Special Thanks to Donovan Morningfire from
SWRPGNetwork, from whose work on the Force Attribute and Force Techniques I
borrowed shamelessly. Any rule or
heading marked with an * was taken from his House Rules, unless otherwise
noted.
“When a character
takes the Force-Sensitive feat, they gain a seventh attribute, simply called
Force.” This represents a person’s
strength in the Force. This attribute
does not add its modifier to all Force skills, but instead can be taken in
place of the normal Attribute modifier if it is higher, allowing characters to
use the better of the two. The modifier
also increases Force Point rolls.
“To determine the
Force attribute's value, roll 4d6 and drop the lowest die result. Those starting as 1st level Jedi have a
minimum Force attribute of 6; if the dice result is lower, raise it to 6. Also, characters with Force Aptitude feat
(see New & Revised Force Feat section) have a default Force attribute of
10, and thus do not roll.”
“If using the
point-buy system outlined on pg18 of the Revised Core Rulebook, it is the GM's
decision if he wishes to grant Force-Sensitive players any additional points
with which to increase the Force attribute, which starts at the default score
of 8. It is recommended that no more
than 5 extra points be granted for this purpose, and some GMs may wish to not
grant any extra points at character creation.”
“In either case,
once determined, the Force attribute cannot be changed by any means, including
bonus attribute points. If the character
has the Vergence in the Force SQ, they receive a +4 modifier to their final
Force score. If the character's Force
attribute is a 16+, they gain the Innate Force Use Special Quality.”
Universal skills are
skills that every class has access to equally, just due to the nature of a
modern society and common experiences growing up. A few (Craft, Knowledge, Profession, and the
Language skills), were common to every single class under previous
editions. Basic social and observation
skills were also added as most learn to eavesdrop, spot lies, and cover their
hides as children. Any class can now get
a few ranks cheaply in these skills while the classes such as Scoundrel and
Noble, which focus on these skills, can simply sink more points into them. Note: these are not available to Droid
Characters.
|
Skill |
Key Ability
|
Untrained |
|
Bluff |
CHA |
Yes |
|
Craft* |
INT |
Yes |
|
Diplomacy |
CHA |
Yes |
|
Intimidate |
CHA |
Yes |
|
Knowledge* |
INT |
No |
|
Listen |
|
Yes |
|
Profession* |
|
No |
|
Read/Write Language |
N/A |
No |
|
Sense Motive |
|
Yes |
|
Speak Language |
N/A |
No |
|
Spot |
|
Yes |
This convention provides a
mechanic for characters who grow up in a modern or futuristic society. Education is easily available to nearly all
characters at a young age, and as such, most would know a little bit about a
wide variety of subjects. Characters in the Star Wars movies tend to know a bit
about alien species, worlds, and the way the political systems. There always seems to be someone in the group
who just happens has to a little bit of trivia that relates to the current
plot. To simulate this, we have a
special skill point pool called Knowledge Points. Every character gets Knowledge Points equal to
their three times their Int modifier at 1st level, and a number
equal to their Int modifier at every level thereafter. Note: these are not available to Droid
Characters.
“The
following is more for those that do not possess the Original Core Rulebook,
since most of the following synergies are taken from there. New skill synergies are marked with an
asterisk. Note that situational synergy
bonuses (such as bonuses from Craft/Profession to specific Repair checks) are
not listed.”
5+ Ranks in: +2 Synergy Bonuses to:
*Balance Tumble
Bluff Diplomacy,
Gamble*, Intimidate, Sleight of Hand
*Empathy Friendship,
Telepathy
Handle Animal Ride
*Jump Tumble
*Move Object Force Grip, Force Strike
Profession (doctor) Treat
Injury
*See Force Enhance Senses, Farseeing
Sense Motive Diplomacy
Tumble Balance*,
Jump
Force Usage Variant: The Three Skill
Approach
This method is similar to
but distinct from and derived independently of the “Unlearn what you have
learned” method described in Jedi Counseling #65.
This variant revises the "Force Sensitive" Feat and removes the
Control, Sense, and Alter Force-Feats and replaces them with three like-named
skills that now govern all Force usage. These skills (and the attributes
that modify them) are: Control (Con), Sense (
In the context of the rest
of these House Rules, Skill points for Jedi and Force user classes should be
lowered by 2 per level (all prestige classes from sourcebooks should remain
unchanged). Also, the rule for the Force
Attribute is applied the same way, regardless of which variant you use. You can choose to use it in place of the
three normal attribute, whichever is better.
A character gains each class as a class skill when they gain the Force Training
class feature from one of the Force Classes.
