SW Saga - Scum and Villainy Optimized) - Free ebook download as PDF File Some rules mechanics are based on the Star Wars Roleplaying Game Saga. Sourcebook (pages ), Dark Force Rising. Sourcebook (pages ), Scum and Villainy. (pages ). Blood Carver. Home Planet: Batorine. High adventure among the stars. Welcome to Scum and Villainy is a stand- alone RPG based on the Forged in the. Dark game Star Wars by George Lucas.
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you walkedintowas a clone of the one before, you'd IWretched Hiues of Scum dnd Willdiny comprehen- .. both hardship and joy, love and war, horror and. SAGA EDITION - Clone..> , 38M SAGA EDITION - Scum..> , 81M Star Wars Saga Chara..> , 60K. 13+ hours $35 Scum and Villainy Unwise deals. Blaster fights. The three modes of play are basically Star Wars, Cowboy Bebop, or Firefly. So yeah.. . Are there plans to create PDF forms from the character/ship sheets? It would be.
Lacking the organs to form words In suggest that the Ryn were a Basic, and confronted with the fact that other races cannot speak Jawa, they tribe of ten thousand musi- developed a shorthand speech called Jawa Trade Language.
It essentially cians gifted to a world that simplifies their tongue to aid trading between themselves and non-Jawas. Adventurers: Family is the heart of Jawa society and as such, they are For all their talents, Ryn find the galaxy largely inhospitable. They have a loath to leave their extended tribal groups. A lone Jawa likely has been driven reputation for being untrustworthy and treacherous, dangerous to befriend out of its tribe, or it might be a lone survivor of an attack by Sand People and fickle in their loyalties.
Although that is true of many Ryn, most are or other desert denizens. They are among the hardest working people known. The Ryn are natural entertainers. Jawas are quick and agile, to have invented ' singing, dancing, and any other musical arts. Personality: Wanderlust consumes the Ryn. However, their lifting and a new place. Ryn are fun loving and flamboyant, but centuries of cruelty, carrying limits are three-quarters of those of Medium creatures.
However, they cannot perceive colors in total darkness. Physical Description: Ryn are humanoid, but slightly shorter than Desert Dweller: When making Survival checks to resist the effects of Humans. All Ryn have thick, muscular tails that end in white tufts. PrehenSile, extreme heat, Jawas can reroll the check and keep the better result. A fine coatof Scavenger: Whenever a Jawa armed with an ion weapon successfully smoke-gray fur covers their bodies, while they grow thick white to blue-white damages a droid or vehicle, the Jawa adds half its level in ion damage.
Males wear thin moustaches and beards. A Ryn's most distinctive feature is its nose. Ryn can pipe sounds Ryn who learn to use a sabacc deck to tell fortunes have an uncanny through these holes to create a variety of tones, whistles, and pops. Skilled knack for determining future events. Jedi speculate that the Ryn use the Ryn can use these "beaks" to create music.
A Ryn with a the Core Worlds, but they have traveled for so long that even the Ryn no sabacc deck can spend one minute performing the fortune-telling ritual to longer remember from where they hail. They rarely stay in any place for long and get agitated ifforced to stay put. Danger does little to frighten them. Thus, they find themselves in difficult situations.
They are known not aware they are using it. Those with the strongest abilities become spirit as shrewd merchants and able con artists, even though many lead reputable adepts and travel wherever the Force takes them. Toydarians easily resist mind-affecting Force powers and Ryn share the following species traits: are even more resistant to such abilities than their Hutt overlords. Ryn are gifted entertainers and Toydarians have an unsavory reputation, but not all Toydarians are crimi- performers.
However, their sharp minds and keen wit often make those who deal Size: As Medium creatures, Ryn have no special bonuses or penalties with Toydarians feel like they have been taken advantage of. Most Toydarians due to size. Musical Beak : Ryn can move air through their beaks to create pleasant Toydarians are capable offlight from birth, and can hover in place. Toydar- tunes and notes. When using its musical beak to imitate sounds or noises to ians prefer to fly at all times, convey deceptive information, a Ryn can reroll Deception checks and take though the speed with which the better resu It.
Likewise, unsavory Toydarians strike against Ubese to put their keen minds to work deceiving their business partners and tricking destroy weapons facilities unsuspecting folk into being the victims ofToydarian confidence scams. Toydarians are rarely more than 1. The attacks inadvertently Toydarian skin color ranges from blue to green to pink. They are pudgy, with detonate those same spindly limbs and a pair of fluttering wings that keeps them aloft.
Toydarians hail from Toydaria, an out- of-the - way planet in widespread contamination Hutt Space. Airspeeders are banned on Toydaria given the large amount of of all Ubese worlds and pedestrian air traffic. Toydarians speak their own language, known as Toydarian, Ubese race.
Toydarians also speak Basic, though Huttese is their true The only survivors second language. Reti, Watto, Ziato. Toydarian heroes are likely among those Toydarians who ashes of their civiliza- have ventured forth from their home planet in search of fame, fortune, and tion.
