Scoundrels are rogues – good, bad, and neutral—who either live outside the law or fight against in order to get the upper hand. Some scoundrels do work with authority from time to time, but only if it suits their needs. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails, The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.
EXPLOITS
Many scoundrels live a life of adventure for the excitement it provides. Others go adventuring to advance their careers, illicit or otherwise. Some are good-hearted rogues in it for the thrill or to right a wrong done to them or those they love. Others are despicable knaves who serve only one master—the greed that swells inside them. More often, a adventurous scoundrel falls somewhere in the middle, changing allegiance and attitudes as the political climate changes, until something larger than himself sets him on a particular course through the galaxy. Adventurous scoundrels call themselves smugglers, pirates, outlaws, gamblers, slicers, con artists, thieves, rogues, and spies.
CHARACTERISTICS
Scoundrels have a knack for getting into and out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous scoundrels are also saddled with a sense of honor that sometimes makes them go against their natural inclinations.
BACKGROUND
Scoundrels don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.
GAME RULE INFORMATION
Scoundrels have the following game statistics.
Abilities
Dexterity and Intelligence area a scoundrel’s most important ability scores, because he must have quick reflexes and a sharp wit to survive. Charisma is important for talking ones 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 1d6 hit points + their Constitution modifier.
Hero Points
Scoundrels gain a number of Hero 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 Hero Points left over from previous levels are lost.
| Base Level | Attack Bonus | Class Features |
| 1st | +0 | Defense Bonuses, Starting Feats, Talent |
| 2nd | +1 | Bonus Feat |
| 3rd | +2 | Talent |
| 4th | +3 | Bonus Feat |
| 5th | +3 | Talent |
| 6th | +4 | Bonus Feat |
| 7th | +5 | Talent |
| 8th | +6 | Bonus Feat |
| 9th | +6 | Talent |
| 10th | +7 | Bonus Feat |
| 11th | +8 | Talent |
| 12th | +9 | Bonus Feat |
| 13th | +9 | Talent |
| 14th | +10 | Bonus Feat |
| 15th | +11 | Talent |
| 16th | +12 | Bonus Feat |
| 17th | +12 | Talent |
| 18th | +13 | Bonus Feat |
| 19th | +14 | Talent |
| 20th | +15 | Bonus Feat |
Class Skills (trained in 5+INT modifier): Acrobatics, Deception, Gather Information, Hackcraft, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Stealth, Use Computer
Class Features
All of the following are features at the scoundrel class.
Defense Bonuses
At 1st level, you gain a +2 class bonus to your Reflex Defense and a +1 class bonus to your Will Defense.
Starting Feats
You begin play with the following feats:
- Point Blank Shot
- Weapon Proficiency (pistols)
- Weapon Proficiency (simple weapons)
Talents
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 indicated.
BRIGAND TALENT TREE
You use your experience operating on the wrong side of the law to give you an advantage in a fight, fair or otherwise.
- Cheap Trick: When you make a Deception check to feint (see page 66 of the Saga Edition core rulebook) against an enemy within 6 squares of you, you can roll twice, keeping the better of the two results.
- Prerequisite: Trained in Deception.
- Easy Prey: When you make an attack as a standard action and successfully hit an enemy, you can choose to reduce the damage you deal by half. That target is then denied its Dexterity bonus to Reflex Defense against your attacks until the end of your next turn.
- Prerequisite: Cheap Trick.
- Quick Strike: During the initial round of combat, if you successfully damage an enemy who has not yet acted in the combat, you can make an immediate attack as a free action against a different target within 6 squares of the first target.
- Prerequisite: Cheap Trick.
- Sly Combatant: You quickly move about the battlefield, taking advantage of the chaos of battle to gain advantage. You can use each of the following actions once per encounter as a standard action:
- Distracting Injury: Make a single melee or ranged attack against any enemy within your range. If the attack successfully hits, that enemy takes a -2 penalty to his or her attack rolls and damage rolls until the end of the encounter.