When a Character gains one of these skills as a class skill (all
three skills are Class Skills for all Force-Using Classes), the player picks a
number of powers related to that skill equal to the bonus to the
controlling ability governing the skill plus one (minimum of one).
A Force-Sensitive character can take ranks in the Force Skills as cross-class
skills (for characters with the Force Sensitive feat but no levels in a
force-using class), but receives one fewer power per skill (controlling ability
bonus only instead of controlling ability bonus +1, minimum of 1). If a
Force-Sensitive character later takes a level in a force-using class, he/she
does not receive an extra power per skill (unless he/she had no ranks in the
skill prior to receiving it as a class skill).
Force Powers are identical in almost every respect to the Force Skills
presented in the standard version of Force-Use as presented in the SWRPG RCRB
and several of the Force Feats (most notably the "Speed" tree of
feats) from that book have been reclassified as powers.
A character in a Force-Using Class may select one new power each time he/she
advances a level, additionally, they may select an additional power in place of
any Level-Based or Bonus Feat selection.
A character in a Non-Force-Using Class may select one additional power instead
of any Level-Based or Bonus Feat selection.
Example 1: Yo Jim-Bo, a farm boy from the outer-rim with no ranks in any Force
Skills, is taken under the tutelage of aging Jedi Master Jim Kel-Li who trains
him in the ways of the Jedi. Yo Jim-Bo has a Constitution of 14 (+2), a Wisdom
of 12 (+1), a and a Charisma of 16 (+3), he begins with 3 “Control” effects, 2
“Sense” Effects, and 4 “Alter” Effects after he takes his first level of a
force using class.
Example 2: Ha Tamoto, hard-bitten galactic mercenary, has always had a “knack”
for survival and working his will in the galaxy, Tomoto has a Constitution of
16 (+3), a Wisdom of 14 (+2), and a Charisma of 10 (+0), He receives three
“Control” Powers, Two “Sense” powers, and zero “Alter” Powers when he purchases
his first rank of the requisite skills. He buys ranks in "Control"
& "Sense" cross-class. He has no ranks in Alter. Upon reaching
his next level, Tomoto catches the eye of Darth Han, evil Sith Lord - who
teaches him the ways of the Force and he multi-classes into a Force Using class
or PrC, Tamoto gains a single "Alter" power as soon as he puts points
into the Alter Skill.
Each of these skills requires as a prerequisite the revised version of the
“Force Sensitive” feat (detailed below):
Force Sensitive
You are sensitive to the ebb and flow of The Force. Though not necessarily a
member of a Formal Force-Using tradition, you are capable of learning some
basic Force Powers.
Benefit: You may learn the three Force Skills (Control, Sense, and
Alter) as cross-class skills (or as Class Skills if you possess levels in a
Force-Using class). This feat is also a prerequisite for every Force-based
power and feat.
You gain one bonus Force Point when this feat is selected. There is no limit to
the number of Force Points a character with this feat may possess.
You are more adept at calling upon the Force to use a Force Point (see Chapter
Nine: “The Force” of the Revised Core Rulebook).
A Force-sensitive character (one who possesses this feat) can make a Wisdom
check (DC 20) to avoid being surprised; a successful check allows the character
to act during the surprise round, even if he or she would ordinarily be
surprised.
Force Powers:
Each Force Skill encompasses a number of powers, individual
effects/abilities that the skill can be used to achieve.
The Powers associated with each Skill are as follows:
Control Powers:
Battlemind
Enhance Ability
Force Defense
Force Leap (New, See below)
Force Speed (Formerly the Burst of Speed/Knight Speed/Master Speed
Feats, See below)
Force Stealth
Force Trance
Heal Self
Sense Powers:
Affect Mind
Beast Language
Control Mind (D)
Drain Knowledge (D)
Empathy
Enhance Senses
Farseeing
Fear (D)
See Force
Telepathy
Alter Powers:
Affect Mind
Drain Energy (D)
Force Grip (D)
Force Light (L)
Force Lightning (D)
Force Strike
Friendship
Heal Another (L?)
Illusion
Move Object
Multi-Skill Powers
Some Force Powers require more than one skill to use, others require a specific
Feat. When an effect is governed by more than one skill the player may choose
which skill to use (if the effect is of the same alignment as the character –
that is Light Side For Light Side Characters, Dark Side of DS Characters); use
the lowest applicable skill (if the effect is of an opposing alignment – DS for
LS Characters and vice versa), or use the average of the appropriate skill
totals (in the case of non-aligned effects).
