Scoundrel

Scoundrels are rogues- good, bad, and neutral- who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their Charisma and Wisdom to accomplish tasks, and many rely on their Dexterity 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.

Adventurers

Many Scoundrels live a life of adventure for the excitement it provides. Others go adventuring to advance their illicit careers. 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, an 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 (Probably) saddled with a sense of honor that sometimes make them go against their natural inclinations.

Scoundrel Class Stat Modifiers

  • Base Level Scoundrel Hit Points: 18 + Constitution modifier. 6 plus their Constitution modifier every level after.
  • Class Damage Threshold Bonus: 0.
  • Class Special Defense Modifiers: +2 Reflex & +1 Will.
  • Class General Defense Bonus: +1.
  • Base Attack Bonus: Low, Current Hero level -1.
  • Base Level Scoundrel Credits: 3d4 x 350 +400.
  • Force Points: 5 + Hero lvl/2 rounded down.

Scoundrel Class Starting Feats

  1. Hip-Fire Shot 
  2. Weapon Proficiency (Sidearms and Simple Weapons)

Scoundrel Class Starting Languages

Base Level Scoundrels are proficient in the following Languages. They may also choose an additional number of Languages to gain proficiency in equal to their Intelligence modifier.

Scoundrel Class Skills

The following list of skills is the Class Skills for the Scoundrel. Base Level Scoundrel may choose a number of Class Skills to become Trained in equal to; 6 + their Intelligence Modifier.

Scoundrel Class Bonus Feats

At each even-numbered level (2nd, 4th, 6th, etc.), a Scoundrel gains a Bonus Feat. This Feat must be selected from the following list, and a Scoundrel must meet any prerequisites for that Feat. If you already possessed a feat listed you may use your bonus feat to level it up, provided you meet the prerequisites.

Advanced Combat Maneuver Training

Prerequisite: None
  • Benefit: When you take this feat you gain the ability to use the Advanced Combat Maneuvers; Grapple (Crush, Drag, Pin, Slam, Strike, Submission, Throw, & Tie Up Steal; and Trip. And when you fail a Combat Maneuver check you are no longer at risk of taking an Attack of Opportunity.

Advanced Cover Training

Prerequisite: Trained in Stealth.
  • Benefit: When you have Cover from an Explosive Area Attack, even if the attack roll exceeds your General/Reflex Defense you take no damage.

Ally-oop

Prerequisites: Strength 13, Dexterity 13 & Trained in Athletics
  • Benefit: You can hoist or toss an ally of your size or smaller up to 2 squares. Your ally must be in an adjacent square to yours and must hold their turn until after yours. If you succeed on a DC 20 Athletics check as a Standard Action, your ally ends up in a square of their choosing up to 2 squares above or away from you. This counts as a Free Action for your ally and leaves you prone (you may spend a Swift Action to stay standing). Once you've finished your turn, your ally can then continue their turn as normal (minus 1 Free Action). If you fail your check, both you and your ally immediately become Prone in your square. Special: This Feat can provoke Attacks of Opportunity against either character.

Always Ready

Prerequisite: None
  • Benefit: You can always take a Move Action during a Surprise Round, even if you are Surprised. If you are not Surprised, you can take an additional Swift Action in a Surprise Round.

Ambusher

Prerequisites: Base Attack Bonus +3 & Trained in Initiative
  • Effect: During the Surprise Round, if you damage a Flat-Footed target, that target is also knocked Prone if your attack roll also exceeds the target's Fortitude Defense. The target adds its size modifier to its Fortitude Defense:
  • Colossal, +50;
  • Gargantuan, +20;
  • Huge, +10;
  • Large, +5;
  • Medium and smaller, +0.

Biotech Specialist

Prerequisite: Trained in Mechanics
  • Effect: You can modify a Biotech device, suit of armor, weapon, or Vehicle so that it gains a specific trait. You can perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, or Vehicle, and you cannot apply the same benefit more than once.

Class Skill Training

Prerequisite: None
  • Benefit: Choose 1 + (your Intelligence modifier) untrained skills from your list of class skills. You become trained in those skills.

Close Combat Escape

Prerequisite: Trained in Acrobatics
  • Benefit: When you successfully use Acrobatics to escape a Grapple, you can spend a Swift Action to make a single attack with a melee weapon or an Unarmed attack against the opponent that had Grappled you. If the attack hits, it deals normal damage, and your opponent is considered Flat-Footed until the start of its next turn.

Combat Trickery

Prerequisites: Wisdom 13 & Trained in Deception
  • Effect: You can spend two successive Swift Actions on the same turn to make a Deception check against a target's Will Defense. If the check is successful, the target is Flat-Footed against your next attack made before the end of your next turn. Additionally, you can spend a Force Point to extend your target's penalties, to your attacks, until the end of the encounter.

