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

~Avert Disaster

Enc, imm; turn inc crit into non-crit.

SNV 14

~Better Lucky than Dead

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

~Lucky Stop

Enc imm; negate damage from one attack.

Knack KotOR 27

~Lucky Shot

You can double your odds of attack success.

Knack Core

~~Ricochet Shot

Ignore cover, inflict half damage.

Lucky Shot SNV 15

~~Dumb Luck

Gain 3 std enc maneuvers.

SNV 14

~~Uncanny Luck

Enc; upgrade 16-19 to nat 20.

SNV 15

~~Unlikely Shot

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

~Weakening Strike

Apply -5 to hit/dmg for 1r.

SNV 15
Disruptive

You can sow confusion and doubt among your foes.

-

Core

~Walk the Line

You are skilled at creating openings with your wit and guile.

Disruptive Core

~~Cunning Strategist

Gain 3 maneuvers.

SNV 15
Skirmisher

You are adept at battlefield mobility.

-

Core

~Improved Skirmisher

Gain +1 to defenses after movement.

SNV 15
Sneak Attack

You are a master of exploiting the vulnerable foe.

-

Core

~Sudden Strike

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

~Sow Confusion

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

~Thrive on Chaos

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

~Vindication

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

~Cheap Shot

Enc imm; take AOO against enemy who withdraws.

Opportunistic Strike KotOR 27

~No Escape

Enemies who withdraw from you lose Dex bonus.

Opportunistic Strike KotOR 27
Strike and Run

Enc; after damaging enemy, take move action.

-

KotOR 28

~Slippery Strike

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

~Master Slicer

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

~Virus

Use Slicing instead of Mechanics to disable a computer.

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

~Fast Talker

Daily; take 20 on Deception.

Art of Concealment TFU 27

~Hidden Weapons

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

~Starship Raider

You have a gift with starship weaponry.

Spacehound Core

~~Cramped Quarters Fighting

Gain +2 AC from cover.

SNV 16

~Stellar Warrior

The Force or fortune are with you on the spacelanes.

Spacehound Core

~~Make a Break for It

Enc mv; move half speed without provoking.

SNV 16

Outlaw Tech Talent Tree

Talent Brief Prereqs Source
Fast Repairs

Use Mechanics to grant vehicle temp hp.

SotG 16
Hot Wire

Use Mechanics instead of Slicing to gain access.

SotG 16
Quick Fix

Enc; jury-rig a non-disabled vehicle.

SotG 17
Personalized Modifications

Std; gain +1 hit, +2 dmg for the encounter.

SotG 17

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

Modify poison delivery method.

Malkite Techniques TotG 13

~Numbing Poison

Your poisons deny Dex bonus to AC.

Malkite Techniques TotG 13

~Undetectable Poison

Increase Treat Injury DC by 5 to cleanse poison.

Malkite Techniques TotG 13

~Vicious Poison

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

~Curved Throw

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