System Leader

by Chris Bossert
edited by Patrick Stutzman

Every star system has a leader, whether kind or cruel, and these leaders play an important role in the politics of the galaxy. Some leaders are elected by their people, like Bail Antilles of Alderaan or Queen Amidala of Naboo. Other leaders gain their title through birthright or status, like Borga the Hutt. Still others gain their power through deceit and treachery, like Emperor Palpatine.

However leadership is gained, a great responsibility comes with it. A character who becomes a system leader will be sucked into a variety of daily administrative duties, such as setting taxes and developing laws. Along with this, they will face a crisis or two every week, which could be anything from war with a rival planet to food shortages because of a planetary drought.

Leaders must work to meet the needs of the people, or their people will rise up against them. That could be in the form of a recall election from the general population, or a vote of "no confidence" from the system's legislative body. Leaders who work to establish a military state may try to stamp out such resistance through censorship and purges, but they risk the format of an underground resistance and possibly a civil war.

Requirements: To qualify to become a system leader, a character must fulfill all the following criteria:
  Skills: Bluff 4+, Diplomacy 10+, Gather Information 4+, Knowledge (Galactic Politics) 10+, Sense Motive 8+
  Feats: Fame or Infamy, Persuasive, Trustworthy
  Reputation: 8
  Special Qualities: Call in a Favor (2-spent to become a System Leader)
  Vitality: 1d6 per level

Class Skills

The system leader's class skills (and key ability for each skill) are Bluff (Cha), Computer Use (Int), Craft (Int), Entertain (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Read/Write Language, Ride (Dex), Sense Motive (Wis), and Speak Language.

  Skill points at each additional level: 6 + Int modifier

Class Features

  Weapon Proficiency: The System Leader has the Weapon Group Proficiency feats for blaster pistols and simple weapons.

  Title: At 1st level, the System Leader acquires a title, which denotes his standing as leader for that system. That title may be any of the following: King, Queen, Prime Minister, Premier, Lord, President, Cheif of State, Emperor/Empress, Governor/Governess.

  Administrators: Beginning at 1st level, a System Leader can add his/her System Leader level to any Reputation checks made to attract followers.

  Call in a Favor: Same as for Noble characters.

  Inspire Confidence: This bonus stacks with any bonuses accumulated as a Noble character.

  Leadership: Same as for Officer prestige class.

  Resource Access: Same as for Crimelord prestige class.

  Excepionally Persuasive: You get a +2 bonus (in additon to the bonus for the Persuasive feat) on all Bluff checks and Intimidate checks.

  Exceptional Administrators: Beginning at 7th level, the level limit of the System Leader's administrators is twice his/her reputation score.

  Exceptionally Trustworthy: You get a +2 bonus (in additon to the bonus for the Trustworthy feat) on all Diplomacy checks and Gather Information checks.

Level Base Attack Bonus Fort
Save
Refl
Save
Will
Save
Special Defense
Bonus
Reputation
Gain
1 +0 +0 +1 +2 Title, Administrators, Call in a favor +1 +2
2 +1 +0 +1 +2 Inspire Confidence +2 +2 +1
3 +1 +1 +2 +4 Leadership, Call in a favor +2 +1
4 +2 +1 +3 +5 Resource Access +3 +2
5 +2 +2 +3 +5 Inspire Confidence +4, Call in a favor +3 +1
6 +3 +2 +4 +6 Exceptionally Persuasive +4 +1
7 +3 +3 +5 +7 Exceptional Administrators, Call in a favor +4 +2
8 +4 +3 +5 +8 Inspire Confidence +6 +5 +1
9 +4 +4 +6 +9 Call in a favor +5 +1
10 +5 +4 +7 +9 Exceptionally Trustworthy +6 +2