Crossfire

Prerequisites: Precise Shot & Base Attack Bonus +5.
  • Benefit: Once per Round, when you target a creature that has Soft Cover you can ignore the Cover bonus to the target's General Defense.

Cunning Attack

Prerequisite: Wisdom 13
  • Benefit: You gain Advantage on attack rolls against a Flat-Footed enemy or one who is denied their Dexterity bonus to their Reflex Defense.

Danger Close

Prerequisite: Trained in Acrobatics
  • Effect: Whenever you are the target of an Area Attack, once per turn you can Move up to 3 squares as a Reaction. This movement does not provoke Attacks of Opportunity.

Deadeye

Prerequisites: Aimed Shot & Base Attack Bonus +8
  • Benefit: If you aim before making a ranged attack increase the damage you deal by an additional damage die. This feat stacks with the benefits of any level of Aimed Shot.

Deceptive Sleight

Prerequisites: Dexterity 15, Skill Focus (Deception), & Trained in Sleight of Hand
  • Effect: When using the Sleight of Hand Skill, you can use your Deception Skill to improve your chances of success. Prior to making the Sleight of Hand check, you can make a Deception check as a Swift Action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Sleight of Hand check. Additionally, you can, as a single Move Action, use Deceptive Sleight to simultaneously draw and palm a weapon two sizes smaller than you. Make a Sleight of Hand check as a Free Action when drawing your weapon to successfully conceal it in a position in your hand (Or similar appendage), where you can use it on a following Action. Once the weapon is used, you can attempt to palm it again as a Swift Action.

Dirty Trick Specialist

Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +1, & Intelligence/Wisdom 13.
  • Effect: On a successful check your opponent needs to spend a Standard & Swift Action to clear the effects of your Dirty Trick.

Disturbing Presence

Prerequisite: Trained in Deception
  • Effect: If you succeed on a DC 15 Deception check, you can move through the Threatened area or Fighting Space of an enemy as part of your move action without provoking an attack of opportunity. Each Threatened space or occupied space that you move through in this manner counts as 2 squares of movement.

Dodge

Prerequisites: Combat Reflexes, Fleet-Footed, Mobility, & Trained in Acrobatics.
  • Effect: Once per Round when targeted for a Ranged attack roll you may make an Acrobatics check to oppose the target's attack roll. If the result of your check meets or exceeds their attack roll you dodge the attack and, as a reaction, make a 5-foot step.
Special: You cannot use this attack while Flat-Footed or while wearing Armor.

Droidcraft

  • Prerequisite: Trained in Mechanics
  • Effect: You can use the Repair Droid aspect of the Mechanics skill in 30 minutes. When you repair a droid it recovers double the rolled number of Hit Points.

Droid Hunter

  • Prerequisite: None
  • Effect: While wielding a weapon with which you are proficient, you gain a +3 bonus on damage rolls against Droid enemies, or +6 if you are using a weapon that deals Ion Damage.

Expert Briber

  • Prerequisite: Charisma 13
  • Effect: When using the Haggle or Bribery applications of the Persuasion skill, you reduce the DC to reduce the price of the item haggled over by 10.

Expert Droid Repair

  • Prerequisite: Trained in Mechanics
  • Effect: You can use Repair Droid to a number of Droids equal to your Intelligence modifier (Minimum 2) simultaneously. You make Mechanics checks for each Droid as normal.

Fleet Footed

  • Prerequisite: None
  • Benefits: You can move, run, & sprint an additional 2, 4, 6, squares respectively.

Force of Personality

  • Prerequisite: Charisma 14
  • Effect: You can use your Charisma modifier to determine your Will Defense.

Gambling Strike

  • Prerequisite: Wisdom 13.
  • Effect: Once per turn, when you miss an attack roll, you may reroll the attack, but you take a -3 penalty to all Defenses until the end of your next turn. If your first attack missed because you rolled a Natural 1, you can still use this Feat, but you take a -5 penalty to all Defenses and must make your rerolled attack with Disadvantage.

Gearhead

  • Prerequisite: None
  • Benefit: Once per Encounter, you gain Advantage on your next Use Computer/Mechanics Check.

Hasty Modification

  • Prerequisite: Tech Specialist
  • Effect: You can exchange a Trait you have applied to a piece of Equipment or Droid for another one by spending 1 minute to make a DC 20 Mechanics check. If you succeed, the Equipment loses the old Trait and gains a new Trait until the end of the encounter, at which point the device loses all Traits previously acquired through the use of the Tech Specialist Feat.

High-Intensity Athletic Training

  • Prerequisite: Trained in Athletics
  • Benefit: During your Move action you can; move up to twice any movement speed and you're not slowed by difficult terrain. At the end of your movement, you move -1 step along the Condition Track.

Hip-Fire Shot

  • Prerequisite: Weapon Proficiency (Sidearms)
  • Benefit: This feat only applies to One Handed Pistols. When targeting an enemy in your Point Blank Range, you gain +1 on your Attack & Damage Roll. Once per Encounter, you may make an Attack of Opportunity against an enemy within your Point Blank Range.

