Fringer

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Fringers live on the outskirt and fringes as the name suggests of civilizations. They are most commonly found in backwater areas or forgotten places scratching out an exitence for themelves minute by minute.

**Examples of Fringers in Books, Comics, Games, TV, &Movies**

Biggs Darklighter (Star Wars – Movie)

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being a Fringer in addition to any other existing classes.

**Requirements:** To become a Fringer a character must have an Int and 4 Ranks in the Repair Skill.

**Game Rule Information**

Scouts have the following game statistics.

**Ability**

Dexterity is the ability associated with this class. Fringers usually also have good scores in Wisdom, Intelligence, and Constitution.

**Hit Die**

At 1st-level (i.e. Character creation) a Fringer receives hit points equal to 1d10 + his or her Constitution Score. Every level thereafter the Fringer gains 1d2 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Fringer after 1st level only gain the 1d2 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

6 + one-half character level, rounded down, every time the Fringer attains a new level in this class.

**Class Skills**

The Fringer’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Computer Use (Int), Craft (electronic, mechanical) (Int), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (earth and life sciences, physical sciences, technology) (Int), Listen (Wis), Navigate (Int), Pilot (any) (Dex), Read/Write Language, Repair (Int), Search (Int), Speak Language, Spot (Wis), and Survival (Wis).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (4+ Int modifier) x4.

**Skill Points at Each Additional Level:** 4+ Int modifier.

**Class Features**

The following features pertain to the Fringer class.

**Armor & Weapon Proficiencies**

Fringers are proficient with all Simple Weapons and Personal Firearms. (*Multi-class Characters* cross-classing into Fringer after 1st level do not gain any proficiency from this class.)

**Bargainer**

A Fringer is a skilled negotiator when it comes to getting the most for the materials he’s scrounged. When making a Diplomacy check to affect the attitude of an NPC with whom he is bartering, a Fringer receives a +2 competence bonus.

**Jury-Rig**

A Fringer gains a +1 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. This ability increase to +2 at 7th level, +3 at 13th level, and +4 at 19th level.

**Improved Vehicle Modification**

A Fringer is adept at modifying vehicles. She gains a competence bonus on Craft (mechanical) checks when making vehicle modifications equal to one-half her class level (rounded down).

**Bonus Feats**

At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Fringer gets a bonus feat. The bonus feat must be selected from the following list of feat types, and the Fringer must meet all the prerequisites of the feat to select it. [BASIC FEATS] or [VEHICLE FEATS].

**Scavenger**

At 4th level, the Fringer adds one-half her Fringer class level (rounded down) to all Search checks when scavenging.

**Mishap Sense**

Starting at 4th level, a Fringer has an intuitive sense that alerts her to danger from potential mishaps in damaged structures (see rules for Exploring Unsafe Structures), giving her a +1 bonus on Reflex saves made to avoid mishaps. These bonuses increase by 1 every three Fringer levels thereafter (10th and 16th level).

Any bonuses the Fringer has from the trap sense class feature apply to mishaps and stack with the Fringer’s bonuses from this class feature.

**Improved Retain Control**

At 5th level a Fringer becomes better able to control her vehicle in difficult circumstances. She receives a +2 competence bonus when making a Drive check to retain control of her vehicle.

**Shot on the Move**

At 8th level, a Fringer is highly skilled at timing her attacks. She may take an attack action at any point during her vehicle’s movement.

**Skillful Boarding**

At 11th level, a Fringer becomes skilled at jumping onto the exterior of the vehicles of her enemies. When making a Jump check to jump between moving vehicles while moving, a Fringer gets a bonus equal to her class level.

**Treasure from Trash**

At 13th level, a Fringer may spend an action point when making a Repair check on improvised or juryrigged equipment to make the repair permanent, allowing the item to be used normally. A Fringer can turn scrounged parts into a working vehicle using this ability.

**Off-Roader**

At 14th level, a Fringer’s skills off-road become highly developed. The check/roll modifier for the vehicle’s speed is not doubled when a Fringer drives off-road. The Drive check penalty for the terrain type still applies.

**Collision Control**

At 17th level, a Fringer has perfected the art of using the capabilities of one vehicle against the inherent weaknesses of another, able to expertly land a crippling blow against her opponent’s vehicle when ramming. At the Fringer’s discretion, the smallest vehicle involved in a collision may be treated as though it is one size larger or smaller for the purpose of determining the damage caused by the collision. A Fringer may use this ability even if she did not instigate the collision.

**Master Scavenger**

At 19th level, a Fringer’s instincts become so acute that she can find items that others simply overlook. Once per day, when the Fringer finds miscellaneous items while scavenging, she can choose to roll on the table below instead of the normal miscellaneous items table.

**Free Driving**

At 20th level, a Fringer has perfected the skill of combat while behind the wheel. She is able to drive any ground vehicle as a free action. (Drive checks made to perform a second stunt require a move action.)