Scoundrel

### Abilities\*

Dexterity and Intelligence are the Scoundrel's most important Ability Scores, because they must have quick reflexes and a sharp wit to survive. Charisma is important for talking one's way out of trouble, and Wisdom is useful for spotting trouble before it finds the Scoundrel.

#### Force Points\*

Scoundrels gain a number of Force Points equal to 5 + one-half their character level (rounded down) at 1st level, and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.

### Class Features

All the following are features of the Scoundrel class.

#### Defense Bonuses\*

At 1st level, a Scoundrel gains a +2 Class bonus to their Reflex Defense and a +1 Class bonus to their Will Defense.

#### Starting Feats\*

* Training in 4 skills
* Point-Blank Shot
* Weapon Proficiency (Pistols)
* Weapon Proficiency (Simple Weapons)

#### 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 Scoundrel or Force Talent Trees 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.

#### Bonus Feats\*

* At every even-numbered level (2nd, 4th, 6th, etc.), a Scoundrel gains a bonus Feat.

Credits

* A 1st-level Scoundrel starts play with 1500 credits.

Scoundrel Class Table
 3
 2
 4
 5
 Et cedera

### Talents

#### Fortune

##### Fool's Luck

As a Standard Action, you can spend a Force Point to gain one of the following benefits for the rest of the encounter:

+1 competence bonus to attack rolls

+5 competence bonus on Skill Checks

+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.

##### Gambler\*

You gain a +2 competence bonus on Wisdom checks when you Gamble. You can select this Talent multiple times; each time you take this Talent, the competence bonus increases by +2.

##### 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.

##### Lucky Shot\*

Prerequisite: Knack

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.

#### Additional Fortune Talents

##### Avert Disaster\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisite: Fool's Luck

Once per encounter, you can turn a Critical Hit against

you into a normal hit.

##### Better Lucky than Dead\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisite: Fool's Luck

Once per encounter, as a Reaction, you gain a +5 luck

bonus to any one Defense until the start of your next turn.

##### Dumb Luck\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Knack, Lucky Shot

You are possessed of incredible luck and an uncanny ability to succeed where others would fail. You can 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 spaces as a Reaction. This movement does not provoke Attacks of Opportunity.

Make your Own Luck: Make a single melee or ranged attack against any target within your Range. If you miss this target, you gain a +2 bonus on your next attack roll.

##### Labyrinthine Mind\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Once per encounter, as a Reaction, you become immune to all Mind-Affecting effects until the end of your next turn (you can choose to ignore this for beneficial effects).

Any Mind-Affecting effects currently afflicting you are also removed, though you can choose to retain any beneficial effects you currently have.

##### Lucky Stop\*

Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Prerequisite: Knack

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 cripple your head or torso.

##### Ricochet Shot\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Knack, Lucky 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 deal only half damage with this attack.

##### Uncanny Luck\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Knack, Lucky Shot

Once per encounter, you can consider any single d20 roll

of 16 or higher to be a Natural 20.

##### Unlikely Shot\*

Reference Book: Star Wars Saga Edition Scum and Villainy

Prerequisites: Knack, Lucky Shot

Once per encounter, you can reroll the damage of one attack, keeping the better of the two results.