The attacks, coupled glory. Toydarian heroes tend to gravitate toward the scoundrel class where with the Old Republic's their sharp wits can be put to best use, though some may be nobles as well. After thousands of years, the Ubese nurse their animosity until they Ability Modifiers: Toydarians are weaker than recover enough to begin again. The Ubese slowly emerge from their world, Humans, but they are shrewd and accustomed to moving quickly to seal selling their services as mercenaries and bounty hunters, gaining a name the deal.
However, their lifting and Personality: Ubese are aggressive and warlike. They blame all outsiders carrying limits are three-quarters of those of Medium characters. Toydarians can hover in place, flying They reserve their hate for the Jedi in particular, seeing them as responsible without needing to move.
Toydarians have a maximum flying altitude of for their loss. The Ubese are a species of graceful near- Humans. Conditional Bonus Feat: Toydarians who are trained in Deception gain They are uniformly slender and frail compared to Humans. Acclimation to their Skill Focus Deception as a bonus feat.
Beneath against any Use the Force check with the mind-affecting descriptor. Huttese, Toydarian. They have exotic features with narrow faces and overlarge eyes set above high cheekbones. The Ubese cannot produce sounds above a harsh whisper, so they rely UeESE on voice modulators to communicate. Among their own kind, they use a Long ago, the Ubese were a peaceful species, content in the paradise of their complex language of hand signals, allowing them to exchange information garden planets.
This changes when they encounter Old Republic scouts who and ideas in silence. Obsessed by Homeworld: The Ubese hail from Uba IV, the only living planet in a remote these wonders, the Ubese devote their resources to the development of these section of the Mid Rim Territories. As they succeed, they become worried about aggression from Languages: Ubese speak Basic and Ubese.
They also use a special language rival systems, so they develop weapon technology, dipping into dangerous of hand signals and gestures called Ubeninal. Fearing these weapons in the hands Example Names: Laws are to survive off-world. Those that manage to make it work are mercenaries made and enforced by the powerful with little interest in justice or fairness. Even though they are no strangers to the Force, no offorce and terror to ensure that the lesser cow to their every whim.
With no Ubese are known to have become Jedi. Empire or Republic, rule goes to the individual who can take power and hold it longest. This section explores how heroes who skirt Ability Modifiers: Ubese have slight builds, the line between light and dark develop talents and abilities that set them and they are quick and agile. As Medium creatures, Ubese have no special bonuses or penalties due to size.
JEDI Speed: Ubese base speed is 6 squares. In the line of duty, Jedi often consort with the dregs of the galaxy. Whether Aggressive: Survival Instinct: Ubese are tough and resilient, capable of withstanding the perils of even hostile worlds.
An Ubese can reroll Survival checks, but New Jedi Sentinel Talent the result of the reroll must be accepted, even if it is worse. Ubese do not trust other cultures, so they are available to members of the Jedi class. Any character who can normally choose more suspicious of aliens.
An Ubese with Perception as a trained skill ga ins talents from the Jedi Sentinel talent tree can choose this talent as well. Skil l Focus Perception as a bonus feat. Persistent Haze: Whenever anyone concealed by your use of the Force Special Equipment: Ubese cannot tolerate the atmospheres of other Haze talent attacks, you maintain total concealment without having to make worlds and must rely on breath masks to survive. Without a breath mask, another Use the Force check. Only those who do not attack remain concealed; an Ubese begins to suffocate see "Endurance" on page 66 of the Saga Edi- the attacker no longer has total concealment, even when using this talent.
Clear Mind, Force Haze. When not on their homeworld, Ubese wear environmental suits to stave of the hazards found on other planets as well as to hide their appearance. The suit also includes a voice of the more dangerous villains in the galaxy.
Many nobles supplement their modulator to emulate the voice of a male or female or to mask the Ubese's wealth by making deals with crime lords and smugglers, while others use black gender. Other nobles might have lost everything, driven from their worlds 2, credits, and a year's supply of breathing filters cost cred its 50 and stations in disgrace.
Forced to make their way in a hostile galaxy, nobles credits on Ubese. Ubese characters begin with these items at no cost. Automatic Languages: Basic, Uben inal, and Ubese. Ubeninal is a sign language and serves as the primary medium for communication among Disgrace Talent Tree.. Scandal fouls your family name, forcing you to live among the fringes of SOCI- ety and teaching you that honor is overrated when victory is on the line.
During a surprise round, before combat begins, if you are not surprised you can give up your standard action to allow all nonsurprised allies within your line of sight to take an extra move action during the surprise round.
Allies can spend this move action to instead reroll their Initiative check and take the better result as a free action before combat begins.
Dirty Tactics. Choose one ally as a swift action. As long as you remain and fill it with doubt. If successful, you impose a -2 penalty to all the until the start of your next turn. Make a single melee or ranged attack against any target within against targets that can clearly hear you and understand your language.
If your attack roll succeeds and if that Dirty Tactics: Once per encounter, as a standard action, you can grant a target attacks you before the end of your next turn, one ally within 6 tactical advantage to all allies within your line of sight.