Hobbling Strike

  • Prerequisite: Sneak Attack or Rapid Shot or Rapid Strike.
  • Effect: Whenever you would deal extra damage by using Sneak Attack, Rapid Shot, or Rapid Strike, you can reduce the target's Speed by 2 squares until the end of the encounter, instead of dealing the extra damage.

Hold It Together

  • Prerequisite: Trained in Mechanics
  • Effect: As a Reaction, you can spend a Force Point to delay Vehicle Hit Point Loss (due to damage dealt by one attack/effect) for a Vehicle you are riding in or piloting until the end of the round. The Vehicle must be of Colossal size or smaller.

Implant Training

  • Prerequisite: Possess an Implant
  • Benefit: You are not moved an extra step down the condition track when you would normally be moved down the condition track as a result of an Implant penalty.

Indomitable Personality

  • Prerequisite: Charisma 13
  • Effect: Once per encounter, you can add your Charisma modifier to your General Defense as a Reaction; this benefit lasts until the start of your next turn.

Ion Specialist

  • Prerequisite: None
  • Effect: When making an attack with an Ion Weapon against a Droid, Shield, Vehicle, or another type of machine, you gain one of the following benefits, depending on the kind of weapon you use.
Ion Blade/Charge
When you use an Ion melee weapon you may treat your target's Damage Resistance as though it is 3 points lower.
Ion Explosive
When you use an Ion Explosive, the Explosive's Splash radius is increased by 1 square.
Ion Sidearm
When you use an Ion Pistol, the damage dice increase by 1 step.
Ion Assault Weapon
When you use an Ion Rifle the critical threat of the weapon is increased by 1.

Killing Wind

  • Prerequisite: Running Attack
  • Effect: If you Move before you make an attack, without ending your movement in Cover, you gain a +5 circumstance bonus to your attack roll.

Lightning Attack

  • Prerequisite: Quick Draw
  • Effect: Once per encounter, you can draw a holstered weapon and attack as a single Action, the action determined by your Quick Draw. However, this attack forgoes any bonuses your normal attack roll has. Special if you have Hip-Fire Shot you may add one-quarter of your normal ranged attack bonus.

Master of Disguise

  • Prerequisites: Trained in Disguise & Charisma 13
  • Effect: You gain a +5 insight bonus to your Disguise check when creating a Deceptive Appearance or Forging Documents. In addition, you can rush the process by taking a -2 penalty to the Disguise check.

Melee Defense

  • Prerequisites: Intelligence 13
  • Benefit: When you use a standard action for a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number {up to +5} as a dodge bonus to your General & Reflex Defense. This number may not exceed your BAB. The changes to Attack rolls & Reflex Defense last until the start of your next turn.

Mind Over Matter

 
  • Prerequisite: None
  • Effect: You can use your Will Defense instead of your Fortitude Defense when determining your Damage Threshold.

Mobility

  • Prerequisites: Dexterity 13 & Nimble
  • Benefit: Once per Round, you gain a +5 Dodge bonus to your General or Reflex Defense against Attacks of Opportunity.

Nimble

  • Prerequisites: Dexterity 13
  • Benefit: You gain a +1 Dodge bonus to your General & Reflex Defense.

Oh, The Friends You Know!

  • Prerequisite: Trained in Gather Information (Cha)
  • Effect: Whenever you would use a Gather Information (Cha) check you may spend half the time and roll with Advantage.

Opportunistic Shooter

  • Prerequisite: None
  • Effect: You gain a +2 bonus on Attacks of Opportunity with ranged weapons.

Opportunistic Trickery

  • Prerequisites: Combat Reflexes & Sneak Attack
  • Effect: Whenever an opponent provokes an Attack of Opportunity from you, once per turn you can sacrifice that attack to reduce the target's General Defense by 2 until the start of their next turn.

Overwhelming Attack

  • Prerequisite: None
  • Benefit: You must spend two Swift Actions in the same round to activate this Feat. If your target attempts to use a Talent, Feat, or other ability to negate your attack (Such as Block, Deflect, or Vehicular Combat), the target takes a -5 penalty to any attack rolls or Skill Checks it makes to negate the attack. This effect applies to the next attack you make before the end of your turn.

Pistoleer

  • Prerequisite: Weapon Proficiency (Pistols) or Exotic Weapon Proficiency (a Pistol)
  • Effect: When you make a ranged attack with a Pistol with which you are proficient, you gain one of the following benefits, depending on the kind of Pistol you use.
Blaster Pistol
You treat your target's Damage Resistance as though it's 5 points lower.
Hold-Out Blaster Pistol
If you fire a Hold-Out Blaster Pistol at a target that has not yet acted in combat, you gain a +5 bonus to your attack rolls with that weapon against that target. this bonus applies to all such attacks until the target attacks.
Slugthrower Pistol
You may treat your target's Damage Threshold as though it's 5 points lower.
Revolver Pistol
When your weapon damage would move your target -1 down the Condition Track, they move an additional step.

