Some Home Brewed and Often Missed Prestiege Classes

Here they are! I hope to see them on Matty Lee's Conversions soon!

Big-Game Hunter
Big game hunters are sportsman and wilderness guides who face creatures whose very names cause lesser beings to shudder with fear.
Whether they reside on heavily populated Core Worlds or the backwater planets on the fringes of the known galaxy, most big-game hunters live for the hunt, although some are jaded beings looking for a new brand of excitement. In many ways, they are similar to bounty hunters, except they prey on creatures rather than sentient beings. They view their prey with respect and awe, knowing that they are matching their wits against the finely honed instincts of deadly creatures and the raw power of untamed environments. They know that someday they will meet their match, but until then, they continue to survive against the odds. Sometimes big-game hunters hunt, and other times they travel with other professional or highly skilled sport hunters seeking to bag furs, pelts, trophies of various kinds, or maybe eggs and live animals for resale. When not hunting, big-game hunters frequently hire themselves out as guides for amateurs looking for a good hunt or some trophy with which to impress guests.

Examples of Big-Game Hunters in Star Wars
J’Quille, Komad Fortuna, Malakili

Requirements
To qualify to become a Big-Game Hunter, a character must fulfill the following criteria.

Minimum Level: 7th
Trained Skills: Persuasion, Survival
Talents: At least two talents from the Awareness talent tree

Game Rule Information
Big-Game Hunters have the following game statistics.
Hit Points
At each level, Big-Game Hunters gain 1d10 hit points + their Constitution modifier.
Force Points
Big-Game Hunters gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features for the Big-Game Hunter prestige class.
Defense Bonuses
At 1st level, you gain a +3 to your Fortitude and you Reflex Defense.

Talents:
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. This talent may be selected from the Big-Game Hunter Talent Tree, the Influence Talent Tree, or the Awareness Talent Tree. You must meet the perquisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Big-Game Hunter Talent Tree

Poison Resistance
Upon selecting this talent, the Big-Game Hunter has built up his resistance to natural poisons and venom (but not manufactured chemical poisons or toxins). He gains a +4 to his Fortitude Defense against the poison.

Ignore Damage Reduction
The Big-Game Hunter can pinpoint weak spots in a creature’s carapace or chitinous armor. Whenever the Big-Game Hunter scores a critical hit, the creatures DR does not apply to the multiplied damage of the Big-Game Hunters attack. This ability applies only to sentient beings and creatures with natural damage reduction. The Big-Game Hunter cannot circumvent the damage reduction provided by manufactured armor or equipment.

Climate Expertise
The Big-Game Hunter designates a climate type in which the Big-Game Hunter is particularly adept in and knowledgeable of. The Hunter may choose to reroll Survival checks in the designated climate, keeping the better of the result. The Big-Game Hunter may select this talent more than once, each time selecting a different climate the Hunter is proficient in.

Expert Stalker
At 2nd, 4th, or any even numbered level, the Big-Game Hunter chooses a creature size and type (Large predators, for example). He becomes so adept at hunting such beasts that he receives a bonus equal to half his Big-Game Hunter level on Survival checks to tracking the specified creature type and an equal bonus to Stealth and Perception checks made against such creatures

First-Contact Specialist
From the earliest days of space exploration, there have been two kinds of trailblazers. Some focus on the charting of safe spacelanes and cataloguing of star systems, while others are devoted to finding and interacting with new alien species.
First-Contact Specialists have an eclectic suite of abilities and unique outlooks on life. They are a cross between scouts, fringers, and diplomats – self sufficient beings who spent their lives on distant backwater planets, yet who are skilled in the arts of diplomacy and genuinely interested in forging ties with new species and cultures. Few travel alone, but are either part of scouting expeditions or stationed on capital ships assigned to patrol the boundaries of explored space.
In the Star Wars galaxy, governments and interstellar corporations all employ First-Contact Specialists. The Republic used their skills for the betterment of all galactic civilizations and in the pursuit of knowledge and understanding of others. The Empire needed First-Contact Specialists to lure recently discovered alien cultures into false senses of complacency so they could be easily and quickly subjugated. Corporations through the ages have needed First-Contact Specialists so they could negotiate exclusive trade deals before the alien culture realized they had different options with others who perhaps were willing to offer them more advantageous terms. In some cases, the First-Contact Specialists work to balance the goals of their employers with the best interests of the newly discovered species, while others hide the goals of exploitation and domination behind their silver tongues and friendly gestures. Of course, a number of First-Contact Specialists are blind to the sinister goals of their employers. A corporate or Imperial First-Contact Specialist may be quite genuine in his desire to help a primitive alien culture receive the technology and guidance needed to join the greater galactic civilization, but her superiors may be interested in nothing but exploiting the world the aliens live on.

Examples of First-Contact Specialist in Star Wars

Requirements
To qualify to become a First-Contact Specialist a character must fulfill the following criteria.

Minimum Level: 7th
Trained Skills: Persuasion, Survival, Use Computer
Talents: At least one talent from the Lineage talent tree

Game Rule Information
First-Contact Specialist have the following game statistics.
Hit Points
At each level, First-Contact Specialist gain 1d6 hit points + their Constitution modifier.
Force Points
First-Contact Specialist gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features
The following are class features for the First-Contact Specialist prestige class.
Defense Bonuses
At 1st level, you gain a +4 to your Will Defense and a +2 to your Fortitude Defense.

Talents:
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. This talent may be selected from the First-Contact Specialist Talent Tree, the Lineage Talent Tree, or the Fringer Talent Tree. You must meet the perquisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

First-Contact Specialist Talent Tree

Adaptable Communication
When using Persuasion’s Change Attitude ability, a First-Contact Specialist no longer takes the -5 penalty normally associated with a creature that cannot understand the First-Contact Specialists speech. This is due to the creative and psychological knowledge common to him. Also this ability allows a First-Contact Specialist to attempt to change the attitude of a given creature twice per encounter; however you may still only improve the attitude step one time regardless of the first attempt.

Xenobiologically Friendly
Any Xenophobic species encountering the First-Contact Specialist loses its species trait Xenophobic, due to the friendly nature of the First-Contact Specialist. This ability opens the way to communication to species normally unwilling to cooperate with the rest of the galaxy.

Hyper-Router
When Astrogating an uncharted path, the First-Contact Specialist may choose to reroll any Astrogation check, keeping the better of the two results. Often after making the jump, the First-Contact Specialist will chart the route for others and may even leave a nav-buoy as a way to get back. If the check is successful, the First-Contact Specialist does not have to roll to return home.

Translator
At 2nd level, the First-Contact Specialist may attempt to roll an Intelligence check to determine whether it can identify and understand any unknown language. This is only possible the first time the Contact Specialist encounters a language. This ability allows the Contact Specialist to understand and convey information in a variety of languages, including nonverbal ones. The DC decreases as the First-Contact Specialist goes up every 2 levels starting at DC 20 at level 1 and improving every 2nd level by 5 until the DC is 5 at level 8.