When any ally flanks squares can make an attack against that target as a reaction. Spend a swift action. Allies lose this benefit immediately if line of sight is the beginning of your next turn, each ally within line of sight can move broken or if you are unconscious or dead, or at the end of the encounter.
This movement does not provoke attacks of Misplaced Loyalty: As a swift action once per turn, you can make a opportunity. Persuasion check against the Will Defense of all opponents within your line of Prerequisites: Bolster Ally, Inspire Confidence. If successful, a target cannot attack you if one of your allies is within 6 squares of you.
This effect lasts until the beginning of your next turn. Scoundrels thrive outside the bounds of law. They know how to maneuver, Prerequisite: You have mastered the art of saying one thing and doing underworld. Scoundrels fill a variety of roles from spy to smuggler, pirate another, allowing you to deceive your enemies to keep you machinations to bounty hunter, and just about everything in between.
When dealing with hidden. You can use each of the following actions once per encounter as a villainous scum, having a scoundrel on your side can make all the difference standard action: Make a single melee or ranged attack aga inst a target within your range.
At any time before the beginning of your next turn , New Fortune Talents you can make a single attack against that target as a reaction if that The following new talents belong to the Fortune talent tree, which is available target attacks you. Making a single melee or ranged attack against a talents from the Fortune talent tree can choose from these talents as well. Until the beginning of your next turn, that Avert Disaster: Once per encounter, you can turn a critical hit against opponent cannot make any attacks against you except for attacks of you into a normal hit.
This is a mind-affecting effect. Fool's Luck. Make a single melee or ranged attack against a target Better Lucky than Dead: Dumb Luck: You are possessed of incredible luck and an uncanny ability Prerequisites: Dirty Tactics, Misplaced Loyalty. You can use each of the following actions Unreadable: Make a single melee or ranged attack against any target whenever you successfully feint a target in combat, that target is flat-footed within your range. Make a single melee or ranged attack against any target within The following new talent belongs to the Inspiration talent tree, which is your range.
If that target successfully damages you before the start of available to members of the noble class. Any character who can normally your next turn, you can immediately move 2 squares as a reaction. This choose talents from the Inspiration talent tree can choose the following movement does not provoke attacks of opportunity.
Make a single melee or ranged attack against a Beloved: Your allies hold you in such esteem that when you are threatened target within range. You can use each of the following next attack roll. Knack, Lucky Shot. OWN L. Befudd le: If you succeed on a Deception check against a target's Will Defense as a swift action, until the start of your next turn you can move through the threatened area of that target as a part of your move action without provoking an attack of opportunity.
Each threatened square that you move through counts as 2 squares of movement. Cunning Strategist: You can create opportunities to chip away at your opponents' defenses.
You can use each of the following actions once per encounter as a standard action: Make a single melee or ranged attack against any target within your range. If you damage the target, the target takes a -5 penalty to its Reflex Defense until the start of your next turn. Make a single melee or ranged attack against an oppo- nent within your range. Until the start of your next turn, the target takes a -2 penalty to its base speed. Make a melee or ranged attack within your range against two opponents that are within 2 squares of each other.
Make a separate attack roll at a -5 penalty against each target, but roll damage once only. Disruptive, Walk the Line. Hesit at e: You can fill your opponent with doubt by making a Persuasion check as a standard action against a single target that can hear and under- stand you within 12 squares of you. If your check result equals or exceeds the target's Will Defense, the target takes a -2 penalty to its base speed, and if the target takes a standard action, it must also spend its swift action.
Labyrinthine Mind: Once per encounter, as a reaction, you become This penalty lasts until the end of the target's next turn. When you move at least 2 squares before your can choose to ignore this for beneficial effects. Ricochet Shot: When making a ranged attack against a target with Sow Confu si on: Once per encounter, as a standard action, you can make cover, you can choose to reduce the benefit of that target's cover by one a Deception check and compare the result to the Will Defense of all enemies step, from improved cover to cover, or cover to no cover.
You deal only half in your line of sight. If the check result equals or exceeds an enemy's Will damage with this attack. Defense, that enemy must spend a swift action in addition to a standard Prerequisites: Uncanny Luck: Once per encounter, you can consider any single d20 roll Prerequisite: Sudden Strike: Whenever you would gain the benefit of the Skirmisher Prerequisites: Once per encounter, you can reroll the damage of one in addition to the normal damage dealt by the attack. Skirmisher, Sneak Attack.
Weaken ing Strike: Whenever you deal damage to an opponent denied its Dexterity bonus to Reflex Defense, you can choose not to move the target New Misfortune Talents down the condition track and instead impose a -5 penalty on all your oppo- The following new talents belong to the Misfortune talent tree, which is nent's attacks and melee damage until the end of your next turn.
Any character who can nor- Prerequisite: Dastardly Strike. New Spacer Talents The following new talents belong to the Spacer talent tree, which is available to members of the scoundrel class.
