Scoundrel
Starting Features
Base Level | Attack Bonus | Class Features |
---|---|---|
1 |
+0 |
Defense Bonuses, Scoundrel Starting Feats, Scoundrel Talent |
2 |
+1 |
Scoundrel Bonus Feat |
3 |
+2 |
Scoundrel Talent |
4 |
+3 |
Scoundrel Bonus Feat |
5 |
+3 |
Scoundrel Talent |
6 |
+4 |
Scoundrel Bonus Feat |
7 |
+5 |
Scoundrel Talent |
8 |
+6 |
Scoundrel Bonus Feat |
9 |
+6 |
Scoundrel Talent |
10 |
+7 |
Scoundrel Bonus Feat |
11 |
+8 |
Scoundrel Talent |
12 |
+9 |
Scoundrel Bonus Feat |
13 |
+9 |
Scoundrel Talent |
14 |
+10 |
Scoundrel Bonus Feat |
15 |
+11 |
Scoundrel Talent |
16 |
+12 |
Scoundrel Bonus Feat |
17 |
+12 |
Scoundrel Talent |
18 |
+13 |
Scoundrel Bonus Feat |
19 |
+14 |
Scoundrel Talent |
20 |
+15 |
Scoundrel Bonus Feat |
- Abilities
- Dexterity and Intelligence are a scoundrel's most important ability scores, because he must have quick reflexes and a sharp wit to survive. Charisma is important for talking one's way out of trouble, and Wisdom is useful for spotting trouble before it finds the scoundrel.
- Hit Points
- Scoundrels begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, scoundrels gain ld6 hit points + their Constitution modifier.
- Class Skills
- Scoundrels begin play at 1st level with 4 + their Intelligence modifier of trained skill chosen from the following list of class skills - Acrobatics, Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Security, Slicing, and Stealth.
- Force Points
- Scoundrels gain a number of Force Points equal to 5 + 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.
- Credits
- A 1st-level scoundrel starts play with 3d4 x 250 credits.
Class Features
Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex Defense and a +1 class bonus to your Will Defense.
Scoundrel Starting Feats
At 1st level, you gain the following bonus feats- Point Blank Shot, Weapon Proficiency (Blasters), Weapon Proficiency ((Simple Weapons).
Scoundrel Bonus Feat
At each even-number level (2nd, 4th, 6th, etc.) you gain a bonus feat. This feat must be selected from the following, and you must meet any prerequisites for that feat.
Bonus Feat | Prerequisites | Benefit |
---|---|---|
Deadeye |
Point Blank Shot, Precise Shot, base attack bonus +4 |
If you aim, deal extra damage. |
Melee Defense |
Int 13 |
Trade attack bonus on melee attacks for a dodge bonus to Reflex Defense. |
Mobility |
Dex 13, Dodge |
Gain +5 dodge bonus to Reflex Defense against some attacks of opportunity. |
Precise Shot |
Point Blank Shot |
No -5 penalty for shooting into melee. |
Quick Draw |
Base attack bonus + 1 |
Draw weapon as a swift action. |
Rapid Shot |
Str 13, base attack bonus + 1, proficient with weapon |
Take a -2 penalty on a ranged attack roll to deal +1 die of damage. |
Running Attack |
Dex 13 |
Move before and after making an attack. |
Skill Focus |
|
Gain +5 competence bonus on skill checks with one trained skill. |
Skill Training |
|
You become trained in one class skill. |
Surgical Expertise |
Trained in Treat Injury |
You can perform surgery in 10 minutes instead of 1 hour. |
Vehicular Combat |
Trained in Pilot |
Negate one attack per round against the vehicle you're piloting. |
Weapon Proficiency (Advanced Melee Weapons) |
|
Ignore -5 penalty on attack rolls with advanced melee weapons. |
Scoundrel Talent
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicted.