Poison Resistance

  • Prerequisite: Constitution 13
  • Benefit: You gain a +5 feat bonus to your Fortitude Defense when attacked by Poison. If the attack succeeds, you take only half damage/effect from the poison.

Precise Shot

  • Prerequisite: None
  • Benefit: When making a Limb Attack the penalty for targeting a limb is reduced by 3 and the penalty for targeting the head, or their weak spot if known, is reduced by 5.

Predictive Defense

  • Prerequisite: Intelligence 15
  • Effect: You can use your Intelligence modifier to determine your Reflex Defense.

Prime Attacker

  • Prerequisites: Strength/Charisma 15 & Trained in Performance.
  • Effect: Before damaging a target with an attack, you may, as a Reaction, make a Performance check to deal half damage to the target and Antagonize them as well.

Quick Attack

  • Prerequisite: Base Attack Bonus +1
  • Benefit: When you make a successful attack against an enemy who has not yet acted in combat, you add your full Heroic Level to damage rolls.

Quick Draw

  • Prerequisite: Base Attack Bonus +1 You can draw or holster a small One-handed weapon as a swift action instead of a move action.
  • Benefit: You can draw or holster a small One-handed weapon as a swift action instead of a move action.

Quick Skill

  • Prerequisite: None
  • Benefit: Once per encounter, you can Take 10 when rushed on a single Skill Check for a Skill you are Trained in, unless the Skill description explicitly forbids it. Alternatively, you can Take 20 when using a Skill you are Trained in at half the normal time required. You may take this feat multiple times to gain additional uses per encounter.

Rapid Reaction

  • Prerequisite: Dexterity 13 & Trained in Initiative.
  • Effect: Once per encounter, you can use two different Reactions in response to the same trigger. For example, if you use the Deflect Talent and fail to negate the attack, you can also use Negate Energy as a response to the same attack.

Rapid Withdraw

  • Prerequisite: None
  • Effect: When you Withdraw from an enemy you may take a 5-foot step first, ignoring the difficult terrain movement penalty for this step.

Return Fire

  • Prerequisites: Dexterity 15, Quick Draw, & Weapon Proficiency (Chosen Group/Exotic Weapon)
  • Effect: Select one Weapon for which you possess the Weapon Proficiency feat. Once per encounter as a Reaction, you can make a single ranged attack with the chosen weapon against an enemy that misses you with a ranged attack (at half your normal Ranged Attack bonus), provided you have line of sight to the enemy. Special: If you're making this attack with a Heavy Weapon you only have a quarter of your normal Ranged Attack bonus. This Feat does not apply to Vehicle Weapons. You must have your weapon in hand to use this Feat. You can take this Feat multiple times. Each time you take this Feat, it applies to a different Weapon Group or Exotic Weapon.

Recovering Surge

  • Prerequisites: Constitution 15 & Trained in Endurance
  • Effect: When you catch a Second Wind, you move +2 steps on the Condition Track & recover 2 Hit Die (from your most recent class) in Bonus Hit Points.

Running Attack

  • Prerequisite: Dexterity 13
  • Benefit: When making an attack with a melee or ranged weapon, you may move both before and after the attack, provided that your distance moved is not greater than your speed.

Sadistic Display

  • Prerequisite: Trained in Performance.
  • Effect: When you deliver a Coup de Grace to a Helpless creature, all opponents within line of sight move a Persistent -1 step on the Condition Track until the end of the Encounter.

Scavenger

  • Prerequisites: Intelligence 14 & Trained in Mechanics.
  • Benefit: You can spend 1-hour scavenging materials from Vehicles or Large Objects. When you do so, you make a Mechanics check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Mechanics check x 50 credits. You must apply these raw materials toward the construction cost or repair cost of a single object (see Build/Repair Object on the Mechcanics skill page), and you can scavenge parts for only a single object at any given time. Additionally, you can scavenge raw materials only once for any given object you are attempting to build or repair.

Semi-Rapid Fire

  • Prerequisites: Base Attack Bonus +1 & Precise Shot.
  • Benefit: When using a ranged weapon you are proficient with, as a Full Round Action, you may fire a number of multiple attacks equal to a blaster's overheat rating or the number of slugs in the magazine. Your initial attack takes a -3 penalty and increases by 2 every other attack: -3, -3, -5, -5, -7, -7, etc. You also receive a -2 penalty when you change targets during the same attack. Semi-Rapid Fire attacks do not cause critical damage nor activate Devastating Critical Injuries.

Shot Grouping

  • Prerequisite: Base Attack Bonus +3
  • Effect: If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged attacks you make until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit.