Any character who can normally choose talents from the Spacer talent tree can choose from these talents as well. Cramped Quarters Fighting: Spacehound, Starship Raider. Make a Break for It: Once per encounter, while on or in a vehicle, you can move up to one half your speed or move the vehicle up to one-half its speed if you are the pilot, as a swift action.
This movement does not provoke attacks of opportunity. Spacehound, Stellar Warrior. SCOUT The galaxy's underworld presents numerous opportunities for scouts, and those that walk the line between law and crime find themselves in high demand. Scouts can serve as spies and infiltrators, services every crime lord has need of, and can be used to thwart the efforts of other spies by heading up their employer's defense systems.
Of course, scouts can also be problem solvers, slipping into areas unseen, eliminating targets, and getting out before anyone is the wiser. New Camouflage Talents The following new talents belong to the Camouflage talent tree, which is available to members of the scout class.
Any character who can normally choose talents from the Camouflage talent tree can choose from these talents as well. Hide in Plain Sight: Once per encounter, when you are within 2 squares of cover or concealment, you can move to that cover or concealment and make a Stealth check to hide as a single move action.
Hidden Movement, Improved Stealth. Hunker Down: Whenever you benefit from cover, you can spend a standard action to hunker down and maximize the benefit of the cover.
New Slicer Talents You increase the benefit of cover to improved cover and improved cover The following new talent belongs to the Slicer talent tree, which is available to total cover. Any character who can normally choose Shadow Striker: You excel at fighting from the shadows, hitting your talents from the Slicer talent tree can choose this talent as well.
You can use each of the following Virus: You can substitute a Use Computer check for a Mechanics check actions once per encounter as a standard action: Make a single melee or ranged attack against an oppo- is equal to the computer's Will Defense. In addition, whenever anyone access nent within range. If you damage the target, you gain total concealment the affected computer using a droid or another computer, that computer or against that target until the beginning of your next turn.
You can make a single melee or ranged attack against Prerequisite: Electronic Sabotage, trained in Use Computer. If this opponent is denied its Dexterity bonus to Reflex Defense or if you have concealment from this opponent, a suc- cessful attack also causes the opponent to be able to take only a swift action on its next turn.
They provide intimidation and necessary have total concealment. Rogue soldiers might be deserters or could be ex-officers, Prerequisites: Regardless, a soldier can do well in the galaxy because a person who is New Fringer Talents handy with a blaster is always needed.
The following new talents belong to the Fringer talent tree, which is avail- able to members of the scout class. Any character who can normally choose New Brawler Talents talents from the Fringer talent tree can choose from these talents as well.
The following new talents belong to the Brawler talent tree, which is avail- Flee: As a standard action, you can designate a single opponent and able to members of the soldier class. Any character who can normally choose move up to your speed away from that opponent; this movement does not talents from the Brawler talent tree can choose from these talents as well.
In addition, your speed increases by 2 until rolls and damage rolls. Long Stride. Keep it Together: Whenever you successfully jury-rig a device or vehicle, the vehicle does not move -5 steps along the condition track at the end of the encounter, though it does move -2 persistent steps down the condition track.
You can use a swift action to reduce the cost of each move into a diagonal space to 1 until the end of your turn if you are wearing light armor or no armor. You cannot use this talent if you are wearing medium or heavy armor. Once per encounter, you can use a swift action to move up to your speed. Swift Strider: You are skilled at maneuvering on the battlefield thanks to your experience surviving in dangerous places. Make a charge attack against an enemy within range as a standard action.
You take no penalty to your Reflex Defense for this attack. Move up to your speed as a move action. This bonus lasts until the beginning of your next turn. Long Stride, Sidestep. When fighting with an improvised weapon, you take no penalty cJ on your attack rolls. Man Down: Whenever an ally within 6 squares is reduced to 0 hit points, you can immediately move up to your speed toward that ally as a reaction.
Pick a Fight: Additionally, until the end of the encounter, you retain this bonus to attack rolls against any target you or your allies damage during the surprise round.
Cantina Brawler. Sucker Punch: When your melee attack damages an opponent that is denied its Dexterity bonus to Reflex Defense, that opponent cannot take attacks of opportunity until the end of its next turn. New Weapon Specialist Talents The following new talents belong to the Weapon Specialist talent tree, which is available to members of the soldier class.
Any character who can normally choose talents from the Weapon Specialist talent tree can choose from these talents as well. Crushing Assault: You use your attacks to beat down your opponents' defenses. The effects of multiple Crushing Assaults do not stack. Weapon Specialization. Impaling Assault: You can hit your opponents to slow them down. Whenever you successfully damage an opponent using a piercing weapon Counterpunch: When you fight defensively, any adjacent creature that that you have the Weapon Specialization talent for, your opponent reduces attacks you provokes an attack of opportunity from you.
The effects of multiple Experienced Brawler: You know how to fight when the odds are against Impaling Assaults do not stack. You can use each of the following actions as a standard action once Prerequisite: Stinging Assault: Make a single melee attack against an opponent within reeling.
