Sunday, November 20, 2016

Star Wars Shiz: The Scoundrel

 

Characteristics: The Scoundrel gets by with bravado, cunning, duplicity, and trickery. They have a knack for getting into and out of trouble. They live by their wits, lying, cheating, stealing, and even fighting when necessary. While they don’t usually fit into a single category, the general public sees them as smugglers, pirates, outlaws, gamblers, slicers, con artists, thieves, rogues, and spies.

 

Adventures: They may not start out seeking to defy authority, or break the law. They’re usually thrust into the profession as a means of rebellion, bad decisions, or simply poor luck. Others go adventuring to advance their illicit careers. They often change allegiances and attitudes as the political climate changes. That is until something larger than themselves sets them on a particular course throughout the galaxy.

 

Game Stats

 

HP: Scoundrels gain 1d6 HP/Level

 

Saves: Scoundrels have quick reflexes, and gain +2 on all saves that would test their reflexes (catching a thrown item, dodging a falling boulder, etc).

 

Skill: Scoundrels have keen eyes, and quiet feet. As such, they gain +2 on search checks, and any attempts at stealth.  

 

Weapon/Armor Proficiencies: Scoundrels are familiar with combat, through light skirmishes or pub brawls. They can use blaster pistols and simple melee weapons. They can also comfortably wear light armors, though they avoid armors that would restrict their movements.
They can also start play with their choice of either a chance cube, a Pazaak deck, or a Sabacc deck.

 

Staring Credits: Most scoundrels have had some minor success in their lives, weather from theft, or luck at the sabacc tables, or both. As such, they start play with 1d4 x 100 credits.

 

Level

BHB

SV

SK

1

+0

15

13

2

+1

14

12

3

+1

13

11

4

+2

12

10

5

+3

11

9

6

+4

10

8

7

+4

9

7

8

+5

8

6

9

+5

7

6

10

+6

6

6

 

 

 

Class Features

 

Lucky: When a scoundrel burns luck he rolls one luck die per point spent. This starts as a 1d3 at 1st level. For every level the scoundrel advances, the die goes up one die in the chain i.e. 1d3 at 1st level, 1d4 at 2nd level, 1d5 at 3rd level, etc. (I am using the DCC dice chain). Additionally, the scoundrel regains luck at a rate of 1 point per level each day. They cannot gain luck past their natural maximum this way.

 

Fence: Scoundrels know where and how to get their hands on items or good that are considered illegal. On major planets or ports, the scoundrel wouldn’t have an issue finding a fence to move (buy or sell) these “special” goods as long as they're being cautious. If a skill check is required to locate a fence or move the goods, the Scoundrel would get bonus equal to 2 + their level.

For instance; Jan a 3rd level scoundrel is delivering smuggled goods to Coruscant’s upper (well policed) levels. She would get +5 to the skill roll to avoid detection while moving the goods.

 

Intuition: Part of the Scoundrel’s survivability comes from their gut instincts. Scoundrels add their level to all initiative rolls. Additionally, they can’t be surprised by anyone that’s a lower level than they are.


Up Next: The Scout!
You can find the first class I wrote up, The Noble, Here

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