Dark Side Marauder Class

Warriors who discover in themselves an ability to wield the Force can become Dark Side Marauders. Like Jedi Guardians, Dark Side Marauders combine physical prowess with training in the Force. Unlike Jedi, they bend it to their own violent purposes. Without the mental disciplines and strict code of conduct the Jedi Order provides, these warriors become brutal, living weapons, delighting in inflicting pain and taking lives. The Dark Side Marauder becomes an extension of the dark side of the Force in the same way as his weapons are an extension of his body. He lives in a world where his destiny is entirely dependant on his mastery of his weapons and his strength in the Force. The dark side makes his survival far more likely.

Dark Side Marauders are the ultimate mercenaries. Adventure, pillage, slaughter, and violence define them. They often live for the joy of battle, the test of arms and the tempering that only bloody conflict can provide – but they are hardly above taking pleasure in the spoils of victory. While the adrenaline rush of combat is a heady drug to them, the thrill of the dark side flowing through their veins is far more intoxicating. To feel that thrill again and again, the Dark Side Marauder seeks out any activity that lets him wield the Force against an opponent. Many marauders can be found acting as bodyguards, gladiators, mob enforcers, mercenaries, street thugs, professional soldiers, or simply adventures.

Dark Side Marauders combine the best aspects of the Soldier and Jedi Guardian, mixing a well-rounded complement of fighting tools with the ability to wield the Force. The weapons they choose are many and varied. Without a regular tradition, their techniques are just as diverse. As Dark Side Marauders gain experience, they find that the dark side of the Force offers them far more in the way of destructive potential than any conventional weapon ever could.

When violence touches the life of someone strong in the Force, it can change his life forever, especially if he lacks a Jedi mentor to guide his development. If his life is violence — such as is the case with warriors — it is almost a foregone conclusion that he will succumb to the dark side. A Dark Side Marauder might have turned to the dark side to overcome the horrors of war or the brutality of crime. He might have been trained as a living weapon by a twisted taskmaster, or initiated into an exclusive company of Force-strong soldiers-of-fortune. Few have formal training in the Force, however, they learn by doing.

To qualify to become a Dark Side Marauder, a character must fulfill the following criteria.
Base Attack Bonus: +1
Skills: Intimidate 4 ranks
Feats: Force-Sensitive, Power Attack
Dark Side Points: 4

Game Rule Information
Vitality: Dark Side Marauders gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Dark Side Marauder’s class skills, and the key abilities for each skill, are as follows.
Balance (Dex), Climb (Str), Craft* (Int), Profession* (Wis), Survival (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are features of the Dark Side Marauder prestige class.

Starting Feats
The Dark Side Marauder gains the following feats:
Armor Proficiency (light)
Weapon Group Proficiency (blaster Pistol)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Vibro Weapons)

Force Training
The Dark Side Marauder gains a bonus Force feat at 1st, 3rd, and 5th level. This bonus Force feat is selected from the following list.

Alter, Control, Sense

Once one of these feats is selected, its associated Force skills become class skills foe the character.

Bonus Feats
At 2nd level and every two levels thereafter (4th, 6th, 8th, and 10th), the Dark Side Marauder gets a bonus feat. The bonus feat must be drawn from the following list:
Advanced Martial Arts, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Force Shot, Great Cleave, Guided Attack, Hatred, Heroic Surge, Improved Critical, Improved Initiative, Improved Martial Arts, Improved Two-Weapon Fighting, Martial Arts, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +1 +2 +2 +0 Force Training +1 +0
2 +2 +3 +3 +0 Bonus Feat +2 +0
3 +3 +3 +3 +1 Force Training +2 +1
4 +4 +4 +4 +1 Bonus Feat +2 +1
5 +5 +4 +4 +1 Force Training +3 +2
6 +6 +5 +5 +2 Bonus Feat +3 +2
7 +7 +5 +5 +2 +4 +3
8 +8 +6 +6 +2 Bonus Feat +4 +3
9 +9 +6 +6 +3 +4 +4
10 +10 +7 +7 +3 Bonus Feat +5 +4
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