| Hero Level | Attack Bonus | Class Features |
| 1 | 0 | Defense Bonus, Starting Feats, talents, skills |
| 2 | 1 | Bonus Feat |
| 3 | 2 | Talent : Train Skill |
| 4 | 3 | Bonus Feat : Attribute + |
| 5 | 3 | Talent |
| 6 | 4 | Bonus Feat |
| 7 | 5 | Talent : Train Skill |
| 8 | 6 | Bonus Feat : Attribute + |
| 9 | 6 | Talent |
| 10 | 7 | Bonus Feat |
| 11 | 8 | Talent : Train Skill |
| 12 | 9 | Bonus Feat : Attribute + |
| 13 | 9 | Talent |
| 14 | 10 | Bonus Feat |
| 15 | 11 | Talent : Train Skill |
| 16 | 12 | Bonus Feat : Attribute + |
| 17 | 12 | Talent |
| 18 | 13 | Bonus Feat |
| 19 | 14 | Talent : Train Skill |
| 20 | 15 | Bonus Feat : Attribute + |
Class Skills : At level 1 train in 5 + Int modifier.
| Acrobatics | Disguise | Gather Info. | Initiative | Knowledge (all) | Mechanics(all) |
| Perception | Persuasion(all) | Pilot | Stealth(all) | Use Computer(all) | Treat Injury(all) |
Wisdom is important to spot trouble before it starts.
Each level you can distribute 5 + Int modifier in skill ranks to any available skill.
- You may not have a higher training or skill ranking than your character level
Hit Points : level 1 receive 18 hitpoints + constitution modifier
- further levels gain 1d6 + con modifier
Class Features
Defensive bonus : at level 1 gain + 1 to Will Defense, and +2 to Reflex DefenseAt level 1 either train in 1 extra skill or gain 1 extra talent.
Starting Feat: at level 1 gain these Feats -
- Point Blank Shot
- Weapon Proficiency (pistol) & (simple weapons)
- + 1 Feat of choice.
Talents :
At first level and every odd level you may choose from any of the following talent trees but you must meet the prerequisites of any chosen talent.Making Luck : Scoundrels are often considered lucky and that might be true but often or not they work hard to get that luck
- Diversion : Or creating a distraction you can make a persuasion check as a swift action. If successful your opponent will be flatfooted till the next round. They must be within 6 squares (you may only do this once per target in an encounter)
- Rolling Escape : As a move action you can make a DC check against your opponents reflex defense. If successful you can move up to 3 squares away from your opponent without giving them an attack of opportunity.
- Skirmisher : if you move 2 or more squares before you attack and end in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn.
- Trick Shot : Being much harder than an average shot you take a -4 on your attack roll, you can add 1 dice to your damage.
- Fool's luck : As a standard action, you can spend a force point to gain one of the following benefits for the rest of the encounter
- a +1 competence bonus on attack rolls
- a +1 bonus to all your defenses
- a +5 bonus on skills checks
- Fortune's favor: If you score a critical hit, you gain a free standard action. (must be taken before the end of your turn)
- Knack: Once per day you can reroll a skill check and take the better result you can select this talent multiple times: each time you can use it one additional time per day.
- Lucky Shot: Once per day you can reroll an attack roll and select the better result you can select this talent multiple times: each time you can use it one additional time per day.
- Prerequisite: Knack
Troublemaker: As your Teacher once said, "You are nothing but trouble."
- Dastardly Strike: Whenever you make a successful attack against an opponent that is denied its dexterity bonus to reflex defense, the target moves -1 on the condition track.
- Cheap shot: If an opponent has moved -1 on the condition track sense your last turn you may add 1d6 damage to your next attack. (the opponent must have moved -1 before your attack does not work if they go -1 during your attack
- Prerequisite: Dastardly Strike
- Disruptive: By spending 2 swift actions you can cause chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
- Walk the line: As a standard action, you can say something that catches your enemies off guard. All opponents within 6 squares of you and your line of sight take a -2 penalty to their defenses until the start of your next turn.
- Prerequisite: Disruptive
- Sneak Attack: Any time your opponent is flat-footed or otherwise denied its dexterity bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful attack. Target must be within 6 squares. This talent may be taken multiple times. Each time you select it you add 1d6 to your damage. (maximum of 10d6)
Slicer: you can hack your way into the computer systems with astonishing grace.
- Gimmick: You can issue a routine command to a computer as a swift action.
- Master slicer: You may choose to reroll any Use Computer check made to access a computer, keeping the better result.
- Prerequisite: Gimmick
- Trace: You can substitute your Use Computer skill for any Gather Info. check as long as you have access to a computer network.
Spacer: You've been in space longer than you have been grounded.
- Hyperdriven: Once per day while aboard a starship, you can add your class level as a bonus on a single attack roll, skill check, or ability check. The decision to add the bonus can be made after the result of the roll or check is known.
- Spacehound: You take no penalty on attack rolls in low-gravity or zero-gravity environments. You also ignore the debilitating effects of space sickness. You are considered proficient with any starship weapon.
- Starship Raider: You gain +1 bonus on attack rolls while aboard a starship. The bonus applies to attacks with both personal and starship weapons.
- Prerequisite: Spacehound
- Interstellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship, you gain a temporary Force point.
- If the force point is not used before the end of the encounter it is lost.
- Prerequisite: Spacehound
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