- Make Them Bleed: Make a single melee or ranged attack against any living creature within your range. If you successfully deal damage as a result of the attack, that enemy gains a persistent condition that can be removed only with a successful DC 25 Treat Injury check to perform surgery.
- Strength in Numbers: Make a single melee or ranged attack against an enemy who is adjacent to one or more of your allies. If you successfully hit that enemy, you gain a +2 bonus to damage for each ally that is adjacent to the target.
- Prerequisites: Cheap Trick, Easy Prey.
FORTUNE TALENT TREE
Many scoundrels like to gamble with destiny, putting everything on the line and trusting fate to bring them fortune, fame, and success.
- Avert Disaster: Once per encounter, you can turn a critical hit against you into a normal hit.
- Prerequisite: Fool’s Luck.
- Better Lucky than Dead: Once per encounter, as a reaction, you gain a +5 luck bonus to any one defense until the start of your next turn.
- Prerequisite: Fool’s Luck.
- Dumb Luck: You are possessed of incredible luck and an uncanny ability to succeed where others would fail. Youc an use each of the following actions once per encounter as a standard action:
- Elude Enemy: Make a single melee or ranged attack against any target within your range. If you damage the target, you gain a +2 bonus to your Reflex Defense against this target until the beginning of your next turn.
- Escape: Make a single melee or ranged attack against any target within your range. If that target successfully damages you before the start of your next turn, you can immediately move 2 squares as a reaction. This movement does not provoke attacks of opportunity.
- Make Your Own Luck: Make a single melee or ranged attack against a target within range. If you miss this target, you gain a +2 bonus on your next attack roll.
- Prerequisites: Knack, Lucky Shot.
- Fool’s Luck: As a standard action, you can spend a Hero Point to gain one of the following benefits for the rest of the encounter: a +1 competence bonus on attack rolls, a +5 competence bonus on skill checks, or a +1 competence bonus to all your defenses. If you use this talent to grant yourself a luck bonus to your defenses, this bonus also applies to the defenses of any vehicle you are on (even if you are not the pilot).
- Fortune’s Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a free standard action. You must take the extra standard action before the end of your turn, or else it is lost
- Knack: Once per day, you can reroll a skill check and take the better result. You can select this talent multiple times; each time you select this talent, you can use it one additional time per day.
- Labyrinthine Mind: Once per encounter, as a reaction, you become immune to all mind-effecting effects until the end of your next turn (you can choose to ignore this for beneficial effects). Any mind-affecting effects currently affecting you are also removed, though you can choose to retain any beneficial effects your currently have.
- Lucky Shot: Once per day. you can reroll an attack roll and take the better result. You can select this talent multiple times: each time you select this talent, you can use it one additional time per day.
- Prerequisite: Knack.
- Lucky Stop: A successful hit against you is mitigated by an item you just happen to be wearing or carrying, or glances off your armor or clothing in just the right way. Once per encounter, as a reaction, you can negate the damage from a single attack that would normally reduce you to 0 hit points.
- Prerequisite: Knack.
- Ricochet Shot: When making a ranged attack against a target with cover, you can choose to reduce the benefit of that target’s cover by one step, from improved cover to cover, or cover to no cover. You only deal half damage with this attack.
- Prerequisites: Knack, Lucky Shot.
- Uncanny Luck: Once per encounter, you can consider any single d20 roll of 16 or higher to be a natural 20.
- Prerequisites: Knack, Lucky Shot.
- Unlikely Shot: Once per encounter, you can reroll the damage of one attack and take the better result.
- Prerequisites: Knack, Lucky Shot.
MISFORTUNE TALENT TREE
Your mother always said you were trouble. Now, your enemies know it. too.
- Backstabber: You can take advantage of your adversary’s distractions, no matter how momentary or fleeting. Once per turn, when you flank a target, you can treat him or her as flat-footed for one of your attacks.
- Prerequisite: Sneak Attack
- Befuddle: If you succeed on a Deception check against a target’s Will Defense as a swift action, until the start of your next turn you can move through the threatened area of that target as part of your move action without provoking attacks of opportunity. Each threatened square that you move through counts as 2 squares of movement.