Sith Alchemy (D) – Alter Requires Sith Sorcery Feat
Battle Influence (L) - Alter, Requires the Battle Meditation Power(*2)
Battle Meditation (L) - Alter, Requires Wis 13+ fewer then 2 Dark Side
Points(*1)
Control Mind (D) – Alter Requires Force Mind Feat & the Affect Mind Power.
Cure Disease (L) - Alter, Requires ranks in the Control skill and 1 or fewer
Dark Side points.
Cure Poison (L) - Alter, Requires ranks in the Control skill and 1 or fewer
Dark Side points.
Inspire (L) - Alter, Requires the Battle Meditation Power(*2)
Malacia (L) – Alter, Sense, Requires the Force Mind Feat
Plant Surge (L) – Alter, Control
Sever Force (L) – Alter, Requires the Battle Meditation power
Transfer Essence (D) – Alter, Requires the Sith Sorcery Feat
(L) = Light Side skill
(D) = Dark Side skill
Force Leap
Prerequisite: Requires the "Force Sensitive feat and at
least one rank in the "Control" Skill
You can call upon your mastery of The Force to leap superhuman distances
Benefit: When using this power, the character pays 4 Vitality Points and
may, for the duration of a single Jump Check, add his "Control" skill
ranks to his Jump Skill with no limit on maximum jumping distance.
Force Speed (Formerly the Burst of Speed, Knight Speed, & Master
Speed Feats)
Prerequisites: Requires the "Force Sensitive" feat
and at least seven ranks in the "Control" Skill.
You can call on your mastery of the Force to move at blindingly fast speeds for
breif periods of time.
Benefit: Your base speed increases for a single round by a factor based
upon your ranks in the "Control" Skill, the cost to use this power
depends upon the speed at which you wish to move:
You may move at a slower
rate if you wish to.
*1: Some GMs may wish to ignore this restriction (and the Light-Side Bias) as
there are EU instances of it's use by Dark Siders.
*2: Some GMs may wish to ignore the Light-Side Bias of this power as there are
EU instances of it's use by Dark Siders.
|
Class |
Power
Point Die |
Class |
Power
Point Die |
|
Dark Side Devotee |
D8 |
Jedi Healer |
D8 |
|
Dark Side Marauder |
D6 |
Jedi Instructor |
D8 |
|
Emperor’s Hand |
D6 |
Jedi Investigator |
D8 |
|
Force Adept |
D8 |
Jedi Master |
D10 |
|
Force Warrior |
D6 |
Jedi Sentinel |
D8 |
|
Force Witch |
D10 |
Jedi Scholar |
D8 |
|
Imperial Inquisitor |
D6 |
Jedi Weapon Master |
D6 |
|
Jedi Ace |
D6 |
Sith Acolyte |
D8 |
|
Jedi Consular |
D10 |
Sith Lord |
D10 |
|
Jedi Guardian |
D6 |
Sith Warrior |
D6 |
Jedi Combat Variant: Lightsaber
Flurry
This variant replaces the Jedi’s “Increased
Lightsaber Damage” class ability, this ability somewhat reduces the damage a
Jedi does while wielding a lightsaber in exchange for extra attacks. A lightsaber’s base damage should be set to
3d8. He gains this ability when he would
normally gain a lightsaber damage increase (level 5 for the standard Jedi base
classes)
When unarmored and wielding an ignited lightsaber, a Jedi may strike with a
flurry of blows at the expense of accuracy. When doing so, he/she may make one
extra attack in a round at his/her highest base attack bonus, but this attack
takes a – penalty, as does each other attack made that round. This penalty
applies for 1 round, so it also affects attacks of opportunity the Jedi might
make before his/her next action.
The next time the ability
is gained, the attack penalty is reduced by 1.
So the second increase would be -1, and the third increase would result
in no penalty. The fourth increase results in a second extra attack but the -2
penalty returns. Should a combination of
classes and prestige classes allow for a 5th and 6th
increase, follow the same pattern as for the first extra attack. This class ability may only be used in
conjunction with a lightsaber or unarmed attacks. In the case of the Double-Bladed lightsaber, these
extra attacks are cumulative with the extra attacks for an off-hand weapon, as
are the penalties.
Fringers
come from those planets that lay beyond the boundaries of galactic
government. Some are primitive worlds;
others just lie off main hyperspace routes and have yet to benefit from
galactic trade and commerce. No matter
their origin, Fringers relay on their strength and skill to eke out an
existence on worlds most would find hostile.
Exploits: Most Fringers venture off
world either because they were forced to, or because of a driving need to
escape the farm they grew up on and see the galaxy. Most Fringers tend to start off rather naïve,
with an idealistic view of the galaxy, which usually gets rapidly stomped on by
cold hard reality. Some never seem to
lose that youthful exuberance, however.