Signature Device

  • Prerequisite: Tech Specialist
  • Effect: You designate a single weapon, suit of armor, vehicle, or another item as your Signature Item. When making Mechanics checks to modify that piece of Equipment, you can Take 10 on the check. In addition, you can allow the device to gain two Traits from the Tech Specialist feat. To install the second Trait, you must succeed on a DC 30 Mechanics check. Once installed, the device can use only one Trait at a time, and switching from one Trait to the other requires a Swift Action to adjust the item's settings. You can have only one Signature Device at a time, but you can designate another device as your Signature Item (the former item loses all benefits gained from this Feat)

Silver Tongue

  • Prerequisite: Trained in Persuasion
  • Benefit: You can Intimidate or Charm as a Standard Action.

Skill Focus

  • Prerequisite: None
  • Benefit: Gain +3 Insight bonus on Skill Checks with one Trained Skill.

Skilled Specialist

  • Prerequisite: Charisma 13.
  • Effect: Choose one Skill in which you are Trained. Allies who are not Trained in that Skill gain a +3 competence bonus to the Skill while they are within your Line of Sight.

Sleight Attack

  • Prerequisites: Quick Draw & Trained in Sleight of Hand
  • Effect: If you have a concealed weapon, you Threaten squares all adjacent squares to you with an Attack of Opportunity. You can draw a weapon you have successfully concealed on your person and make a single attack against the targets that trigger an Attack of Opportunity.

Stand Tall

  • Prerequisite: Trained in Endurance & Performance.
  • Effect: Once per encounter (per Ally), when an opponent successfully damages you, it provokes an Attack of Opportunity from said Ally.

Steal Specialist

  • Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +1, Dexterity 15, & Trained in Sleight of Hand.
  • Effect: You may target hidden items for the Steal maneuver, as long as you are aware of their presence. You may also place up to Tiny-sized items on a person.

Striking Blitz

  • Prerequisite: Base Attack Bonus +3
  • Effect: If you hit a single target with two consecutive melee and/or Unarmed attacks during the same turn, any additional melee or Unarmed attacks you make until the end of your next turn (including Attacks of Opportunity and attacks made as Reactions) deal +1 die of damage on a hit.

Steadied Shot

  • Prerequisite: Aimed Shot
  • Effect: When you are Prone and make an Aimed Shot, your target does not benefit from their Dexterity bonus to their General Defense.

Studied Shot

  • Prerequisites: Proficient with Ranged Weapon/Group
  • Benefit: As a Full-Round Action, you may take a -10 penalty to Defense to make a Ranged Attack with a +10 insight bonus to your Attack Roll or Damage Roll on your next attack that is one range value above your weapon's Optimal Range Value.

Superior Tech

  • Prerequisite: Intelligence 17, Tech Specialist, 9th Character Level
  • Effect: Select one of the following item categories: Armor, Weapons, Droids, Vehicles, or Devices. You can install advanced Traits when modifying equipment belonging to the category you chose. These Traits replace the Traits granted by the Tech Specialist Feat. You may still use the Tech Specialist options if you so choose. If you choose an item for a Signature Device that fits into the category you choose you may give that item 2 advanced Traits, but the DC for the Mechanics check to install them increases by 10.

Swift Dodge

  • Prerequisites: Dodge & Skill Focus (Acrobatics)
  • Effect: Once per encounter, as a Reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an Attack of Opportunity. Special: You must be aware of the attacker to benefit from this Feat. You can use this Feat a second time during the encounter by spending a Force Point.

Swift Wind

  • Prerequisite: Constitution 13
  • Effect: When you catch a Second Wind, you can choose to regain only half of the Hit Points you normally would with a Second Wind to instead, increase your Movement Speed by 1.5 until the end of the encounter.

Tech Specialist

  • Prerequisite: Trained in Mechanics
  • Benefit: You can modify a device, suit of Armor, Weapon, Droid, or Vehicle so that it gains a special trait. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of Armor, Weapon, Droid, or Vehicle, and you cannot apply the same benefit more than once.

Vehicular Combat

  • Prerequisite: Trained in Pilot
  • Benefit: Once per round {as a reaction}, when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the negate.

Weapon Proficiency (Melee Weapons, Pistols, & Simple)

  • Prerequisite: None
  • Benefit: You are now considered proficient in the chosen Weapon Type

Vehicular Surge

  • Prerequisite: Trained in Pilot
  • Effect: If the Vehicle you Pilot is reduced to fewer than one-half its maximum Hit Points, once per day as a Swift Action your Vehicle gains a number of Bonus Hit Points equal to one-quarter of its maximum Hit Point total.

Vehicle Systems Expertise

  • Prerequisites: Tech Specialist & Trained in Mechanics.
  • Effect: You may use the Recharge Shields or Reroute Power Actions by spending two Swift Actions. Also, once per encounter, you may attempt to use either of these Actions as a single Swift Action by making a DC 30 Mechanics check.

