Scoundrel Class


Scoundrels are rouges – good, bad, and neutral – who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.


Many scoundrels live a life of adventure for the excitement it provides. Others go adventuring to advance their illicit careers. Some are good-hearted rouges in it for the thrill or to right a wrong done to them or shoe they love. Others are despicable knaves who serve only one master – the greed that swells inside them. More often, an adventurous scoundrel falls somewhere in the middle, changing allegiance and attitudes as the political climate changes, until something larger than himself sets him on a particular course through the galaxy. Adventurous scoundrels call themselves smugglers, pirates, outlaws, gamblers, slicers, con artists, thieves, rogues, and spies.


Scoundrels have a knack for getting into and out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous scoundrels are also saddled with a sense of honor that sometimes makes them go against their natural inclinations.


Scoundrels don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

Game Rule Information


Dexterity and Intelligence are a scoundrel’s most important ability scores, because he 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.


Scoundrels gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The scoundrel’s class skills, and the key ability for each, are as follows.
Appraise (Int)
Astrogate (Int)
Balance (Dex)
Bluff (Cha)
Computer Use (Int)
Craft* (Int)
Demolitions (Int)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gamble (Wis)
Gather Information (Cha)
Hide (Dex)
Knowledge* (Int)
Listen (Wis)
Move Silently (Dex)
Pilot (Dex)
Profession* (Wis)
Repair (Int)
Search (Int)
Sleight of Hand (Dex)
Spot (Wis)
Tumble (Dex)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (8 + Int Modifier) x 4
Skill Points at Each Additional Level: 8 + Int Modifier

Class Features

All of the following class features of the scoundrel.

Starting Feats

The scoundrel begins play with the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Bonus Feat

At 5th, 10th, and 15th level, the scoundrel gains a bonus feat. This feat must be selected from the following list, and the scoundrel must meet any prerequisites.
Heroic Surge
Improved Initiative
Low Profile
Shady Merchant
Weapon Finesse
Weapon Focus

Illicit Barter

Beginning at 1st level, the scoundrel gains a +5 competence bonus on any Diplomacy checks made to buy or sell illicit or illegal goods.


The scoundrel is often as lucky as he is good at something. Therefore, starting at 2nd level, the scoundrel can reroll any failed ability check, skill check, attack roll, or saving throw. (In other words, any task resolution die roll, which are die rolls using a d20.) The second result must be used regardless of whether it is better or worse than the first. The scoundrel can use this ability a number of times per day, depending on his level, but only once in any given encounter. At 2nd level, the scoundrel can use lucky once per day; at 18th level, he can use it up to four times in a day (but only once in any encounter).

Precise Attack

Every round, the scoundrel can add this bonus either to one attack roll or one damage roll using a Dexterity-based attack, but not both. (A Dexterity-based attack is an attack made with either a ranged weapon or a melee weapon using the Weapon Finesse feat.) You must declare where the bonus applies at the start of the attack action.

Skill Emphasis

At 4th, 8th, 12th, 16th, and 20th level, the scoundrel gains the bonus feat Skill Emphasis. This feat may be applied to any class skill. The scoundrel may not select the same skill twice.


A 1st-level scoundrel starts play with 1d6 x 500 credits.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +0 +2 +0 Illict Barter +3 +0
2 +1 +0 +3 +0 Lucky (1/day) +4 +0
3 +2 +1 +3 +1 Precise Attack +1 +4 +1
4 +3 +1 +4 +1 Skill Emphasis +4 +1
5 +3 +1 +4 +1 Bonus Feat +5 +1
6 +4 +2 +5 +2 Lucky (2/day) +5 +1
7 +5 +2 +5 +2 +6 +2
8 +6 +2 +6 +2 Skill Emphasis +6 +2
9 +6 +3 +6 +3 Precise Attack +2 +6 +2
10 +7 +3 +7 +3 Bonus Feat +7 +2
11 +8 +3 +7 +3 +7 +3
12 +9 +4 +8 +4 Skill Emphasis +8 +3
13 +9 +4 +8 +4 Lucky (3/day) +8 +3
14 +10 +4 +9 +4 Precise Attack +3 +9 +3
15 +11 +5 +9 +5 Bonus Feat +9 +4
16 +12 +5 +10 +5 Skill Emphasis +9 +4
17 +12 +5 +10 +5 +10 +4
18 +13 +6 +11 +6 Lucky (4/day) +10 +4
19 +14 +6 +11 +6 +11 +5
20 +15 +6 +12 +6 Skill Emphasis +11 +5
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