Crime Lord Class

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 guerilla 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 finally 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 he does 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.

Requirements
To qualify to become a crime lord, a character must fulfill the following criteria.
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Sense Motive 6 ranks
Feat: Infamy
Reputation Bonus: +2

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

Class Skills
The crime lord’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), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Language
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen. Examples include Craft (Droids), Knowledge (Jedi Lore), and Profession (Droid Programmer).
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are features of the crime lord prestige class.

Starting Feat
The crime lord gains the following feat.
Weapon Group Proficiency (Blaster Pistol)

Contact
The crime lord has operatives and associate throughout her sphere of influence. Each time a crime lord gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain.

A contact won’t accompany the crime lord on missions or risk his or her life, but the contact will provide information or expert skills. The more powerful the contact, the less time he or she has to offer the crime lord. Whatever the case, the crime lord should not be allowed to call on the same contact more than once per adventure. For more information on contacts, see Favors and Contacts.

Resource Access
Beginning at 2nd level, the crime lord has access to a wide array of resources. Once per day, the crime lord can make a Charisma check to use those resources.

The value of the resources gained equals the crime lord’s class level x the result of the Charisma check x 50. Thus, a 4th-level crime lord who rolled a 17 would gains 3,400 (4 x 17 x 50) credits’ worth of resources. These resources can take virtually any form the crime lord chooses (within reason) and are his to do with as he pleases. The resources gained arrive in the crime lord’s possession 1d6 hours after he makes the check. Note that these resources must be reasonably (though not necessarily commonly) available when and where he chooses to make the check. For instance, a crime lord slogging through the swamps of Dagobah probably won’t have access to many resources. The crime lord’s resource access can be combined with the noble’s resource access (but separate checks are required).

Inspire Fear
Beginning at 3rd level, the crime lord’s infamy and reputation reach such a point that anyone of the same level or lower has trouble taking direct actions against the crime lord. This results in a penalty to any actions made to directly affect the crime lord, including attacks, skill checks in opposition to the crime lord, and Force-based skill uses. This penalty is -2 at 3rd level, -4 at 6th level, and -6 at 9th level.

Minions
Beginning at 5th level, a crime lord can add his crime lord level to any Reputation checks made to attract followers (see Followers)

Exceptional Minions
Beginning at 8th level, the maximum total levels of the crime lord’s minions is twice his Reputation bonus.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +2 Contact +1 +1
2 +1 +0 +2 +3 Resource Access +2 +2
3 +1 +1 +2 +3 Inspire Fear -2 +2 +2
4 +2 +1 +2 +4 Contact +2 +3
5 +2 +1 +3 +4 Minions +3 +4
6 +3 +2 +3 +5 Inspire Fear -4 +3 +4
7 +3 +2 +4 +5 Contact +4 +5
8 +4 +2 +4 +6 Exceptional Minions +4 +6
9 +4 +3 +4 +6 Inspire Fear -6 +4 +6
10 +5 +3 +5 +7 Contact +5 +7
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