Characteristics: Fringers are jack-of-all-trades, learning a
little bit of everything to get by. A Fringer
can also keep equipment running long past their prime, though a tech specialist
may not be able to recognize its internal workings by the time the Fringer is
done. Fringers are at home on the Outer
Rim and in the areas of space that are unexplored, making them excellent
companions for Scouts and explorers.
Background: Fringers are lured from home by the
promise of riches, kidnapped into slavery, or sometimes just to get away from
home. They tend not to think of
themselves as Fringers, but by the career they aspire to, like spacer or
mechanic.
Game Rule
Information
Abilities: Dexterity,
Strength, and Intelligence are the most important attributes for a Fringer.
Vitality: 1D8 + Constitution Modifier per Level
Fringer
|
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus |
Reputation Score |
|
1 |
+0 |
+2 |
+1 |
+0 |
Bonus Feat, Bonus Class Skill |
+3 |
+1 |
|
2 |
+1 |
+3 |
+2 |
+0 |
Barter |
+4 |
+1 |
|
3 |
+2 |
+3 |
+2 |
+1 |
Jury-Rig +2 |
+4 |
+1 |
|
4 |
+3 |
+4 |
+2 |
+1 |
Bonus Feat |
+4 |
+1 |
|
5 |
+3 |
+4 |
+3 |
+1 |
Survival +2, Improvised Weapon |
+5 |
+2 |
|
6 |
+4 |
+5 |
+3 |
+2 |
Jury-Rig +4 |
+5 |
+2 |
|
7 |
+5 |
+5 |
+4 |
+2 |
Bonus Class Skill |
+6 |
+2 |
|
8 |
+6/+1 |
+6 |
+4 |
+2 |
Bonus Feat |
+6 |
+2 |
|
9 |
+6/+1 |
+6 |
+4 |
+3 |
Jury-Rig +6 |
+6 |
+3 |
|
10 |
+7/+2 |
+7 |
+5 |
+3 |
Survival +4 |
+7 |
+3 |
|
11 |
+8/+3 |
+7 |
+5 |
+3 |
|
+7 |
+3 |
|
12 |
+9/+4 |
+8 |
+6 |
+4 |
Bonus Feat |
+8 |
+3 |
|
13 |
+9/+4 |
+8 |
+6 |
+4 |
Jury-Rig +8 |
+8 |
+4 |
|
14 |
+10/+5 |
+9 |
+6 |
+4 |
Bonus Class Skill |
+8 |
+4 |
|
15 |
+11/+6/+1 |
+9 |
+7 |
+5 |
|
+9 |
+4 |
|
16 |
+12/+7/+2 |
+10 |
+7 |
+5 |
Bonus Feat |
+9 |
+4 |
|
17 |
+12/+7/+2 |
+10 |
+8 |
+5 |
|
+10 |
+5 |
|
18 |
+13/+8/+3 |
+11 |
+8 |
+6 |
Survival +6 |
+10 |
+5 |
|
19 |
+14/+9/+4 |
+11 |
+8 |
+6 |
Bonus Class Skill |
+10 |
+5 |
|
20 |
+15/+10/+5 |
+12 |
+9 |
+6 |
Bonus Feat |
+11 |
+5 |
Class
skills
Skill Points at 1st Level: (6 + Int Mod) X 4
Skill points at each additional level: 6 + Int Mod
|
Skill |
Key
Ability |
Untrained |
|
Climb |
STR |
Yes |
|
Gamble |
|
Yes |
|
Handle Animal |
CHA |
No |
|
Hide |
DEX |
Yes |
|
Jump |
STR |
Yes |
|
Pilot |
DEX |
No |
|
Ride |
DEX |
Yes |
|
Search |
|
Yes |
|
Survival |
|
Yes |
|
Swim |
STR |
Yes |
Class Features
Starting Feats: The Fringer begins play with the following: Weapon Group Proficiency (Primitive Weapons,
Simple Weapons).
Bonus Feat: At 1st,
4th, 8th, 12th, 16th, and 20th
level, the Fringer can pick a bonus feat from the following list: Alertness, Armor Proficiency, Endurance,
Gearhead, Run, Skill Emphasis, Spacer, Starship Operation, Weapon Group
Proficiency (blaster pistol, blaster rifle, slugthrower).
Bonus Class Skill: At 1st, 7th, 14th, and 19th
level, the Fringer may select any cross-class skill and treat it as a class
skill from then on.
Barter: At 2nd level, a Fringer gains a +5 Diplomacy
check to buy or sell equipment.