- Cunning Strategist: You can create opportunities to chip away at your opponents’ defenses. You can use each of the following actions once per encounter as a standard action:
- Create Opening: Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a -5 penalty to its Reflex Defense until the start of your next turn.
- Crippling Attack: Make a single melee or ranged attack against an opponent within your range. Until the start of your next turn, the target takes a -2 penalty to its base speed.
- Vicious Attack: Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other. Make a separate attack roll at a -5 penalty against each target, but roll damage once only.
- Prerequisites: Disruptive, Walk the Line.
- Dastardly Strike: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track.
- Disruptive: By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
- Hesitate: You can fill your opponent with doubt by making a Persuasion check as a standard action against a single target that can hear and understand you within 12 squares of you. If your check result equals or exceeds the target’s Will Defense, the target takes a -2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action. The penalty lasts until the end of the target’s next turn.
- Improved Skirmisher: When you move at least 2 squares before your attack and end your move in a different square from where you started, you gain a +1 bonus to all your defenses until the start of your next turn.
- Prerequisite: Skirmisher.
- Improved Sneak Attack: You can use the Sneak Attack talent against a target within 12 squares, instead of within 6 squares.
- Prerequisites: Point Blank Shot feat, Sneak Attack.
- Seducer: You excel at seduction through deception. If you fail a Persuasion check to change a targets attitude, you can immediately reroll the check using your Deception skill in lieu of your Persuasion skill. You must accept the result of the reroll, even if it’s lower. You can also reroll a Seduction check, but must accept the result of the reroll, even if it’s lower.
- Seize Object: Once per encounter as a move action, you can attempt to seize a held, carried, or worn object from an adjacent target by making a Disarm attack, with a +10 bonus on your attack roll. If the attack succeeds, you are now holding the object. You must have a free hand with which to grab the object, and you cannot use this talent in place of the disarm action. You cannot conceal the use of this talent from the target.
- Skirmisher: If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn. You gain the benefits of this talent with vehicle weapons only if you are the vehicle’s pilot.
- Sneak Attack: Any time your opponent is flat-footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful melee or ranged attack. You must be within 6 squares of the target to make a sneak attack with a ranged weapon. You may select this talent multiple tines. Each time you select It, your sneak attack damage increases by +1d6 (maximum +10d6).
- Sow Confusion: Once per encounter, as a standard action, you can make a Deception check and compare the result to the Will Defense of all enemies in your line of sight. If the check result equals or exceeds an enemy’s Will Defense, that enemy must spend a swift action in addition to a standard action to make an attack until the start of your next turn.
- Prerequisite: Hesitate.
- Stymie: Once per round, as a swift action, you can designate a target within 12 squares of you and in your line of sight as the target of this talent. Until the beginning of your next turn, you can cause that target to take a -5 penalty on all checks made with a single skill. You must have line of sight to your target to make use of this talent, and declare which skill is to be penalized at the time this talent is activated. This is a mind-affecting effect.
- Sudden Strike: Whenever you would gain the benefit of the Skirmisher talent and you successfully hit your opponent, you deal sneak attack damage in addition to the normal damage dealt by the attack.
- Prerequisites: Skirmisher, Sneak Attack.
- Walk the Line: As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 Squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken. This talent has a range of 6 squares when used at starship scale.
- Prerequisite: Disruptive.
- Weakening Strike: Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose to not move the target down the condition track and instead impose a -5 penalty on all your opponent’s attacks and melee damage until the end of your next turn.
- Prerequisite: Dastardly Strike.
OPPORTUNIST TALENT TREE
Profiteers, gunrunners, and privateers can use the chaos of war to make a tidy profit, and you are no exception. Your talents allow you to make the best of a bad situation, keep your pockets filled with credits, and keep you alive long enough to spend them.
- Advantageous Opening: When an enemy or ally in your line of sight rolls a natural 1 on an attack roll, you can make a melee or ranged attack against a single target within range.
