Crime Lords at Large
Few societies manage to eradicate crime altogether. In the underworld, The 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 Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to 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 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.
Examples of Crime Lords
Jabba the Hutt, Prince Xizor, Talon Karrde, Ploovo Two-for-One, Davik King, G0-T0
Requirements
To qualify to become an class name, a character must fulfill the following criteria.
- Minimum Level: 7th.
- Trained Skills: Deception, Persuasion.
- Talents: At least one from the Fortune, Lineage, or Misfortune talent trees.
Class Rules & Traits
The Crime Lord | ||
---|---|---|
Level | BAB | Class Features |
1st | +0 | Defense bonuses Talent |
2nd | +1 | Talent Command Cover +1 |
3rd | +2 | Talent |
4th | +3 | Talent Command Cover +2 |
5th | +3 | Talent |
6th | +4 | Talent Command Cover +3 |
7th | +5 | Talent |
8th | +6 | Talent Command Cover +4 |
9th | +6 | Talent |
10th | +7 | Talent Command Cover +5 |
Crime lords have the following traits.
Hit Points
At each level, crime lords gain 1d8 hit points + their Constitution modifier.
Force Points
Crime lords gain a number of Force points equal to 6 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Force points left over from previous levels are lost.
Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense.
Talents
At 1st level and each level thereafter, you select a talent from any of the following talent trees. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. Click on the links to learn more about a given talent tree or talent.
Command Cover
Starting at 2nd level, a crime lord can use their allies to shield them from harm. You can gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class Level (maximum +5 at 10th level).