Zero Range

  • Prerequisite: Hip-Fire Shot or Point-Blank Shot.
  • Effect: When firing a ranged weapon at a target within or adjacent to your Fighting Space, you gain a +1 bonus on the attack roll and deal +1 die of damage on a hit. Special: When using a Rifle the benefits of this feat are halved. When using a Heavy Weapon the benefits of this feat are quartered. The effects of this Feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot Feats. This Feat does not apply to Vehicle Weapons, or in Vehicle Combat.
 

Scoundrel Class Talent Trees

At every odd-numbered level (1st, 3rd, 5th, and so on), a Scoundrel gains an additional Talent. A Scoundrel may choose a Talent from any of the Talent Trees below, but they 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

  • Prerequisite: Trained in Deception
  • Benefit: When you make a Deception check to Feint against an enemy within 6 squares of you, you can roll with Advantage.

Easy Prey

  • Prerequisite: Cheap Trick
  • Benefit: 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 its Defenses against your attacks until the end of your next turn.

Quick Strike

  • Prerequisite: Cheap Trick
  • Benefit: 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.

Sly Combatant

  • Prerequisites: Cheap Trick, Easy Prey
  • Benefit: You quickly move about the battlefield, taking advantage of the chaos of battle. 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 damage bonus for each ally that is adjacent to the target.  

Dastard Talent Tree

You are a dishonorable heel at heart- willing to flee from conflict, beg for your life and throw those who show you mercy to the Rancors. Your pride takes a backseat when your life is on the line.

Feign Harmlessness

  • Prerequisite: None
  • Benefit: You can use your Persuasion modifier in place of your Deception modifier to Feint.

Harmless Distraction

  • Prerequisite: Feign Harmlessness
  • Benefit: When you successfully Feint an opponent, you may designate one ally within 12 squares. Your ally treats the target as Flat-Footed until the beginning of your next turn.

Not in the Face

  • Prerequisite: None
  • Benefit: Once per encounter, as a Reaction to an attack, you may make a Persuasion check and use that result in place of your Reflex Defense against that attack.

Craven Appeal

  • Prerequisites: Not in the Face
  • Benefit: Once per encounter, as a Standard Action, you may make a Persuasion check and use the result of the roll in place of your General & Reflex Defense until the beginning of your next turn.

Brazen Escape

  • Prerequisite: Base Attack Bonus +2
  • Benefit: Once per encounter, as a Move Action, you may move a number of squares equal to half your movement + your Charisma modifier. This movement does not provoke Attacks of Opportunity.

Insurrectionist Talent Tree

Make an Example

  • Prerequisite: None
  • Benefit: 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.

For the Cause

  • Prerequisite: Make an Example
  • Benefit: 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.

Revolutionary Rhetoric

  • Prerequisite: None
  • Benefit: 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.

Explosive Upcycling

  • Prerequisite: Trained in Mechanics
  • Benefit: You can spend a Full-Round Action to jury-rig an on-hand ranged weapon into an Improvised Explosive Device. The IED will count as a thrown weapon, with 0 square splash range, and deals damage equal to ranged weapon being used + (additional d10s as determined by the weapon type, see the table below). You must have a Tool-Kit to use this talent. Sidearm Type weapons, 1d10. Assault Type weapons, 2d10. Heavy Type weapons, 3d10

Malkite Poisoner Talent Tree

You have mastered the deadly arts of Poison from the masters on Malkii. You can employ a wide array of lethal toxins with which you can quickly and efficiently destroy your targets.

Malkite Techniques

  • Prerequisite: None
  • Benefit: Once per encounter, you can apply a toxin to any non-Energy Slashing or Piercing weapon as a Standard Action. If an attack roll with that weapon also exceeds the target's Fortitude Defense, that target is Poisoned.
Each round on the creature's turn, the Poison makes an attack roll (1d20 + your Heroic Level) against the target's Fortitude Defense. If the attack succeeds, the target takes damage equal to 1d6 + one-half your Heroic Level and moves -1 step along the Condition Track. A target moved to the end of the Condition Track by the Poison is unconscious but continues to take damage as long as the Poison continues to attack. The Poison attacks each round until it misses, or until the victim is cured with a Treat Injury check (DC 10 + your Heroic Level).  

Modify Poison

 
  • Prerequisite: Malkite Techniques
  • Benefit: You can modify the deliver method of a Poison (Contact, Ingested, Inhaled) to another delivery method by succeeding in a Knowledge (Life Science) check (DC equal to the Poison's Treat Injury DC). The Poison's capabilities and specific effects are unchanged.

Numbing Poison

  • Prerequisite: Malkite Techniques
  • Benefit: Any target you Poison is automatically denied its Dexterity bonus to its Reflex Defense, for a long as it remains Poisoned.

Undetectable Poison

  • Prerequisite: Malkite Techniques
  • Benefit: The Treat Injury DC needed to cure a Poison you have use against a target increases by 5.