- Retribution: When a target moves one of your allies in your line of sight down the condition track by any means, you gain a +2 insight bonus to your attack rolls against that target until the end of your next turn.
- Slip By: When you damage a target, until the beginning of your next turn, you can move through that target’s space. Moving through the target’s space might still provoke attacks of opportunity as normal, and you must end your movement in a legal space.
- Thrive on Chaos: When an enemy or ally within 20 squares of you is reduced to 0 hit points, you gain bonus hit points equal to 5 + one-half your character level. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. Bonus hit points do not stack.
- Prerequisite: Advantageous Opening.
- Vindication: When an enemy you have damaged is reduced to 0 hit points or moved to the bottom of the condition track, your next attack made before the end of the encounter deals +1 die of damage.
- Prerequisite: Retribution.
OUTLAW TECH TALENT TREE
Scoundrels learn variety of tricks that allow them to squeeze more life out of ailing technology, enhancing their gear in ways the manufacturer never intended.
- Fast Repairs: Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Mechanics check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
- Prerequisite: Trained in the Mechanics skill.
- Hot Wire: You can use your Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to improve access to a computer system. You are considered trained in the Use Computer skill for the purposes of this talent. If you are entitled to a Use Computer check reroll, you may reroll your Mechanics check instead (subject to the same circumstances and limitations).
- Prerequisite: Trained in the Mechanics skill.
- Mastercraft: Chose on of the following types of items: Ranged Weapons, Melee Weapons, Armor, Non-Starship Vehicles, Computers/Electronic Devices or Medical Equipment. When constructing items of the chosen type, you may choose to make a Mastercraft Item. Mastercraft Items provide a +1 Craftsmanship bonus to any rolls or scores that they effect or are used in. For example, a Mastercraft Medkit provides a bonus to Treat Injury checks when it is utilized, a Mastercraft Vibrosword provides it’s wielder with a bonus to his attack and damage rolls, and Mastercraft Armor has an increased bonus to Reflex Defense and Damage Reduction. In addition, each Mastercraft item gains a bonus Upgrade Slot that may be used to further improve upon the item.
- Prerequisites: Mechanics as a trained skill.
- Special: This Talent may be selected multiple times. Each new selection may be applied to a different type of item, or reapplied to the same item type. Multiple Mastercraft talents associated with the same type of item stack, allowing for greater Craftsmanship bonuses (+2 for twice, +3 for the third time, etc.) and creating items with an extra upgrade slot for each time selected.
- Quick Fix: Once per encounter, you may jury-rig an object or vehicle that is not disabled. All normal benefits and penalties for jury-rigging still apply.
- Prerequisite: Trained in the Mechanics skill.
- Personalized Modifications: As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source (such as vehicle and starship weapons).
OUTSIDER TALENT TREE
By their nature, scoundrels are outsiders. By blurring the line between lawful and lawless, scoundrels operate outside social and cultural norms. Eventually, they learn to make the most of their positions.
- Oafish: Whether you come by oafishness naturally or it is all an act, you use your lack of sophistication and finesse as an excuse to bluff your way into or out of delicate situations. Once per encounter, when you fail either a Deception or a Persuasion check, you can add a bonus equal to 1d6 + your Wisdom modifier to your Deception or Persuasion check result.
- Outsider’s Eye: Your status as an outsider gives you an objective view of enemies and acquaintances. Once per encounter, you can make a DC 20 Perception check as a standard action. If the check is successful, you gain your choice of one of the following pieces of information: one Defense score of one character or vehicle within your line of sight, or the identity of the character or the vehicle within your line of sight that has either the lowest or highest current hit points or the lowest or highest position on the condition track.
- Prerequisite: Trained in the Perception skill.
- Outsider’s Query: You use your outsider status as an excuse for mistakes, missteps, and social offenses. If you fail a Persuasion check to change a target’s attitude, the target’s attitude toward you does not change. You can also attempt to change the target’s attitude one additional time per encounter.
