Barachiel’s House Rules aka Star Wars D20 3.5

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.

New & Revised Rules

*Force Attribute

“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

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

WIS

Yes

Profession*

WIS

No

Read/Write Language

N/A

No

Sense Motive

WIS

Yes

Speak Language

N/A

No

Spot

WIS

Yes

Knowledge Points (Variant Option)

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.

*Skill Synergies

“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

Starship Statistics and Combt

Space Transports and Starships have far too few hull points compared to the ships that may be brought against them.  To better represent their toughness and durability in combat, double the hull points of all capital ships, and increase the hull points of space transports by half.  Also, whenever a ship suffers a critical hit, make a check on the damaged system table.

 

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 (Wis), and Alter (Cha).

 

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.
Normal: Without this feat, a character may not take ranks in any of the 3 Force Skills, select Force feats, or learn any Force Powers. Additionally, a non-Force-sensitive character is limited to a maximum of five Force Points (any points gained beyond this are wasted).

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:

  • x10 Base Move requires 7 ranks in Control and costs 5VP
  • x20 Base Move requires 10 ranks in Control and costs 8VP
  • x30 Base Move requires 14 ranks in Control and costs 12VP

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.

Force Usage Variant:  Power Points

Instead of spending Vitality Points, Jedi spend Power Points.  Each of the Force Using classes has their own Power Point Die that they roll at each level to calculate the number of points that they have.  The roll is modified by the Force attribute modifier (or Wisdom if not using this extra attribute).

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.


Revised Classes

Fringer

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

WIS

Yes

Handle Animal

CHA

No

Hide

DEX

Yes

Jump

STR

Yes

Pilot

DEX

No

Ride

DEX

Yes

Search

WIS

Yes

Survival

WIS

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.

Credits: A 1st level Fringer starts play with 1d4 x 500 credits


Noble

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.

Credits: A 1st level Noble starts play with 1d4 x 1,000 credits


Scoundrel

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.

Credits: A 1st level Scoundrel starts play with 1d6 x 500 credits


Scout

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