Senate Guard Class

The familiar blue armor of the Senate Guard has remained a trustworthy symbol of peace and security in and around Galactic City for thousands of years. Though eventually the red-clad Imperial Guard would replace them, the Senate Guard offered protection to leaders and acted as a second police force for Coruscant in the waning years of the Galactic Republic. The Guard uses military ranks; commanders typically head a small task force of 6 to 10 Guards. The leader of all Senate Guards is called the Captain of the Guard.

Some Senate Guards (such as Sagoro Autem) are distrustful of Jedi, preferring to deal in cold, hard facts and forensic evidence rather than what they (often mistakenly) view as reliance on mysticism and Force sorcery. A Senate Guard investigation is characteristically meticulous, thorough, and successful. Late in the Rise of the Empire era, however, the Guard is not immune to the corruption that has grown within the Senate itself — bribes, planted evidence, and conspiracy become all too common in the years preceding the Clone Wars.

To qualify to become a Senate Guard, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Gather Information 4 ranks, Intimidate 6 ranks, Knowledge (Coruscant) 4 ranks, Knowledge (Streetwise) 4 ranks, Sense Motive 4 ranks
Feats: Armor Proficiency (Light)*, Heroic Surge
Reputation: +1
* Senate Guards wear blast helmets and vests both in the field and under official robes.

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

Class Skills
The Senate Guard's class skills and the key ability for each skil) are as follows:
Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Disable Device (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Search (Int), Sense Motive (Wis), Spot (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 Additional Level: 6 + Int modifier.

Class Features
The following are features of the Senate Guard prestige class.

Starting Feat
The Senate Guard receives the following Feat at 1st level.
Exotic Weapon Proficiency (Senate Ceremonial Blaster Rifle)

Beginning at 1st level, a Senate Guard can access the motives or background of a single criminal or assailant by analyzing the scene of the crime and studying minute clues. The Senate Guard relies on his familiarity with criminal behavior to piece together the available clues.

When examining the scene of a crime or violent attack, the Senate Guard can make a Sense Motive check. The result determines what information the Jedi Investigator can derive form the crime scene. Each time the Senate Guard encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus on this check. (The GM might wish to apply this bonus secretly if the Senate Guard doesn’t know the identity of the perpetrator.)

Task Time DC
Determine perpetrator’s motive 10 minutes 15
Determine perpetrator’s species and gender 30 minutes 20
Determine perpetrator’s primary class 1 hour 25
Determine perpetrator’s relative level 6 hours 30

By analyzing a crime scene extensively, a Senate Guard can piece together a comprehensive picture of his target. “Relative level” is given in terms of being much lower than the Senate Guard (four or more levels); approximately the same level as the Senate Guard (within three levels); or higher than the Senate Guard (four or more levels higher).

A GM can allow the Senate Guard to gain other kinds of information as well, at his discretion.

The Senate Guard cultivates associates and informants throughout his sphere of influence. Each time a Senate Guard gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact will not accompany the Senate Guard on missions or risk his or her life, but a contact can provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the Senate Guard. Whatever the case, a Senate Guard is not allowed to call on the same contact more than once per adventure. The Senate Guard can have information contacts, expert contacts, and resource contacts as defined in Favors and Contacts.

At 2nd level, a Senate Guard either heads or joins a task force devoted to the physical protection of a single Senator (usually from an important, influential system or sector), a group of several Senators (who invariably represent poorer, less influential systems), or another individual or group assigned the full protection of the Senate (important scientists, diplomats, or nobles). When the charge or charges come under attack, the Guard gains a circumstance bonus to defense and attack when in character combat against the attacker(s). At 2nd level, the bonus is +1; at 4th level, the bonus increases to +2, and at 5th level, the bonus increases to +3.

Bonus Feats
At 3rd and 5th level the Senate Guard gets a bonus feat. This feat must be drawn from the following list, and the soldier must meet any prerequisites.
Advanced Martial Arts, Agile Riposte, Ambidexterity, Armor Proficiency (Medium), Armor Proficiency (Heavy), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Combat Veteran, Dodge, Dual Strike, Echani, Echani Expertise, Echani Mastery, Exotic Weapon Proficiency, Far Shot, Great Cleave, Heroic Surge, Improved Critical, Improved Feint, Improved Grapple, Improved Initiative, Improved Martial Arts, Improved Overrun, Improved Two-Weapon Fighting, K’tara, K’tara Expertise, K’tara Mastery, K’thri, K’thri Expertise, K’thri Mastery, Martial Arts, Mobility, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Redirect Attack, Ride-By Attack, Shot on the Run, Spring Attack, Spirited Charge, Starship Dodge, Starship Operation*, Stava, Stava Expertise, Stava Mastery, Stunning Strike, Superior Expertise, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Two-Weapon Fighting, Weapon Finesse*, Weapon Focus*, Weapon Specialization, Whirlwind Attack, Wrruushi, Wrruushi Expertise, Wrruushi Mastery
A character can select feats marked with an asterisk (*) more than once, but it must be for a different aspect of starship operation or a different weapon each time.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus **Reputation Bonus
1 +1 +2 +1 +1 Profile +1 +0
2 +2 +3 +2 +2 Contact, Charge +1 +2 +1
3 +3 +3 +2 +2 Bonus Feat +2 +1
4 +4 +4 +2 +2 Contact, Charge +2 +2 +2
5 +5 +4 +3 +3 Bonus Feat, Charge +3 +3 +2
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