- Prerequisite: Trained in the Persuasion skill.
- Wary: Your outsider status makes you cautious, observant, and ready for action. If an enemy fails a Stealth or a Deception check opposed by your Perception check, you can take one move action as a reaction. If multiple enemies fail on the same turn (such as when you detect several enemies sneaking up on you), the number of move actions you take cannot exceed your Dexterity modifier.
- Prerequisites: Outsider’s Eye, trained in the Perception skill.
RECKLESSNESS TALENT TREE
You take risks that put you and your allies in danger but that always seem to pay off. Others call you reckless, but you know great rewards come only from taking chances, even if they could be deadly.
- Find Openings: Whenever you are missed by an attack, you gain a +2 morale bonus to your next attack roll before the end of your next turn.
- Hit the Deck: Whenever you make an area attack, each ally in the area takes no damage if your attack roll fails to overcome his or her Reflex Defense, and takes half damage if the attack hits.
- Lure Closer: Once per turn, as a move action, you can make a Deception check against the Will Defense of one enemy within 12 squares and within your line of sight. If your check result equals or exceeds the target’s Will Defense, the target must move a number of squares equal to half its speed, and each square of movement must bring the target closer to you (although the target does avoid hazards and obstacles). If the target cannot avoid a hazard (such as a pit), it stops moving in the nearest safe square. This movement is considered involuntary and odes not provoke attacks of opportunity. This is a mind-affecting effect.
- Prerequisite: Trick Step.
- Risk for Reward: Once per turn, when an enemy damages you with an attack of opportunity, you can make a single melee or ranged attack against a target in range as a reaction.
- Prerequisite: Find Openings.
- Trick Step: As a swift action, make an Initiative check, opposed by the Initiative check of an enemy within your line of sight. If your check result equals or exceeds the target’s check, the target is considered flat-footed against the next attack you make before the end of your turn. If the target’s check result is higher, you are considered flat-footed against the next attack made by the target before the start of your next turn.
REVOLUTIONARY TALENT TREE
You seek to overthrow the system and are adept at being a monkey wrench in the cogs of society, but often at the cost of others’ rights, freedoms, and lives.
- Bomb Thrower: You are skilled in making and handling impromptu explosives. You gain a +5 bonus to Mechanics checks for the purposes of handling explosives. In addition, you can spend a full-round action to craft the equivalent of a frag grenade from spare parts you have on hand. You must have access to the appropriate supplies, such as an old power cell, a toolkit, or materials found inside a hangar bay.
- Prerequisite: Trained in the Mechanics skill.
- For the Cause: Whenever you or an ally within 6 squares of you takes damage that exceeds that character’s damage threshold, you and all allies within 6 squares of you gain a +2 bonus to attack rolls and damage rolls until the end of your next turn.
- Prerequisite: Make an Example.
- Make an Example: Whenever you hit with an attack and deal enough damage to exceed a target’s damage threshold, that target takes a -5 penalty to attack rolls against you until the end of your next turn. This is a mind-affecting effect.
- Revolutionary Rhetoric: As a standard action, you can do or say something that causes an enemy to doubt its motives. Choose one enemy within 12 squares and in your line of sight, and make a Persuasion check against the target’s Will Defense. If you succeed, the target can take only move actions and swift actions until the end of your next turn. This effect ends if you attack the target. This is a mind-affecting effect.
RUN AND GUN TALENT TREE
Scoundrels find ways to slip through fights of any size, even when the odds are against them.
- Cheap Shot: Once per encounter, you can make an attack of opportunity against an opponent that takes the withdraw action to withdraw from a space threatened by one of your allies within point-blank range.
- Prerequisite: Opportunistic Strike.
- No Escape: Whenever an opponent uses the withdraw action to leave your threatened space, that opponent is considered flat-footed against you until the end of your next turn.
- Prerequisite: Opportunistic Strike.
- Opportunistic Strike: Once per encounter, you can make an attack of opportunity against an opponent within point-blank range (even using a ranged weapon) if that opponent provokes an attack of opportunity from one of your allies.
