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](./dexterity.html) and [Intelligence](./intelligence.html) are a scoundrel's most important ability scores, because he must have quick reflexes and a sharp wit to survive. [Charisma](../time/history/charisma.html) is important for talking one's way out of trouble, and [Wisdom](../time/history/wisdom.html) 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](../things/reflex-defense.html) and a +1 class bonus to your [Will Defense](./will-defense.html).

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