Whenever you successfully damage an opponent using a slashing your reach. Make a single melee attack against an opponent within turn. The effects of multiple Stinging Assaults do not stack. Make a single melee attack against an opponent within your reach. At any time until the beginning of your next turn, as a reac- tion, you can move up to 2 squares. Melee Smash, Stunning Strike. Gambling against the house is far riskier. A scoundrel trained locations, and DC 35 or higher for the best.
You can feint multiple targets at once as a scoundrel the edge he needs to talk his way out of a complicated situation. You can target any number of opponents who are clearly What follows are specific skill uses, all of which are intended to broaden the visible and who are within 6 squares of you. Each target beyond the first capabilities of the skills most often utilized by scoundrels and other rogues imposes a -5 penalty on your Deception check.
You roll just once to set the in the galaxy. Although designed with the scoundrel in mind, any character DC for your opponents' Initiative checks. Any opponent whose roll you beat trained in these skills can take advantage of these expanded uses.
You can use Deception to transmit a secret Training in Acrobatics grants a hero unmatched maneuverability, broadening message to another character trained in Deception.
You do so by using the ways in which the hero interacts with his environment. The Catch Item Trained Only: Whenever you successfully disarm your DC depends on the complexity of the communication. A simple message opponent, you can make a DC 20 Acrobatics check as a free action. If the in which you convey general concepts is a DC Complex message that Acrobatics check succeeds, you snatch the object from the air. You must involve multiple steps or complicated information start at DC 15 and can have at least one hand free to grab the item.
By increasing the DC by 10, you can reduce I Any character who can both see and hear the transmitted message is the time required to Escape Bonds see page 63 of the Saga Edition core entitled to a Perception check to decipher the message.
The DC is equal to the 11 rulebook. Escaping a grapple takes a move action; escaping a net or moving -i Deception check DC. Nimble Charge Trained Only: If you fail Knowledge is power, as the saying goes, and scoundrels hold this maxim as this check, you cannot attack at the end of your movement.
You can combine true. A well-informed scoundrel can avoid unnecessary confrontations and this use with the Cross Difficult Terrain use see page 63 of the Saga Edition can be suitably prepared for the necessary ones. A knowledgeable scoundrel core rulebookl; however, the DC increases to Deception is another vital skill for scoundrels, for it is the currency of their Find a Good Score Trained Only: Scoundrels of all types frequently trade. Whether used to mask their true motives, to forge documents, or even have to hunt high and low for good, profitable work.
Finding a score, as many to assume a false identity, Deception offers a broad spectrum of ways to illicit jobs on the fringe are called, can be one of the most difficult parts of a fool and mislead others. Whenever you fail a Deception check check to try and find profitable work. Success indicates the character finds profitable diately attempt a second Deception check to avert suspicion. This second work and the Gamemaster should use the job generator see page 78 to check is at a penalty.
Additionally, success means that the Cheat Trained Only: However, failing this check does not mean that the heroes fail to find However, you risk getting caught. When gambling against other characters, work, only that they fail to find profitable work. Failing the check by less you can substitute your Deception check for your Wisdom check, but your than 5 means that the heroes find a job at the normal pay rate.
Failing the opponents are entitled to a Perception check to catch you in the act. Failing the check by 10 or more means that the heroes your cheating. Finding a job takes one hour. Examples include mysterious weaponry, artifacts, and other relics. When tossing a room for anything of value, a scoundrel recognizes the need Even though the Knowledge skill can handle these functions, finding a person for speed, especially when the guards are already on the way.
You can perform a quick survey of an can be a boon when saddled with an object of an unknown origin. You can make Commonly known facts such as identifying the item's function require a a Perception check to search a 5-square area or 5-cubic-meter volume of DC 20 Gather Information check. For every 5 points that you beat the DC by, goods as a full-round action by taking a penalty on the check. Identify is subject to the normal limitations on Gather Information.
Whether pirate or smuggler, scoundrel pilots know the tricks to avoid Imperial Quick Intel Trained Only: You can halve the time required for a Gather entanglements and slip through blockades unnoticed. Information check by increasing the DC by You must declare your use of Fly Casual Trained Only: Whenever you are piloting a ship or other Quick Intel before rolling.
MECHANICS You still might be required to produce documentation and know specific Scoundrels are often ta lented techs and engineers because they recognize procedures as is customary for the situation, but this use helps you avert the value of using good gear in their larcenous pursuits.
In addition to the suspicion in the first place, especially when your authorization codes are common methods for modifying, repairing, and disabling gear, a skilled old and out of date. Whenever you would make Stealth is a vital skill for scoundrels because it allows them to conceal their a Mechanics check to sabotage a piece of equipment, you can install a booby movements, to hide from their enemies, to plant objects on an opponent, trap to damage the next character who uses the item.
For every ld4 damage to remove objects from an opponent's possession, and even to attack from you would have the trap deal, you must increase the Mechanics DC by 5. So hidden positions and then melt away, practically invisible.