Jury-Rig: At 3rd level, a Fringer gains a +2
competence bonus to Repair checks to temporarily fix equipment. This bonus increases by +2 at 6th,
10th, and 13th level.
Survival: At 5th
level, the Fringer gains a +2 competence bonus to Survival checks. This increases by +2 at 10th and
18th level.
Improvised Weapon: At 5th
level, a Fringer may wield any non-conventional item as a weapon with no
penalty. This also counts for throwing
items such as rocks or cooking implements.
Nobles are
members of the upper class, using their intelligence and natural charisma to
make their way in the galaxy. From royalty to wealthy merchants to holovid
stars to crime lords to politicians, nobles come in numerous shapes and
sizes. With a wining smile and a silver
tongue, nobles command respect (or fear) and influence people.
Exploits: Nobles usually avoid
dangerous situations as a rule, but some almost seem to seek danger out whether
due to a cause they believe in or the enemies they make as a consequence of
their actions. Some nobles feel responsible
for those under their “care,” while others are motivated out of pure
self-interest.
Characteristics: Nobles foster good will and honest, or at
least they fake it very well. Where
Soldiers shoot first, the Noble tries to negotiate a better deal for all involved,
or at least convince the other parties of that.
Nobles believe that a sharp mind and the honeyed word can accomplish
more than any blaster or vibroblade.
They are more comfortable in the civilized areas of the galaxy, where
law and order have meaning, so they can play the system they have spent their
lives learning.
Background: Many nobles are born to their
position, though some, such as the senators of the Republic, can be elected to
it. Others, such as crime lords, start
out with nothing and claw their way up to the top of the underworld food
chain. Power hungry individuals exploit
the system and use helping others only as an excuse to help them.
Game Rule
Information
Abilities: Charisma is
the single most important attribute for a Noble, followed closely by
Intelligence. Wisdom can also be useful,
but as history and politics has shown, it is not a universal trait amongst
Nobles.
Vitality: 1D6 + Constitution Modifier per Level
Noble
|
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus |
Reputation Score |
|
1 |
+0 |
+0 |
+1 |
+2 |
Bonus Class Skill, Conceal Motive |
+2 |
+1 |
|
2 |
+1 |
+0 |
+2 |
+3 |
Inspire Confidence, Favor +1 |
+3 |
+1 |
|
3 |
+2 |
+1 |
+2 |
+3 |
Resource Access, Bonus Feat |
+3 |
+1 |
|
4 |
+3 |
+1 |
+2 |
+4 |
Favor +2 |
+3 |
+2 |
|
5 |
+3 |
+1 |
+3 |
+4 |
Coordinate +1 |
+4 |
+2 |
|
6 |
+4 |
+2 |
+3 |
+5 |
Bonus Feat |
+4 |
+2 |
|
7 |
+5 |
+2 |
+4 |
+5 |
Favor +3 |
+5 |
+2 |
|
8 |
+6/+1 |
+2 |
+4 |
+6 |
Coordinate +2 |
+5 |
+3 |
|
9 |
+6/+1 |
+3 |
+4 |
+6 |
Bonus Feat |
+5 |
+3 |
|
10 |
+7/+2 |
+3 |
+5 |
+7 |
Inspire Greatness |
+6 |
+3 |
|
11 |
+8/+3 |
+3 |
+5 |
+7 |
Favor +4 |
+6 |
+3 |
|
12 |
+9/+4 |
+4 |
+6 |
+8 |
Bonus Feat |
+7 |
+4 |
|
13 |
+9/+4 |
+4 |
+6 |
+8 |
Coordinate +3 |
+7 |
+4 |
|
14 |
+10/+5 |
+4 |
+6 |
+9 |
|
+7 |
+4 |
|
15 |
+11/+6/+1 |
+5 |
+7 |
+9 |
Bonus Feat |
+8 |
+4 |
|
16 |
+12/+7/+2 |
+5 |
+7 |
+10 |
Favor +5 |
+8 |
+5 |
|
17 |
+12/+7/+2 |
+5 |
+8 |
+10 |
Coordinate +4 |
+9 |
+5 |
|
18 |
+13/+8/+3 |
+6 |
+8 |
+11 |
Bonus Feat |
+9 |
+5 |
|
19 |
+14/+9/+4 |
+6 |
+8 |
+11 |
|
+9 |
+5 |
|
20 |
+15/+10/+5 |
+6 |
+9 |
+12 |
Coordinate +5 |
+10 |
+6 |
Class
skills
Skill Points at 1st Level: (6 + Int Mod) X 4
Skill points at each additional level: 6 + Int Mod
|
Skill |
Key
Ability |
Untrained |
|
Appraise |
INT |
Yes |
|
Computer Use |
INT |
Yes |
|
Disguise |
CHA |
Yes |
|
Ride |
DEX |
Yes |
Class Features
Starting Feats: The Noble begins play with the following: Weapon Group Proficiency (Blaster Pistol,
Simple Weapons).