Vicious Poison

  • Prerequisite: Malkite Techniques
  • Benefit: Any Poisons you have used against a target gain a +2 bonus to their attack rolls made against that target's Fortitude Defense.

Misfortune Talent Tree

Your mother always said you were trouble. Now, your enemies know it, too.

Dastardly Strike

  • Prerequisite: None
  • Benefit: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to any Defense, the target moves -1 step along the Condition Track. This Talent can be used only against characters, not objects or Vehicles.

Weakening Strike

  • Prerequisite: Dastardly Strike
  • Benefit: Whenever you deal damage to an opponent denied its Dexterity bonus to its Reflex Defense, you can choose not to move the target down the Condition Track and instead impose a -5 penalty on all your opponent's attack and melee damage rolls until the end of your next turn.

Disruptive

  • Prerequisite: None
  • Benefit: 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.

Walk the Line

  • Prerequisite: Disruptive
  • Benefit: As a Standard Action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you, and within 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 at Starship Scale.

Skirmisher

  • Prerequisite: None
  • Benefit: 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 benefit of this Talent with Weapon Systems only if you are the Vehicle's Pilot.

Improved Skirmisher

  • Prerequisite: Skirmisher
  • Benefit: 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.

Sneak Attack Expert

  • Prerequisite: None
  • Benefit: Any time your opponent is Flat-Footed or otherwise denied its Dexterity bonus to Reflex Defense, you deal an additional 1d10 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 times. Each time you select it, your Sneak Attack damage increases by +1d10 (Maximum +10d10).

Backstabber

  • Prerequisite: Sneak Attack Expert
  • Benefit: 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 that target as if they were Flat-Footed for one of your attacks.

Improved Sneak Attack

  • Prerequisites: Sneak Attack Expert, Point-Blank Shot
  • Benefit: You can use the Sneak Attack Talent against a target within 12 squares, instead of within 6 squares.

Sudden Strike

  • Prerequisites: Skirmisher, Sneak Attack Expert
  • Benefit: 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.

Befuddle

  • Prerequisite: None
  • Benefit: 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 an Attack of Opportunity.
Each Threatened square that you move through counts as 2 squares of movement.

Cunning Strategist

  • Prerequisites: Disruptive, Walk the Line
  • Benefit: You can create opportunities to chip away at our 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 their Reflex Defense until the start of your next turn.
Crippling Attack
Make a single melee or ranged attack against any target within your Range. Until the start of your next turn, the target takes a -2 penalty to their 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 separate attack rolls at a -5 penalty against each target, but roll damage once only.

Hesitate

  • Prerequisite: None
  • Benefit: 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.
This penalty lasts until the end of the target's next turn.

Sow Confusion

  • Prerequisite: Hesitate
  • Benefit: 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.

Seducer

  • Prerequisite: None
  • Benefit: You excel at seduction through deception. If you fail a Persuasion check to change a target's 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 is worse.

Sticky Fingers

  • Prerequisite: None
  • Benefit: Once per encounter, you can use the Combat Manuever, Steal, as a Swift Action, with a +10 bonus on your roll.

Stymie

  • Prerequisite: None
  • Benefit: 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 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.

Opportunist

  • Prerequisite: Combat Reflexes
  • Benefit: At the start of your turn, you may spend any number of Force Points. Until the start of your next turn, you can make a number of Attacks of Opportunity, equal to the amount of Force Points spent, against any opponent that has just been attacked.

Quick Strike

  • Prerequisite: Weapon Finesse
  • Benefit: When attacking with a Light Melee weapon, a Lightsaber, or any other weapon that benefits from the Weapon Finesse Feat, you may add an additional point of damage on a successful attack.

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 long enough to spend them.

Advantageous Opening

  • Prerequisite: None
  • Benefit: 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.

Thrive on Chaos

  • Prerequisite: Advantageous Opening
  • Benefit: 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.

Retribution

  • Prerequisite: None
  • Benefit: 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.

Vindication

  • Prerequisite: Retribution
  • Benefit: 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.

Slip By

  • Prerequisite: None
  • Benefit: 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.

Outlaw Tech Talent Tree

Scoundrels learn a variety of tricks that allow them to squeeze more life out of ailing technology, and they can enhance their gear in ways the manufacturer never intended.

Fast Repairs

  • Prerequisites: Trained in Mechanics
  • Benefit: 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.

Hotwire

  • Prerequisites: Trained in Mechanics
  • Benefit: You can use your Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to Improve Access. You are considered Trained in the Use Computer skill for the purposes of using 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).

Quick Fix

  • Prerequisites: Trained in Mechanics
  • Benefit: 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.

Personalized Modifications

  • Prerequisite: None
  • Benefit: 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 a 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 an Energy Cell or Power Pack to operate), including weapons connected to a larger power source (such as Weapon Systems).