Any observer that beats your Stealth check with a Percep- using your base attack bonus against the target's Reflex Defense. If the tion check notices the drop. Hot Shot Tr ained Only ; requ ires t ool kit: Many scoundrels are adept at slicing into computers to manipulate them as You must spend 1 hour and succeed on a Mechanics check.
The DC is 20 well as to learn the secrets they hide. If the check succeeds, the Backtra il Trained Only: Any natural attack roll the identity of the last person to use the computer and the information they of 5 or lower, however, causes the weapon to become disabled.
A natural sought. The computer's attitude modifies the DC as norma l. When you access a computer, you can ing the modified weapon's damage to the wielder and half damage to all conceal your presence and how you used the computer by increasing all adjacent creatures.
Use Computer check DCs by 5. Any character who attempts to analyze the computer to determine your identity and what you did takes a -5 pena lty on their Use Computer check. Notably, these feats are designed Prerequisite: Trained in the Initiative skill. During the surprise round, if you damage a flat-footed target, select these feats. Trained in the Endurance skill. As a move action, you can move up to twice your speed.
You can draw upon you inner reserves to make a shot or strike count when it matters most. Once per turn when you miss on an attack roll, you reroll the When you slip free from your opponent, you can deliver a parting attack.
Trained in the Acrobatics skill. If your first attack missed because you rolled a natural 1, you can still Benefit: When you successfully use Acrobatics to escape a grapple, you use this feat, but you take a -5 penalty to Reflex Defense instead. You must can spend a swift action to make a single attack with a melee weapon or an accept the result of the second roll, even if it's worse than the first.
When exposed to an area attack, you can dive for cover. Trained in the Stealth skill. Whenever you are the target of an area attack that misses, Your hail of fire can catch secondary targets in your firing arc. This movement does Prerequisite: If this attack hits, you You gain a burst of speed when you attack while running.
Running Attack. Given enough time, you can dig up the right tool for the job. Trained in the Gather Information skill. Whenever you would acquire a license for a restricted or mili- You are adept at staying out of sight when attacking from hidden tary object, you can substitute a Gather Information check for a Knowledge positions.
Reduce the black-market cost multiplier of such items Prerequisites: Sniper, trained in the Stealth skill, base attack by 1.
Deceptive Drop Trained in Initiative Flat-footed targets knocked prone on surprise round. Desperate Gambit Reroll missed attack by taking a penalty to Reflex Defense.
Duck and Cover Trained in Stealth You dive for cover when you avoid area attacks. Friends in Low Places Trained in Gather Information Reduce black-market cost multiplier for licensed and restricted objects by 1.
Hasty Modification Tech Specialist Swap one trait for another trait. Hideous Visage Shapeshift Deception check to push opponent away. Impetuous Move Con 13 Move when you catch a second wind. Impulsive Flight Withdraw faster when damaged. Knife Trick Lightning Draw, trained in Stealth Attack of opportunity with concealed weapon to greater effect.
Lightning Draw Quick Draw Draw and fire as a standard action. Metamorph Con 13, shapeshift, trained Change your size in Deception Opportunistic Retreat Combat Reflexes Sacrifice attack of opportunity to move at half speed. Resurgence Trained in Endurance Gain bonus swift action when you catch your second wind.
Signature Device Tech Specialist Install two traits. Slippery Maneuver Dodge Dodge two targets, withdraw at full speed. Tactical Advantage Combat Reflexes Make attack of opportunity and move 1 square. Wicked Strike Rapid Strike Gain extra attack on a second target upon damaging the first target.
You can twist your features into a startling mask. Tech Specialist see page 21 of Starships of the Galaxy. Shapeshift species trait.
You can exchange a trait that you have applied to a piece of Benefit: Once per encounter, as a swift action, you can make a Deception equipment or droid for another one by spending 1 minute to make a DC 20 check against one opponent that can see you.
If the check equals or exceeds Mechanics check. If you succeed, the equipment loses the old trait and gains the opponent's Will Defense, you move the target 1 square away from you a new trait until the end of the encounter, at which point the device loses all and it takes a - 1 penalty on all attacks until the start of your next turn.
This traits it had previously acquired through use of the Tech Specialist feat. Shapeshift species trait, Skill Focus Deception.
You can make a Deception check to alter your features to that of a specific person. This feat also allows you to change your voice to match the target's.
You always treat impersonating a person as a Moderate deception. Constitution When you catch a second wind, you can choose to regain only half of the hit points you normally would with a second wind and immedi- ately move up to half your speed. IGHT You are not above running when the situation turns against you. You can withdraw one extra square using the withdraw action. Lightning Draw, trained in the Stealth skill. When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person see page 72 of the Saga Edition core rulebook and make a single attack against the target.
With the Quick Draw feat, drawing or holstering a weapon is a swift action. Quick Draw. If you increase your size to Large, you take a - 1 size penalty to your Reflex Benefit: Once per encounter, you can draw a holstered weapon and attack Defense and a -5 size penalty on your Stealth checks. However, your carry- as a single standard action. With the Quick Draw feat, drawing or holstering a weapon is and your reach increases by 1.