Bonus
Class Skill: At 1st
level, a Noble may select any cross-class skill and treat it as a class skill
from that point forward.
Conceal
Motive: At 1st
level, a Noble masters the art of hiding their intentions, whether to achieve a
greater good at the negotiating table, or to achieve a greater good for
themselves at the expense of others. He
may add his Noble level to oppose a Sense Motive roll.
Inspire
Confidence: At 2nd
level, a Noble can use their oratory skills to inspire their allies, increasing
their chances of success. The Noble must
speak for a full round, and the effect lasts for 5 rounds. The Noble can inspire a number of allies
equal to half her Noble level, rounded up, once per day for every four
levels. An inspired ally gains a +2
morale bonus to saving throws and a +1 morale bonus to attack and damage rolls.
Favor: At 2nd level, a Noble can call in
favors from her contacts. This requires
a favor check, which are a D20 + the character’s Favor bonus. The GM sets the DC from 10 to a simple favor
to 25 for a very dangerous or expensive favor.
The Noble cannot take 10 or 20 nor can she try again for the same
favor. Favors are to enhance the plot
and help out the players, not to solve problems with a simple die roll. A Noble can call in favors a number of times
per week (game-time) equal to half her Noble levels, rounded down.
Resource
Access: At 3rd
level, a Noble can access resources from family, friends, or patrons once per
day via a Charisma check. The value of
resources in credits gained from this check equals the nobles class level
multiplied by the result of the Charisma check multiplied by 20. The Noble can they do what she see fits with
it. If the Noble wants a favor in the
form of information or other intangibles, it is up to the GM to judge how far
the contact will go based on the result of the Charisma check.
Bonus
Feat: At 3rd, 6th, 9th,
12th, 15th, and 18th level, a Noble may select
a bonus feat from the following list:
Aristocrat’s Honor, Cosmopolitan, Diplomatic Immunity, Fame, Frightful
Presence, Influence, Mimic, Negotiator, Persuasive, Sharp-eyed, Trustworthy.
Coordinate: At 5th level, the Noble gains the
ability help others work together for a common cause, even if only for a short
while. When the Noble is able to give
direction, she provides a bonus to making an Aid Another check. This bonus cannot be used to aid in combat.
Inspire
Greatness: At 10th
level, a Noble can inspire greatness in combat in the same way as Inspire
Confidence, except it only affects a single ally. The ally gains +2d6 Vitality Points, +2
competence bonus to attacks, and +2 morale bonus to saving throws. The effect lasts for 5 rounds and can only be
used once a day. The Noble can inspire
additional allies for every 3 levels beyond 10th.
Scoundrels
are rogues – with or without the heart of gold.
They live outside the law, seeking to make their way beholden to no one
but themselves. They come from every
planet, every race and use their quick hands and wits to keep the upper
hand. A Scoundrel lives by bravado, cunning
and deception.
Exploits: Most rogues will claim
their only in it for the money. Some
mean it. Others have a weak spot for the
hard-luck cases, and wind up acting as champions for the disenfranchised, not
that they’ll ever admit to it. Many are
criminals, working for crimelords, trying to make a quick credit at the expense
of others.
Characteristics: Scoundrels get into lots of trouble. Fortunately they have to skills to get back
out again. With a knack for
self-preservation tempered with experience, most scoundrels thrive on the
thrills their profession has to offer. A
few actually have a sense of honor, no matter how out of character that may
seem for them.
Background: Not all Scoundrels start off as
criminals. Some, especially in oppressive
societies, are thrust into it as a means of survival. Others have problems with authority in
general and prefer a life where breaking the rules is the first rule of
business. Their wide assortment of
skills makes them the perfect addition to any team, assuming the others can
trust him.
Game Rule
Information
Abilities: Dexterity
and Intelligence is what drives the Scoundrel.
Charisma can be useful as well, for those who want to know how to talk
their way out of trouble. Some find
Wisdom an excellent choice for avoiding trouble in the first place.