- Slippery Strike: Once per encounter, you can designate an opponent you have just damaged as a reaction; that opponent cannot make attacks of opportunity against you until the end of your next turn. You may use this in conjunction with the Strike and Run talent, allowing you to benefit from both talents as a single reaction.
- Prerequisite: Strike and Run.
- Strike and Run: Once per encounter, as a reaction after successfully damaging an opponent with a melee or ranged attack, you can move your speed.
SLICER TALENT TREE
You move like a ghost through cyberspace and can hack into enemy mainframes and computer systems with astonishing grace.
- Electronic Forgery: You can use your Use Computer modifier in place of your Deception modifier to create a deceptive appearance with forged electronic documents.
- Prerequisite: Trained in the Use Computer skill.
- Electronic Sabotage: You excel at causing havoc with computers and electronics. As a standard action, you can lock down a computer terminal by making a Use Computer check, making it potentially difficult for anyone else to access. That computer is considered unfriendly to anyone other than you who attempts to use it, and the result of your Use Computer check replaces the computer’s Will Defense on an attempt to change its attitude. This effect ends if anyone else succeeds in adjusting the computer’s attitude to indifferent. You cannot take 20 on this Use Computer check.
- Prerequisite: Trained in the Use Computer skill.
- Gimmick: You can issue a routine command a computer as a swift action.
- Master Slicer: You may choose to reroll any Use Computer check made to improve access on a computer or break a barrier, keeping the better of the two results.
- Prerequisite: Gimmick.
- Security Slicer: You are an expert in electronic security. When you make a Mechanics check to disable a security system, you can do so without the help of a security kit. Additionally, something goes wrong only when you fail the Mechanics check by 10 or more.
- Prerequisite: Trained in the Mechanics skill.
- Trace: You can substitute your Use Computer skill for any Gather Information check as long as you have access to a computer network.
- Virus: You can substitute a Use Computer check for a Mechanics check when disabling a computerized device. The effort takes 1 minute and the DC is equal to the computer’s Will Defense. In addition, whenever anyone accesses the effected computer using another computerized device, that computer’s attitude immediately becomes unfriendly.
- Prerequisites: Electronic Sabotage, trained in Use Computer.
SMUGGLING TALENT TREE
Smuggling is part skill, part talent, and part luck. The most notorious smugglers in the galaxy get along by making use of their quick wits and savvy.
- Art of Concealment: Some smugglers are adept at hiding contraband and weapons, even on their person. When making a Stealth check to conceal an item, you can take 10 even under pressure. Additionally, you can conceal an item as a swift action.
- Fast Talker: Smugglers must be quick to explain discrepancies in their cover stories. Once per day, you can take 20 on a Deception check as a standard action when attempting to deceive.
- Prerequisite: Art of Concealment.
- Hidden Weapons: If you draw a concealed weapon and attack a target that failed to notice the item in the same round, that target is considered flat-footed against you. You can draw a concealed item or a stowed item as a move action. Additionally, if you have the Quick Draw feat, you can reduce this to a swift action.
- Prerequisite: Art of Concealment.
- Illicit Dealings: Smugglers have a knack for locating and negotiating illicit deals. When using Persuasion to haggle for restricted, military, or illegal goods you may roll twice, keeping the better result.
- Surprise Strike: Sometimes a smuggler has to fight his way out of a bad situation. If you fail any Deception check to convey deceptive information, you can initiate combat and make a single unarmed attack as a free action in the surprise round (or with a melee or ranged weapon, if you have the Quick Draw feat); all other combatants are considered surprised even if they are aware of you.
SPACER TALENT TREE
You prowl the space lanes seeking wealth, fame, adventure, or something more. You’re also pretty good with vehicles in general.
- Cramped Quarters Fighting: When adjacent to an obstacle or barrier, you gain a +2 cover bonus to your Reflex Defense.
- Prerequisites: Spacehound, Starship Raider.