You can maintain this form for a number of a swift action. Constitution 13, shapeshift species trait, trained in the Prerequisite: Combat Reflexes. Deception skill. Whenever an opponent provokes an attack of opportunity from Benefit: As a full - round action, you can change your mass when you use you, once per turn you can sacrifice the attack to move a number of squares your shapeshift species trait, increasing or decreasing your size by one step.
You expand your knowledge of technology and can apply a variety of other Prerequisite: When you catch your second wind, you immediately gain a move Prerequisites: Intelligence 17, Tech Specialist see page 21 of Starships action to be used immediately. Select one of the following: You can install advanced traits when modifying the selected type of You specialize in designing and modifying specific types of technology.
These traits replace the traits granted by the Tech Specialist feat. You may still use the Tech Specialist options if you so choose. You designate a single weapon, suit of armor, vehicle, or other You must pay one-fifth the cost of the device, armor, weapon, droid, item as your signature item.
When making Mechanics checks to modify that or vehicle you wish to modify or 2, credits, whichever is more, before piece of equipment, you can take 10 on the check. In addition, you can allow beginning the modification. This fee replaces the normal cost of modification the device to gain two traits from the Tech Specialist feat. To install the from the Tech Specialist feat. Completing the modification requires 1 day second trait, you must succeed on a DC 30 Mechanics check.
Once installed, per 1, credits of the modification's cost. At the end of this time, make a the device can use only one trait at a time, and switching from one trait to DC 30 Mechanics check; you cannot take 10 or take 20 on this check.
If the the other requires a swift action to adjust the item's settings. You can have check succeeds, the modification is completed successfully, and the object only one signature device at a time, but you can designate another device gains the desired trait. If the check fails, you lose all credits spent making as your signature item the former signature item loses all benefit gained the modification, and the object does not gain the desired trait.
However, from this feat. Only characters with the Tech Specialist feat can assist you, reducing SL. At the end of You are adept at finding ways out of tough situations.
The market value of a modified item is equal to the base cost of the item Benefit: You can apply the effects of the Dodge feat against attacks plus double the cost of the modifications made to it not including credits made from two opponents. In addition, when you use the withdraw action wasted on failed modification attempts.
You may select this feat multiple times. Each time you do so, move at your full speed. You still provoke an attack of opportunity if you you must choose a different set of traits armor, devices, droids, vehicles, must move more than 1 square to escape a threatened area.
The benefit of Dodge applies to one target. Reinforced Armor Grants damage reduction 2 Benefit: Any time you would deal additional damage from a feat that Superior Agile Armor Increases the armor's maximum grants one or more extra dice of damage, you can forgo the extra damage to move the target 2 squares per extra die sacrificed. This movement does Dexterity bonus by 2 not provoke attacks of opportunity. Once per encounter, when you would normally take damage Superior Protective Armor Increases the armor's armor bonus from an attack, you can instead choose to take half damage and move -1 to Reflex Defense by 1.
Superior Strength Increase the device's Strength score by 4. When you successfully damage an opponent using an attack of opportunity, you can immediately move 1 square in any direction. This Superior Durability Increase the device's damage reduction movement does not provoke attacks of opportunity.
Reinforced Device The device's break DC increases by 5. Rapid Strike. When you damage a target with a single, non-area attack using equipment bonus increases by 2. Superior Ability Increase vehicle's Dexterity by 4 or its Strength by 2. Ace pilots are highly valued in the fringe, since they have the Superior Shields Increase the vehicle's shield rating ability to avoid entanglements with the local authorities. Superior Speed Increase the vehicle's speed by one-third of Blockade Runner Talent Tree its base speed minimum 1 square.
One of the most valued skills a pilot on the fringe can have is the ability to blast past the authorities and not get caught. Close Cover: Superior Capacity The weapon's power pack provides double Prerequisite: Watch This. If you are the pilot of a vehicle, smaller vehicles that successful hit. If the weapon has a damage attempt to engage you in a dogfight take a penalty on their Pilot check multiplier apply the extra damage before instead of the normal Small Target: Otherwise, the attack deals normal damage.
Watch Th is: You can move into or through a space occupied by a vehicle to the number of Force Points you spent during the casting of the ritual. At of Colossal frigate size or larger without causing a collision.
Additionally, the end of the day, you regain Force Points equal to the number of rerolls if you pilot a Colossal or smaller vehicle, you can occupy the same space as you have remaining a vehicle of Colossal frigate size or larger. Force Sensitivity feat. Find sman's Foresight: Whenever you make a Perception check to avoid Bounty hunters are common in criminal circles because their work takes them surprise, you may roll two dice and keep the better result. An experienced bounty Prerequisite: Findsman Ceremonies.
The Om ens: You see omens in both success and failure. Whenever an ally following talents are intended for use with the bounty hunter prestige class. Any character Prerequisite: You have visions that tell you what your enemies are likely choose from these talents as well. Once per encounter, when an enemy creature Dread: As a standard action, you can instill bone-chilling fear in an moves within 6 squares of you, you may make a melee or ranged attack opponent whom you selected for Hunter's Target.