Vitality: 1D6 + Constitution Modifier per Level
Scoundrel
|
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus |
Reputation Score |
|
1 |
+0 |
+0 |
+2 |
+1 |
Illicit Barter, Precise Shot +1 |
+2 |
+0 |
|
2 |
+1 |
+0 |
+3 |
+2 |
Lucky 1/day |
+2 |
+0 |
|
3 |
+2 |
+1 |
+3 |
+2 |
Sneak Attack +1d6 |
+3 |
+1 |
|
4 |
+3 |
+1 |
+4 |
+2 |
Bonus Feat |
+3 |
+1 |
|
5 |
+3 |
+1 |
+4 |
+3 |
Skill Emphasis |
+4 |
+1 |
|
6 |
+4 |
+2 |
+5 |
+3 |
Lucky 2/day |
+4 |
+1 |
|
7 |
+5 |
+2 |
+5 |
+4 |
Precise Shot +2 |
+5 |
+2 |
|
8 |
+6/+1 |
+2 |
+6 |
+4 |
Bonus Feat |
+5 |
+2 |
|
9 |
+6/+1 |
+3 |
+6 |
+4 |
Sneak Attack +2d6 |
+6 |
+2 |
|
10 |
+7/+2 |
+3 |
+7 |
+5 |
Skill Emphasis |
+6 |
+2 |
|
11 |
+8/+3 |
+3 |
+7 |
+5 |
|
+7 |
+3 |
|
12 |
+9/+4 |
+4 |
+8 |
+6 |
Bonus Feat |
+7 |
+3 |
|
13 |
+9/+4 |
+4 |
+8 |
+6 |
Lucky 3/day |
+8 |
+3 |
|
14 |
+10/+5 |
+4 |
+9 |
+6 |
Sneak Attack +3d6 |
+8 |
+3 |
|
15 |
+11/+6/+1 |
+5 |
+9 |
+7 |
Skill Emphasis |
+9 |
+4 |
|
16 |
+12/+7/+2 |
+5 |
+10 |
+7 |
Bonus Feat |
+9 |
+4 |
|
17 |
+12/+7/+2 |
+5 |
+10 |
+8 |
Precise Shot +3 |
+10 |
+4 |
|
18 |
+13/+8/+3 |
+6 |
+11 |
+8 |
Lucky 4/day |
+10 |
+4 |
|
19 |
+14/+9/+4 |
+6 |
+11 |
+8 |
|
+11 |
+5 |
|
20 |
+15/+10/+5 |
+6 |
+12 |
+9 |
Bonus Feat |
+11 |
+5 |
Class
skills
Skill Points at 1st Level: (8 + Int Mod) X 4
Skill points at each additional level: 8 + Int Mod
|
Skill |
Key
Ability |
Untrained |
|
Appraise |
INT |
Yes |
|
Astrogate |
INT |
No |
|
Balance |
DEX |
Yes |
|
Computer Use |
INT |
Yes |
|
Demolitions |
INT |
No |
|
Disable Device |
INT |
No |
|
Disguise |
CHA |
Yes |
|
Escape Artist |
DEX |
Yes |
|
Forgery |
INT |
Yes |
|
Gamble |
INT |
Yes |
|
Gather Information |
CHA |
Yes |
|
Hide |
DEX |
Yes |
|
Move Silently |
DEX |
Yes |
|
Pilot |
DEX |
No |
|
Repair |
INT |
No |
|
Search |
INT |
Yes |
|
Sleight of Hand |
DEX |
No |
|
Tumble |
DEX |
No |
Class Features
Starting Feats: The Scoundrel begins play with the following: Weapon Group Proficiency (Blaster Pistol,
Simple Weapons).
Illicit Barter: At 1st
level, a Scoundrel gets a +5 competence bonus on Diplomacy checks made to buy
or sell illicit goods.
Precise Shot: At 1st
level, a Scoundrel can add a bonus to either his attack or damage rolls on
Dexterity-based attacks (ranged attacks and melee attacks with the Weapon
Finesse feat). He must declare which
option he is using at the beginning of each round.
Lucky: At 2nd
level, a Scoundrel can re-roll one failed check (except damage) once a
day. The second result must be used,
regardless of the roll. This goes up to
2 times a day at 6th level, 3 times at 13th level, and 4
times at 18th level.
Sneak Attack:
At 3rd level, a Scoundrel may add 1d6 to a
damage roll made against an opponent who did not get his Dexterity bonus to his
Defense. This goes up to 2d6 at 9th
level and 3d6 at 14th level.
Bonus Feat:
At 4th, 8th, 12th, 16th, and
20th level, a Scoundrel may choose a feat from the following
list: Alertness, Combat Expertise,
Dodge, Far Shot, Headstrong, Heroic Surge, Improved Initiative, Fame, Infamy,
Low Profile, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Spacer,
Weapon Finesse, Weapon Focus.
Skill Emphasis:
At 5th, 10th, and 15th
level, the Scoundrel gains this feat. It
must be applied to a different skill every time.