Fortune Talent Tree
Many scoundrels like to gamble with destiny, putting everything on the line and trusting fate (or the Force) to bring them fortune, fame, and success.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Fool's Luck |
You can trust in luck to get you out of a scrape. |
- | Core |
Enc, imm; turn inc crit into non-crit. |
| SNV 14 | |
Enc, imm; gain +5 to AC for 1r. |
| SNV 14 | |
Fortune's Favor |
You are adept at exploiting lucky openings. |
- | Core |
Gambler |
You are a natural at the gambling tables. |
- | Core |
Knack |
You can double your odds of skill success. |
- | Core |
Enc imm; negate damage from one attack. | Knack | KotOR 27 | |
You can double your odds of attack success. | Knack | Core | |
Ignore cover, inflict half damage. | Lucky Shot | SNV 15 | |
Gain 3 std enc maneuvers. |
| SNV 14 | |
Enc; upgrade 16-19 to nat 20. |
| SNV 15 | |
Enc; reroll damage. |
| SNV 15 | |
Labyrinthine Mind |
Enc imm; immune to mental effects 1r. |
| SNV 15 |
Misfortune Talent Tree
Your mother always said you were trouble. Now, your enemies know it, too.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Dastardly Strike |
Your attacks can quickly cripple an unaware foe. |
- | Core |
Apply -5 to hit/dmg for 1r. |
| SNV 15 | |
Disruptive |
You can sow confusion and doubt among your foes. |
- | Core |
You are skilled at creating openings with your wit and guile. | Disruptive | Core | |
Gain 3 maneuvers. |
| SNV 15 | |
Skirmisher |
You are adept at battlefield mobility. |
- | Core |
Gain +1 to defenses after movement. |
| SNV 15 | |
Sneak Attack |
You are a master of exploiting the vulnerable foe. |
- | Core |
Gain Sneak Attack damage when using Skirmisher. | Skirmisher, Sneak Attack | SNV 15 | |
Bufuddle |
Move without provoking, Deception vs Will. |
| SNV 15 |
Hesitate |
Aw std; slow down enemy, Persuasion vs Will. |
| SNV 15 |
Enc std; mass Hesitate. |
| SNV 15 | |
Seducer |
Reroll Persuasion checks to seduce. |
| LE 29 |
Seize Object |
Enc mv; disarm objects from enemies. |
| LE 29 |
Stymie |
Aw sw los; enemy suffers -5 to one skill. |
| TCW 24 |
Opportunist Talent Tree
Talent | Brief | Prereqs | Source |
---|---|---|---|
Advantageous Opening |
Aw imm; anyone else rolls nat 1, take free attack. |
- | TCW 24 |
When anyone hits 0 hp, you gain bonus hp. | Advantageous Opening | TCW 24 | |
Retribution |
When enemy causes cond track dmg to ally, gain +2 to hit him. |
- | TCW 24 |
When enemy is reduced to 0 hp, you gain +1 die of dmg for 1 attack. | Retribution | TCW 24 | |
Slip By |
When you dmg enemy, you can move through his space. |
| TCW 24 |
Run and Gun Talent Tree
Talent | Brief | Prereqs | Source |
---|---|---|---|
Opportunistic Strike |
Enc; take AOO when enemy provokes from an ally. |
- | KotOR 27 |
Enc imm; take AOO against enemy who withdraws. | Opportunistic Strike | KotOR 27 | |
Enemies who withdraw from you lose Dex bonus. | Opportunistic Strike | KotOR 27 | |
Strike and Run |
Enc; after damaging enemy, take move action. |
- | KotOR 28 |
Enc; enemy you have damaged can't take AOOs against you for 1r. | Strike and Run | KotOR 27 |
Slicer Talent Tree
You move like a ghost through the HoloNet and can hack into enemy mainframes and computer systems with astonishing grace.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Gimmick |
You can exploit minor gaps in system security. |
- | Core |
You are a virtuoso with undefended systems. | Gimick | Core | |
Trace |
None can hide from you on the digital battlefield. |
- | Core |
Electronic Forgery |
Use Slicing to forge electronic documents. |
Trained in Slicing | TFU 27 |
Electronic Sabotage |
Lower access to computer for everyone else but you. |
| TFU 27 |
| SNV 16 | ||
Security Slicer |
No need for a security kit when disabling a security system. |
| TFU 27 |
Smuggling Talent Tree
Talent | Brief | Prereqs | Source |
---|---|---|---|
Art of Concealment |
Take 10 on Stealth checks to conceal items. |
| TFU 27 |
Daily; take 20 on Deception. | Art of Concealment | TFU 27 | |
An attack with a concealed weapon denies Dex bonus. | Art of Concealment | TFU 27 | |
Illicit Dealings |
Roll Persuasion twice to deal in illicit goods. |
| TFU 27 |
Surprise Strike |
After failing to deceive, throw a sucker punch. |
| TFU 27 |
Spacer Talent Tree
You prowl the space lanes seeking wealth, fame, adventure, or something more. You're also pretty good with vehicles in general.
Talent | Brief | Prereqs | Source |
---|---|---|---|
Hyperdriven |
Your presence on any starship is a boon. |
- | Core |
Spacehound |
You are not intimidated by the dangers of space. |
- | Core |
You have a gift with starship weaponry. | Spacehound | Core | |
Gain +2 AC from cover. |
| SNV 16 | |
The Force or fortune are with you on the spacelanes. | Spacehound | Core | |
Enc mv; move half speed without provoking. |
| SNV 16 |
Malkite Poisoner Talent Tree
Talent | Brief | Prereqs | Source |
---|---|---|---|
Malkite Techniques |
Enc std; apply poison (ots 1d6+1/2 level plus -1 cond track). |
| TotG 13 |
Modify poison delivery method. | Malkite Techniques | TotG 13 | |
Your poisons deny Dex bonus to AC. | Malkite Techniques | TotG 13 | |
Increase Treat Injury DC by 5 to cleanse poison. | Malkite Techniques | TotG 13 | |
Gain +2 vs Fort Defense on poison rolls. | Malkite Techniques | TotG 13 |
Yuuzhan Vong Biotech Talent Tree
Talent | Brief | Prereqs | Source |
---|---|---|---|
Biotech Adept |
Reroll checks to repair biotech devices and weapons. |
| LE 29 |
Bugbite |
Gain +1 die of damage with razor and thud bugs. |
| LE 29 |
Aw sw; ignore cover with one razor/thud bug attack. |
| LE 29 | |
Surprising Weapons |
On hit with amphistaff or bug, target is flat-footed. |
| LE 29 |
Veiled Biotech |
Gain +10 to conceal biotech weapons. |
| LE 29 |