 | Contraband (10,000 credits) |
Hit Points
At each level, Improvisers gain 1d8 Hit Points + their Constitution modifier.
Force Points
Improvisers gain a number of Force Points equal to 6 + one-half their Character Level, rounded down, each time they gain a new level in this Prestige Class.
Defense Bonuses
At 1st level, Improvisers gain a +2 Class bonus to their Reflex Defense, and a +4 Class bonus to their Will Defense.
Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), the Improviser selects a Talent. The Improviser must meet the prerequisites (If any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated. An Improviser can select a Talent from one of the Talent Trees (Improviser).
No Tools Required
The Improviser can use parts of machines and electronics as tools, eliminating the need for a Security Kit or a Tool Kit when attempting Mechanics or Use Computer checks that would normally require such a tool. The Improviser is always considered to be using a Tool Kit or Security Kit, even when he or she does not have one.
Contraband
At 2nd level, an Improviser gains access to illegal goods through their underworld connections. An Improviser can obtain any combination of items that have an availability of Rare or Illegal, up to a total value of 2,000 credits x one-half their Class Level (Rounded down). The Improviser does not need to pay Black Market multipliers on these goods, only their base value. Obtaining any combination of these goods requires one hour of work in a civilized or semi-civilized area.
The Improviser can select those goods immediately, or over the course of their level. However, if the Improviser levels up without having reached their Contraband limit, any additional credits' worth of goods are lost, and the Improviser's budget for obtaining Rare and Illegal items resets with the new level.