In 2003, the computer game Star Wars: Knights of the Old Republic (KotOR) took the market by storm, winning over 40 Game of the Year awards. As the first Star Wars game to use d20 mechanics similar to the Star Wars Roleplaying Game, KotOR introduced many gamers to the time of the Old Republic. KotOR expanded on the core classes in the Star Wars Roleplaying Game by creating a new Jedi class, the Jedi sentinel. Building on the success of the first game, Knights of the Old Republic 2: The Sith Lords includes six prestige classes, a concept with which Star Wars roleplayers are familiar. Four of these classes are already available in the roleplaying game -- the Sith Lord is in the Dark Side Sourcebook, the Jedi weaponmaster is in the Power of the Jedi Sourcebook, and both the Jedi Master and dark side marauder are in the Star Wars Roleplaying Game revised core rulebook. In this article, we look at the Jedi watchman and dark side assassin classes from The Sith Lords. Because there are fundamental differences in the game mechanics between the roleplaying game and the computer game, it's not possible to have a completely faithful conversion of the classes. Instead, the classes below capture the feel of Knights of the Old Republic and fill a unique niche in the Star Wars Roleplaying Game. New Class: Jedi Watchman The Jedi Council draws these elite guardians of the galaxy from a select group of Jedi. They seek out truth, defeat injustice, and track people and information. They investigate the presence of the dark side and bring it to light, whether it is a rising dark side threat or a dangerous crime lord. Despite the gender implied by the name, both male and female characters can be Jedi watchmen. Using stealth and guile, they root out dark side activity and other threats to the Jedi Order, the Republic, and its citizens. They learn to use the Force to hide from sight, allowing them to penetrate to the source of danger. Requirements To qualify to become a Jedi watchman, a character must fulfill the following criteria: Jedi Level: 7th. Skills: Affect Mind 7 ranks, Gather Information 7 ranks, Hide 7 ranks, Move Silently 7 ranks. Special: The character must have approval from the Jedi Council to be trained to be a Jedi watchman. Game Rule Information Vitality Jedi watchmen gain 1d8 vitality points per level. The character's Constitution modifier applies. Class Skills The Jedi watchman's class skills and the key ability for each skill are as follows (see Chapter 4 of the Star Wars Roleplaying Game revised core rulebook for skill descriptions): Climb (Str), Computer Use (Int), Craft* (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis). All Force skills the character has met the requirements for are considered class skills for the Jedi watchman.

*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 (lightsaber), Knowledge (Jedi lore), or Profession (droid programmer). Skill Points at Each Additional Level: 6 + Int modifier. Class Features The following are features of the Jedi watchman prestige class. Danger Sense The Jedi watchman gains an insight bonus on Wisdom checks to avoid being surprised (see the Force-Sensitive feat description on page 109 of the Star Wars Roleplaying Game revised core rulebook). This bonus is equal to the Jedi watchman's class level. Bonus Feat At 1st and 3rd level, the Jedi watchman gains a bonus feat from the following list: Improved Initiative, Lightning Stealth (described later in this article), Mind Trick, Stealthy, Track, Urban Tracking (described later in this article). Force Camouflage At 2nd level, the Jedi watchman learns a special technique to hide himself using the Force. He becomes a pale shadow and easily blends into his surroundings. While Force camouflage is activated, the Jedi watchman gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the Jedi watchman's Hide check, the spotter detects the Jedi watchman and can target him normally. However, any attack directed at the camouflaged Jedi watchman has a 20% chance to miss due to concealment. Activating Force camouflage is an attack action and costs 3 vitality points. Every additional round that Force camouflage is maintained requires an attack action and the expenditure of 3 vitality points. A Jedi watchman can't maintain Force camouflage while using other Force skills or engaging in distracting activity. Increase Lightsaber Damage A Jedi watchman's ability to deal damage with a lightsaber improves as he gains levels. At 4th level, the Jedi watchman's lightsaber damage increases by +1d8. This added damage is cumulative with increased lightsaber damage from other Jedi classes. Subtle Camouflage At 5th level, a Jedi watchman is able to hide himself from the physical reality at the same time as masking his presence from other Force-users. A Jedi watchman gains the ability to use Force camouflage without disrupting the Force Stealth skill. This combination also allows the Jedi watchman to remain hidden from a Force-user using the Sense Surroundings technique. Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +1 +2 +2 Bonus feat, danger sense +1 +0 2nd +1 +2 +3 +3 Force camouflage +2 +1 3rd +2 +2 +3 +3 Bonus feat +2 +1 4th +3 +2 +4 +4 Increase lightsaber damage +2 +1 5th +3 +3 +4 +4 Subtle camouflage +3 +2 New Class: Dark Side Assassin During the time of the Old Republic, the Sith actively pursued those most susceptible to the lure of the dark side of the Force. Some individuals are so consumed by the power of the dark side that they become obsessed with the nature of death. These murderers become dark side assassins, favoring quickness and stealth over brawn. Dark side assassins were originally trained by the Sith to be the ultimate hunters. The assassins' unique abilities served the Sith in their battle against the Jedi. After the Battle of Ruusan and the scattering of the Sith forces, this changed. Dark side assassins became less common as the Sith went into hiding, but their deadly purpose remained -- to destroy the Jedi. In the more modern era, dark side assassins are known as some of the most ruthless killers in the galaxy. Some work for bounty hunter and assassin guilds while others are freelance killers. Either way, the few Sith remaining in the galaxy are pleased to know that their traditions carry on in a new guise. Requirements To qualify to become a dark side assassin, a character must fulfill all the following criteria. Base Attack Bonus: +3. Skills: Bluff 6 ranks, Disguise 4 ranks, Hide 6 ranks, Move Silently 6 ranks. Feats: Exotic Weapon Proficiency (any), Force-Sensitive. Dark Side Points: 4. Game Rule Information Vitality Dark side assassins gain 1d8 vitality points per level. The character's Constitution modifier applies. Class Skills The dark side assassin's class skills, and the key ability for each skill, are as follows (see Chapter 4 of the Star Wars Roleplaying Game revised core rulebook for skill descriptions): Balance (Dex), Bluff (Cha), Computer Use (Int), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Search (Int), Spot (Wis), and Tumble (Dex). All Force skills for which the dark side assassin meets the prerequisites are considered class skills.