Make a Persuasion check against that target as a reaction to their movement. If you equal or exceed your opponent's Prerequisite: Will Defense, that opponent takes a -5 penalty to Will Defense.
This is a Temporal Awareness: Timing is crucial to a Findsman. Once per encounter, mind-affecting effect. The penalty remains as long as you have line of sight as a reaction to any enemy's attack, you can move up to your speed. Hunter's Mark, Hunter's Target. Nowhere t o Run: Such villains command legions of lackeys, have astonishing Tag: Whenever you damage an opponent whom you selected for Hunter's resources, and are implacable enemies when crossed. New Infamy Talents The following new talents belong to the Infamy talent tree, which is avail- Gand Findsman Talent Tree able to members of the crime lord prestige class.
Any character who can The Gand Findsmen are an ancient order of Force-sensitive bounty hunters normally choose talents from the Infamy talent tree can choose from these that interpret the signs and portents they receive as a result of the complex talents as well.
Typically, only Gand can take these talents, though Fear Me: Such is the fear you instill in your minions that when in your under some circumstances a Gamemaster may allow a Force-sensitive member presence, they would rather die than disappoint you.
Once per encounter, of another species to take these talents as the character's story permits. Once per day, you can spend 10 minutes perform - you can reduce the number of steps the minion moves down the condition ing rituals that enhance your connection with the Force, receiving visions track by 1.
Additionally, the target regains hit points equal to your heroic and portents as a result. At that time, you can spend any number of Force level. If the target is reduced to 0 hit points or moved to the bottom of the Points in the performance of the ritual, up to the total number you have condition track, you cannot use this talent on that target. For the remainder of the day, whenever you make a Perception or Prerequisites: Stealth check, make a Use the Force check to use the farseeing Force power, Fri ghten: Once per encounter, you can designate a minion as a free or make an attack roll, you can choose to reroll but must keep the second action to spread fear among your enemies.
At any point before the end of result, even if it is worse. This movement does You can designate a new target on any round by using another standard not provoke attacks of opportunity. This is a mind - affecting effect. You can only use this talent against one opponent at a time. Attract Minion, Inspire Fear I. As a standa rd action , you can make a Persuasion check against Sh elter: Inspire Fear talent.
If you equal or exceed the target's Will Defense, then Prerequisite: Attract Minion. Spend two swift actions to select two allies. Each away from you.
If the target is somehow prevented from doing so, then the ally can move 2 squares as a reaction. This movement does not provoke penalty from Inspire Fear doubles until the start of your next turn. This is a attacks of opportunity. Tactical Withdraw: Spend two swift actions to grant all allies that are in Prerequisites: Any opponent that is reduced to half hit points action as a swift action until the start of your next turn.
Once per encounter, you can spend three swift actions on and skill checks for the duration of the encounter. This is a mind-affecting consecutive turns to increase the speed of all allies within line of sight of fear effect. The increased speed lasts until the start of your next turn after r- Prerequisites: New Mastermind Talents Wealth of All ies: Whenever one of your minions is killed, he or she is f' 0 The following new talents belong to the Mastermind talent tree, which replaced by another minion of the same level.
This replacement occurs 24 I is available to members of the crime lord class. Any character who can hours later. I r these talents as we ll. Compare the attack roll to the In parts of the galaxy where a blaster pistol can be the difference between life and death, the gunslinger makes it clear that he or she is not to be l minion's defenses and resolve the attack as normal.
Bodyguard II: Attract Minion, Bodyguard I. When you redirect an attack to a minion using the Body- this talent as well. J guard I talent, that minion can make an immediate melee or ranged attack Rang ed Flank: If you are within 6 squares of a target and are armed with against your attacker, if the attacker is within range.
Once per encounter, you can spend three swift actions on a single target at range at a time. You must spend a swift action on your turn consecutive turns to grant one ally the ability to take a standard action and a to designate the target you flank at range. The ally must act immediately on your turn when the final swift action is spent, before you do anything else, or the opportunity is wasted.
Pistoleer Talent Tree Prerequisites: You are a master of wielding two pistols at the same time, and can use both Inspi re Wrath: As a standard action, you can designate a target to be pistols simultaneously in unusual ways. While your allies have line of sight to you Dash and Blast: The normal penalties for attacking with two against that target. Flanking Fire: Whenever you are flanked by two or more opponents Guaranteed Shot: If you are wielding two pistols and make a single and are wielding two pistols, you can make a full attack action as a standard ranged attack with one of those pistols as a standard action, even if you miss action instead of a full-round action.
This is provided that you target only you deal damage equal to half your heroic level to the target. This consumes opponents that flank you and attack at least two target s. Dual Weapon Mastery I. When you are wielding two pistols, as a standard action you can make an autofire attack with one of the pistols as though the weapon were set to autofire, even if the pistol would not normally be capable of autofire.