For many fringers, the primary method of getting from place to place is walking. As such, they develop a longer stride and faster pace than average. Beginning at 6th level, a fringer's land speed is faster than the norm for his species by +2 meters. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the fringer's speed because of any load carried or armor worn.

At 11th level, the fringer's land speed increases by an additional +2 meters (+4 meters total), and at 16th level, his land speed increases by a final +2 meters (+6 meters total).

For example, a 16th-level Human fringer carrying a light load would have a base speed of 16 meters when unarmored or wearing light armor, and a base speed of 14 meters when wearing medium armor.

Many fringers live surrounded by animals, both domesticated and wild, and this experience gives them an almost instinctive connection to some creatures. A fringer can improve the attitude of a herd animal, predator, or scavenger. This ability functions just like a Diplomacy check to improve the attitude of a character. The fringer rolls 1d20 and adds his fringer level and his Charisma bonus to determine the wild empathy check result. The typical domestic creature has a starting attitude of indifferent, while wild creatures are usually unfriendly.

To use wild empathy, the ranger and the creature must be able to study each other, which means that they must be within 10 meters of one another under normal visibility conditions. Generally, influencing a creature in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The fringer can also use this ability to influence a parasite or vermin, but he takes a –4 penalty on the check. A fringer cannot use this ability to influence a creature with the highly-evolved template. Such creatures can be influenced only with the Diplomacy skill.

If a fringer uses the Friendship Force skill to influence a creature, he gains a synergy bonus to the skill check equal to his fringer class level.

Er is nogal wat kritiek op de Tech Specialist, dat het geen speelbare klasse zou zijn voor in het Star Wars Rollenspel. Wizards of the Coast stelt daarom een variant op de originele klasse voor.

After years of surviving in the wildest regions of the galaxy, fringers develop an uncanny ability to shrug off damage that might be lethal to others. At 15th level, they gain damage reduction 1. At 17th level, this improves to damage reduction 2, and at 20th level, this improves to damage reduction 3. Unlike damage reduction from armor, this ability applies to all damage, not just wound damage.

Dit is een lijst van alle Prestige klassen die je kan vinden in de verschillende Star Wars accessoires en waar.