Scouts are
explorers and adventurers, constantly full of curiosity. Most prefer to operate independently
exploring new planets and charting hyperspace routes, preferring the solitude
of interstellar travel. Others are
fascinated by alien species and primitive cultures. Scouts know how to spot danger and live in
the places where others would not dare go.
Unlike the Fringer, who is born in the frontier, the Scout embraces the
outer regions, seeking knowledge and adventure.
Exploits: Many scouts want nothing
more than to see what lies in the next star system. They pick up a variety of skills, making them
an excellent addition to any group. They
have a knack of finding the best ways in and out of places no one has been
before (or are permitted to go). Adventurous
scouts regard themselves as rangers, hunters, explorers, guides, and
adventurous scholars.
Characteristics: Scouts balance curiosity with survival
skills. The make use of intelligence and
natural agility to spot and avoid danger.
Scouts tend to be the first to reach any location, and are often relied
upon to bring back first hand intelligence.
They are brave, confident, and appreciative of the wonders the galaxy
has to offer.
Background: Scouts become what they are
while searching for that ineffable something that seems to drive them to
discover. Some are scholars who forsake
the halls of learning for the joy of working in the field. Some scouts become bounty hunters, especially
those with a military record. Scouts are
an excellent addition to any group.
Game Rule
Information
Abilities: Dexterity,
Intelligence, and Wisdom are the chief ability scores for a Scout. Strength can also be an asset for the more
athletically minded.
Vitality: 1D8 + Constitution Modifier per Level
Scout
|
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus |
Reputation Score |
|
1 |
+0 |
+1 |
+1 |
+1 |
Bonus Feat |
+2 |
+0 |
|
2 |
+1 |
+2 |
+2 |
+2 |
Trailblazing |
+2 |
+0 |
|
3 |
+2 |
+2 |
+2 |
+2 |
Heart +1 |
+3 |
+0 |
|
4 |
+3 |
+2 |
+2 |
+2 |
Bonus Feat, Uncanny Dodge 1 |
+3 |
+1 |
|
5 |
+3 |
+3 |
+3 |
+3 |
Skill Mastery, Extreme Effort |
+4 |
+1 |
|
6 |
+4 |
+3 |
+3 |
+3 |
Evasion |
+4 |
+1 |
|
7 |
+5 |
+4 |
+4 |
+4 |
Uncanny Dodge 2 |
+5 |
+1 |
|
8 |
+6/+1 |
+4 |
+4 |
+4 |
Bonus Feat |
+5 |
+2 |
|
9 |
+6/+1 |
+4 |
+4 |
+4 |
Camouflage |
+6 |
+2 |
|
10 |
+7/+2 |
+5 |
+5 |
+5 |
Skill Mastery |
+6 |
+2 |
|
11 |
+8/+3 |
+5 |
+5 |
+5 |
Heart +2 |
+7 |
+2 |
|
12 |
+9/+4 |
+6 |
+6 |
+6 |
Bonus Feat |
+7 |
+3 |
|
13 |
+9/+4 |
+6 |
+6 |
+6 |
Hide In Plain Sight |
+8 |
+3 |
|
14 |
+10/+5 |
+6 |
+6 |
+6 |
Heart +3 |
+8 |
+3 |
|
15 |
+11/+6/+1 |
+7 |
+7 |
+7 |
Skill Mastery |
+9 |
+3 |
|
16 |
+12/+7/+2 |
+7 |
+7 |
+7 |
Bonus Feat |
+9 |
+4 |
|
17 |
+12/+7/+2 |
+8 |
+8 |
+8 |
|
+10 |
+4 |
|
18 |
+13/+8/+3 |
+8 |
+8 |
+8 |
Heart +4 |
+10 |
+4 |
|
19 |
+14/+9/+4 |
+8 |
+8 |
+8 |
|
+11 |
+4 |
|
20 |
+15/+10/+5 |
+9 |
+9 |
+9 |
Skill Mastery, Bonus Feat |
+11 |
+5 |
Class
skills
Skill Points at 1st Level: (6 + Int Mod) X 4
Skill points at each additional level: 6 + Int Mod
|
Skill |
Key
Ability |
Untrained |
|
Astrogate |
INT |
No |
|
Climb |
DEX |
Yes |
|
Computer Use |
INT |
Yes |
|
Demolitions |
INT |
No |
|
Disguise |
CHA |
Yes |
|
Hide |
DEX |
Yes |
|
Jump |
STR |
Yes |
|
Move Silently |
DEX |
Yes |
|
Pilot |
DEX |
No |
|
Repair |