Corporate Viceprex Class

A Viceprex oversees an entire division of the Corporate Sector Authority, making the day-to-day decisions and ensuring that operations run smoothly. The Viceprexes have the authority to make things happen, without the responsibility of setting policy. This gives them a great deal of independence and latitude to do as they see fit in order to further the Corporate Sector’s profits. A Viceprex can reorganize his division, allocate budgetary resources to new programs, and even hire troubleshooters and bounty hunters to clean up small problems.

Even a Viceprex who experiences occasional lapses of judgment can be forgiven, provided his division maintains profitability.

To qualify to become a Corporate Viceprex, a character must fulfill the following criteria.
Skills: Appraise 8 ranks, Diplomacy 6 ranks, Knowledge (Business) 8 ranks
Feats: Corporate Credit Line, Premier Credit Line
Reputation: +3
Corporate Sector Sympathy: +4
Special: Only characters who have joined the Corporate Sector can become Corporate Viceprexes

Game Rule Information
Vitality: Corporate Viceprexes gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Corporate Viceprex’s class skills (and the key ability for each skill) are as follows.
Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Forgery (Int), Gamble (Wis), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Language, Spot (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are class features of the Corporate Viceprex prestige class.

Starting Feats
The Corporate Viceprex gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Resource Access
The Corporate Viceprex has access to a wide array of resources. Once per day, the Corporate Viceprex can make a Charisma check to use those resources. The value of resources gained equals the Corporate Viceprex’s class level x the result of the Charisma check x 50.

Thus, a 4th-level Corporate Viceprex who gets a result of 13 on his Charisma check would gain 2,600 credits’ worth of resources. These resources can take virtually any form the Corporate Viceprex desires (within reason) and are his to do with as he pleases. The resources gained arrive in his possession 1d6 hours after he makes the check. Note that these resources must be reasonably (though not necessarily commonly) available when and where the Corporate Viceprex chooses to make the check.

This class feature can only be used within the bounds of the Corporate Sector.

Personal Transport
At 2nd level, the Corporate Viceprex is provided with a starship for his personal use. This ship is always a space transport, and is most commonly the Corporate Sector equivalent of a stock Guardian-class light cruiser (though the GM can assign the character any space transport, at her discretion).

The ship belongs to the Corporate Viceprex and is his to do with as he pleases. If it is ever destroyed, lost, sold, or otherwise disposed of, the Corporate Viceprex can attempt to replace it. Doing so requires a Diplomacy check (DC 20; if failed it may be retried in 1 week), costs 1 point of Corporate Sector Authority Sympathy, and takes 2d8 days.

Her powerful financial clout allows a Corporate Viceprex to ask and usually receive favors from those she knows. By making a Favor check, the Corporate Viceprex can call upon contacts to gain important information without going through the time and trouble of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the Corporate Viceprex makes a Favor check. Roll a d20 and add the Corporate Viceprex’s Favor bonus (+1 at 2nd level, +2 at 5th level). The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The Corporate Viceprex can’t take 10 or take 20 on this check, nor can she retry the check for the same (or virtually the same) favor. The Corporate Viceprex can try to call in a favor a number of times in a week of game time that’s equal to half her Corporate Viceprex levels, rounded down (minimum one).

If the Corporate Viceprex has levels in noble, she may add her Favor bonus from that class when making a favor check. In addition, she may add her noble class levels to her Corporate Viceprex class levels when determining the number of times per week she can use this ability. The GM should carefully monitor the use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The GM can disallow any favor deemed disruptive to the game. See the Favors and Contacts for more information.

Beginning at 4th level, a Corporate Viceprex can add his Corporate Viceprex class level to any Reputation checks made to attract followers. (See Followers)

Signing Authority
The Corporate Viceprex has moved so far up in the Corporate Sector Authority bureaucracy that he has much more access to the CSA’s funds than the average Corporate officer. Once per adventure, the Corporate Viceprex may expend 1 point of Corporate Sympathy to achieve one of the following effects:

• The Viceprex may multiply a resource access roll by 100, rather than 50.
• The Viceprex may upgrade his personal transport to the Corporate Sector equivalent of a Corellian corvette for the duration of the adventure.
• The Viceprex may double his total Favor bonus for one favor check.
• The Viceprex may hire additional help, raising the maximum total levels of his minions to twice his Reputation bonus. The additional help remains in the Viceprex’s service until the adventure ends or until they are killed, whichever comes first.

A Corporate Viceprex who abandons the Corporate Sector Authority (for example, by joining another faction), or whose Corporate Sympathy drops below the required minimum, loses all special abilities derived from this prestige class. In the latter case, the Corporate Viceprex can regain his former power by building up his Corporate Sympathy again.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +1 +1 Starting Feats, Resource Access +1 +1
2 +1 +2 +2 +2 Personal Transport +2 +2
3 +2 +2 +2 +2 Favor +1 +2 +2
4 +3 +2 +2 +2 Minions +2 +3
5 +3 +3 +3 +3 Favor +2, Signing Authority +3 +4
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