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

  • Prerequisite: None
  • Benefit: 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 1d8 + your Wisdom modifier to your Deception or Persuasion check result.

Outsider's Eye

  • Prerequisite: Trained in Perception
  • Benefit: 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
  • The identity of the character or the Vehicle within your line of sight that has either the lowest or highest current Hit Points.
  • The identity of the character or the Vehicle within your line of sight that has either the lowest or highest position on the Condition Track.

Wary

  • Prerequisites: Outsider's Eye, Trained in Perception
  • Benefit: 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 (Minimum 1).

Outsider's Query

  • Prerequisite: Trained in Persuasion
  • Benefit: 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.

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 that great rewards come only from taking chances, even if they could be deadly.

Find Openings

  • Prerequisite: None
  • Benefit: 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.

Risk for Reward

  • Prerequisite: Find Openings
  • Benefit: 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.

Hit the Deck

  • Prerequisite: None
  • Benefit: Whenever you make an Area Attack, each ally in the area takes no damage if your attack roll fails to overcome their Reflex Defense, and takes half damage if the attack hits.

Trick Step

  • Prerequisite: None
  • Benefit: 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.

Lure Closer

  • Prerequisite: Trick Step
  • Benefit: 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 you check results 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 (though 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 does not provoke Attacks of Opportunity. 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.

Opportunistic Strike

  • Prerequisite: None
  • Benefit: 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.

Cheap Shot

  • Prerequisite: Opportunistic Strike
  • Benefit: 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.

No Escape

  • Prerequisite: Opportunistic Strike
  • Benefit: Whenever an opponent uses the Withdraw Action to leave your Threatened Area, that opponent is considered Flat-Footed against you until the end of your next turn.

Strike and Run

  • Prerequisite: None
  • Benefit: Once per encounter, as a Reaction after successfully damaging an opponent with a melee or ranged attack, you can Move your Speed.

Slippery Strike

  • Prerequisite: Strike and Run
  • Benefit: 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.

Slicer Talent Tree

You move like a ghost through the HoloNet, and can hack into enemy mainframes and computer systems with astonishing grace.

Gimmick

  • Prerequisite: None
  • Benefit: You can Issue Routine Command to a computer as a Swift Action.

Crash and Burn

  • Prerequisite: Gimmick
  • Benefit: When attempting to damage or disrupt a computer system, you may make a DC 20 Use Computer check. If successful, the computer moves -6 steps on the Condition Track and it must make a DC 15 Endurance check or be disabled. If working remotely from another terminal or device, the DC increases to 30 and the DC of its check is reduced by 5.

Master Slicer

  • Prerequisite: Gimmick
  • Benefit: You may choose to roll any Use Computer check made to Improve Access on a computer, with Advantage.

Trace

  • Prerequisite: None
  • Benefit: You can substitute your Use Computer Skill for any Gather Information check as long as you have access to a computer network.

Electronic Forgery

  • Prerequisite: Trained in Use Computer
  • Benefit: You can use your Use Computer modifier in place of your Deception modifier to create a deceptive appearance with forged electronic documents.

Electronic Sabotage

  • Prerequisite: Trained in Use Computer
  • Benefit: 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.

Virus

  • Prerequisites: Electronic Sabotage, Trained in Use Computer
  • Benefit: 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 afflicted computer using a Droid or another computer, that computer or Droid's Attitude immediately becomes Unfriendly.

Security Slicer

  • Prerequisite: Trained in Mechanics
  • Benefit: You are an expert in electronic security. When you make a Mechanics check to Disable Device, 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.

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

  • Prerequisite: None
  • Benefit: Some smugglers are adept at hiding contraband and weapons, even on their person. When making a Sleight of Hand/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

  • Prerequisite: Art of Concealment
  • Benefit: 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.

Hidden Weapons

  • Prerequisite: Art of Concealment
  • Benefit: If you draw a concealed weapon and, before the end of the same round, make an attack against a target that failed to notice the item, the 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.

Illicit Dealings

  • Prerequisite: None
  • Benefit: Smugglers have a knack for locating and negotiating illicit deals. When using Persuasion to Haggle for Restricted, Military, or Illegal goods you may roll with Advantage.

Surprise Strike

  • Prerequisite: None
  • Benefit: 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.

Hyperdriven

  • Prerequisite: None
  • Benefit: 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 check is known.

Spacehound

  • Prerequisite: None
  • Benefit: 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

  • Prerequisite: Spacehound
  • Benefit: You gain a +1 bonus on attack rolls made while aboard a Starship. This bonus applies to attacks made with Starship Weapons, as well as personal weapons used aboard a Starship.

Stellar Warrior

  • Prerequisite: Spacehound
  • Benefit: Whenever you roll a Natural 20 on an attack roll made aboard a Starship, you gain one temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost. This Talent works with both Weapon Systems and personal weapons used aboard a Starship.

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