*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 (lightsaber), Knowledge (streetwise), or Profession (gambler). Skill Points at Each Additional Level: 6 + Int modifier. Class Features The following are features of the dark side assassin prestige class. Starting Feat The dark side assassin gains the following bonus feats:

Weapon Group Proficiency (blaster pistol)

Weapon Group Proficiency (blaster rifles) Force Training The dark side assassin 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 Force feats is selected, its associated Force skills become class skills for the character. Signature Weapon (Attack) At 1st level, a dark side assassin chooses an exotic weapon with which she is proficient to be her signature weapon. When using this signature weapon, she gains a +1 competence bonus on attack rolls. Sneak Attack At 2nd level, a dark side assassin can strike a vital spot of an off-guard opponent for extra damage. Whenever the dark side assassin's opponent would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the dark side assassin flanks her target, the dark side assassin's attack deals extra damage. The extra damage is +1d6 at 1st level, +2d6 at 4th level, +3d6 at 7th level, and +4d6 at 10th level. See the bounty hunter prestige class in Chapter 12 of the Star Wars Roleplaying Game revised core rulebook for a complete description of what circumstances affect the use of sneak attack. The dark side assassin's sneak attack bonus dice are cumulative with those gained by any other class (such as the bounty hunter). Force Camouflage At 6th level, a dark side assassin learns a special technique to hide herself using the Force. She becomes a pale shadow and easily blends into her surroundings. While Force camouflage is activated, the dark side assassin gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the dark side assassin's Hide check, the spotter detects the dark side assassin and can target her normally. However, any attack directed at the camouflaged dark side assassin has a 20% chance to miss due to concealment. Activating Force camouflage is an attack action and costs 3 vitality points. Every additional round that Force camouflage is maintained requires an attack action and the expenditure of 3 vitality points. A dark side assassin can't maintain Force camouflage while using other Force skills or engaging in distracting activity. Uncanny Dodge Starting at 4th level, a dark side assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if immobilized.) If a dark side assassin already has uncanny dodge from a different class, she automatically gains improved uncanny dodge. Signature Weapon (Damage) At 8th level, a dark side assassin deals +1d6 points of damage with her signature weapon. This increase stacks with any weapon modifications and feats the character may already possess. Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +0 +2 +1 Force training, sneak attack +1d6 +1 +0 2nd +1 +0 +3 +2 Signature weapon (attack) +2 +0 3rd +2 +1 +3 +2 Force training +2 +1 4th +3 +1 +4 +2 Sneak attack +2d6 +2 +1 5th +3 +1 +4 +3 Force training +3 +2 6th +4 +2 +5 +3 Force camouflage +3 +2 7th +5 +2 +5 +4 Sneak attack +3d6 +4 +3 8th +6 +2 +6 +4 Signature weapon (damage) +4 +3 9th +6 +3 +6 +4 Uncanny dodge +4 +4 10th +7 +3 +7 +5 Sneak attack +4d6 +5 +4 New Feat: Lightning Stealth You have learned to move quickly yet quietly. Prerequisite: Move Silently 6 ranks, Hide 6 ranks. Benefit: You can move at your normal speed with no penalty on Hide and Move Silently checks. You can run or charge with only a –10 penalty on these checks. Normal: A character suffers a –5 penalty on Hide and Move Silently checks while moving between half and full speed, and a –20 penalty on Hide and Move Silently checks while running or charging. New Feat: Urban Tracking You can track down the location of missing persons or wanted individuals within communities. Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions: Population DC Checks Required Thorp, hamlet, or village 10 1d3 Small or large town 15 1d4+1 Small or large city 20 2d4 Metropolis 25 2d4+2 Megalopolis 30 3d4+3 Conditions DC Modifier Every 3 individuals in target group –1 Target covers trail, or lies low +5 Each planetary day since target was in area +1 Target matches community's demographics +2 Target differs from community's demographics –2 Highest Reputation in target group –Reputation Quick Tracking (cutting time to 30 minutes) +5 Community helpful to targets +5 Community helpful to tracker –5 Community hostile to targets –5 Community hostile to tracker +5 Travel DC Modifier Foot or animal +0 Vehicle +2 In-system space travel +6 Hyperspace travel +10 A GM can set additional modifiers to the DC based on circumstances. For instance, an intimidated community may be less likely to help the tracker. If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn't know exactly how long the task requires. It is difficult to track individuals through hyperspace. In this case, the tracker is listening for rumors mentioning a destination, checking docking information, and so on. The size of the group matters less in these cases. Only take into account individuals who know where the group is traveling when calculating the size of the group. Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.