BOUNTY HUNTER

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The Bounty Hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best Bounty Hunters are the ones who can stay emotionally detached from either their employers or their quarry-although Bounty Hunters who hate their prey often make more spectacular kills.

Not all Bounty Hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some Bounty Hunters have reservations about taking lives unnecessarily. Regardless of their methods, a Bounty Hunter still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.

At one time, organized Bounty Hunter guilds appropriated contracts and policed their membership. They dwindled in both power and organization during the rise of Emperor Palpatine.

Whether working alone or in groups, Bounty Hunters revel in the thrill of the hunt. Given the nature of their work, it goes without saying that few Bounty Hunters die of boredom.

**Requirements**

To qualify to become a Bounty Hunter, a character must fulfill the following criteria:

**Base Attack Bonus:** +2.

**Feats:** Track.

**Skills:** Investigate 6 ranks, Survival 6 ranks.

**Class Information**

The following information pertains to the Bounty Hunter advanced class.

**Hit Die:** The Bounty Hunter gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The Bounty Hunter gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following class features pertain to the Bounty Hunter advanced class.

#### **Familiar Foe**

By observing your opponent in combat, you know how to defeat them more easily. If you spend a Full-Round Action observing an opponent in combat, you gain a bonus on attack rolls against that opponent, and a bonus to your Defense Class against attacks made by that opponent equal to one-half your Bounty Hunter Class Level (rounded down).

The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat.

#### **Bounty Hunter Talents**

At every odd-numbered level (1st, 3rd, 5th, and so on), a Bounty Hunter gains an additional Talent. A Bounty Hunter may choose a Talent from any of the Talent Trees (Bounty Hunter) they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

**Awareness Talent Tree**

You are exceptionally good at noticing things and avoiding perilous situations.

• • **Acute Senses:** You may re-roll any Listen or Spot check, but the result of the re-roll must be accepted, even if it is worse. This Talent applies to Use Computer checks made to perceive enemy ships (see Use Sensors).

• • **Expert Tracker:** *(Prerequisite:* Acute Senses) You take no penalty on Survival checks made to Follow Tracks while moving your normal Speed.

• • **Great Initiative:** *(Prerequisite:* Acute Senses) You may choose to re-roll any Initiative check, but the result of the re-roll must be accepted, even if it is worse.

• • **Keen Shot:** *(Prerequisite:* Acute Senses) You take no penalty on your attack roll when attacking a target with Concealment (but not Total Concealment).

• • **Reset Initiative:** *(Prerequisites:* Acute Senses, Great Initiative) Once per encounter, at any time after the first round (that is, the first full round after the Surprise Round, if one occurs), you can set your Initiative Count to your current Initiative +5.

• • **Weak Point:** *(Prerequisites:* Acute Senses, Keen Shot) Once per encounter, you can use a Swift Action to ignore the Damage Reduction of a single target within your line of sight for the rest of your turn.

**Bounty Hunter Talent Tree**

The nature of their work requires Bounty Hunters to associate with the scum of the universe. You are among the finest Bounty Hunters in the galaxy, relying on the element of surprise and your hunter's instincts to catch your prey.

• • **Hunter's Mark:** If you Aim before making a ranged attack, you move the target character -1 step along the Condition Track if the attack deals damage. This Talent can be used only against creatures, not objects, Droids, or Vehicles.

• • **Hunter's Target:** *(Prerequisite:* Hunter's Mark) Once per encounter as a Free Action, you may designate an opponent. For the rest of the encounter, when you succeed on a melee or ranged attack against that opponent, you gain a bonus on damage equal to your Class Level.

• • **Notorious:** Your skill as a Bounty Hunter is known throughout the galaxy, even on fringe worlds. When you are not Disguised, you may reroll any checks made to Intimidate, keeping the better of the two results.

• • **Nowhere to Hide:** You may choose to reroll any Gather Information checks made to Locate Individual, but you must accept the result of the reroll, even if it is worse.

• • **Relentless:** (*Prerequisites:* Hunter's Mark, Hunter's Target) This Talent applies only to an opponent you've designated as your Hunter's Target. Any attack or effect originating from the target that would normally move you along the Condition Track does not, in fact, move you along the Condition Track.

• • **Ruthless Negotiator:** *(Prerequisite:* Notorious) When Haggling over the price of a bounty, you can reroll your Diplomacy check, keeping the better result.

• • **Dread:** *(Prerequisites:* Hunter's Mark, Hunter's Target) As a Standard Action, you can instill bone-chilling fear in an opponent whom you selected for your Hunter's Target. Make a Persuasion check against your target's Will Save. If you equal or exceed your target's Will Save, that target takes a -5 penalty to its Will Save. This is a Mind-Affecting effect. The penalty remains as long as you have line of sight to your target and immediately ends if the line of sight is broken.

• • **Electronic Trail:** *(Prerequisites:* Nowhere to Hide, 5 Ranks in Computer Use) Once you have located a target using Gather Information, you can track its electronic presence. Once per day, you receive a catalog of the target's Electronic Trail, which includes the amount and location of credits spent, the routes of any public transportation taken, and the sites viewed on the HoloNet while the target was logged in using its primary identity.

To receive this information, you must have access to a computer or Datapad plus access to a network or The HoloNet. This Electronic Trail does not reveal bank balances or other secret information, which requires a separate Gather Information check.

• • **Familiar Enemies:** *(Prerequisite:* Familiar Foe) You can apply your Familiar Foe bonus against a second enemy. If you can see both enemies simultaneously in the same round, you need to spend only a single Full-Round Action observing them. Otherwise, you must spend a separate Full-Round Action on each enemy.

• • **Nowhere to Run:** *(Prerequisites:* Hunter's Mark, Hunter's Target, Nowhere to Hide) Once per turn, whenever an opponent whom you selected for your Hunter's Target attempts to Withdraw, you can make an Attack of Opportunity against that target.

**Misfortune Talent Tree**

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

• • **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. This Talent can be used only against characters, not objects or Vehicles.

• • **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.

• • **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 that target as if they were Flat-Footed for one of your attacks.