- Deep Space Raider: Whether you are taking on military targets on behalf of a resistance movement or you are out for personal gain, you are experienced at raiding starships and similar targets. You can use each of the following actions once per encounter:
- Clear a Path: Your attack forces an enemy to alter course or move out of your way. You must be fighting aboard a starship to use this action. As a standard action, make a ranged attack. If the attack hits, on its next turn your target must move its speed to a square that is not adjacent to you. If the target is an enemy starfighter engaged in a dogfight, the target instead must attempt to disengage from the dogfight.
- Covering Fire: You squeeze off several shots as you escape pursuing enemies. As a full round action, if you are the pilot of a vehicle, you may move the vehicle up to twice its speed and make a single ranged attack with one of the pilot-controlled weapons at any point during that movement. If you hit and deal damage to a vehicle with this attack, the target vehicle takes a -2 penalty to attack rolls against your vehicle until the end of your next turn.
- Disabling Fire: Make a ranged attack with a vehicle weapon. If you make this attack against a vehicle and hit and deal damage, you can choose one of the following to take effect until the end of your next turn: one of the target’s weapons ceases to function, the target’s SR is reduced to 0, the target’s hyperdrive is disabled, or the target’s speed is reduced to 2 squares.
- Prerequisites: Spacehound, Starship Raider.
- Hyperdriven: Once per day while aboard a starship, you can add your class level as a bonus on a single attack roll, skill check, or ability check. The decision to add this bonus can be made after the result of the roll or check is known.
- Make a Break for It: Once per encounter, while on or in a vehicle, you can move up to one half your speed or move the vehicle up to one-half its speed if you are the pilot, as a swift action. This movement does not provoke attacks of opportunity.
- Prerequisites: Spacehound, Stellar Warrior.
- Spacehound: You take no penalty on attack rolls in low-gravity or zero-gravity environments, and you ignore the debilitating effects of space sickness. In addition, you are considered proficient with any starship weapon.
- Starship Raider: You gain a +1 bonus on attack rolls while aboard a starship. This bonus applies to attacks made with starship weapons as well a personal weapons used aboard a starship.
- Prerequisite: Spacehound.
- Stellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship, you gain one temporary Hero Point. If the Hero Point is not used before the end of the encounter, it is lost. This talent works with both vehicle weapons and personal weapons used aboard a starship.
- Prerequisite: Spacehound.
Bonus Feats
At every even-numbered level (2nd, 4th. 6th. etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
- Acrobatic Ally
- Acrobatic Dodge
- Advantageous Attack
- Advantageous Cover
- Agile Riposte
- Attack Combo (Ranged)
- Bad Feeling
- Bull Herder
- Burst of Speed
- Close Combat Escape
- Collateral Damage
- Combat Trickery
- Cornered
- Crossfire
- Cunning Attack
- Deadeye
- Deceptive Drop
- Desperate Gambit
- Dodge
- Drunken Stance
- Duck and Cover
- Fast Surge
- Fatal Hit
- Fight Through Pain
- Fleet Footed
- Force of Personality
- Friends in Low Places
- Gearhead
- Gun-Fu
- Hasty Modification
- Hold Together
- Improved Sleight of Hand
- Impulsive Flight
- Knife Trick
- Lightning Draw
- Melee Defense
- Mission Specialist
- Mobility
- Moving Target
- Opportunistic Shooter
- Overwhelming Attack
- Pistoleer
- Poison Resistance
- Precise Shot
- Predictive Defense
- Prime Shot
- Quick Draw
- Quick Skill
- Rapid Reaction
- Rapid Shot
- Recovering Surge
- Return Fire
- Running Attack
- Scavenger
- Signature Device
- Skill Focus
- Skill Training
- Sniper Shot
- Steadying Position
- Superior Tech
- Tech Specialist
- Vehicular Combat
- Vehicular Surge
- Vehicle Systems Expertise
- Weapon Proficiency (advanced melee weapons)
- Zero Range
CREDITS
A 1st level scoundrel starts play with 3d4 x 250 credits.