Fringer

Fringers are the hardy folk that exist on the edges of society. Hardy and used to creating their own solutions out of whatever things are at hand, fringers make great people to have around in a pinch. Some forget the intricacies of social interaction in all that time spent by themselves, while some depend on their ability make friends to survive on the fringes.

Hit Dice
d10

Skills
4+Int

Class Skills:


 * Athletics[Str]
 * Craft[Int]
 * Diplomacy[Cha]
 * Gamble[Wis]
 * Handle Animal[Cha]
 * Perception[Wis]
 * Pilot[Dex]
 * Profession[Wis]
 * Stealth[Dex]
 * Survival[Wis]

Proficiencies

 * Light Armor
 * Simple Weapons
 * Primitive Weapons
 * Blaster Rifles
 * Blaster Pistols

Credits
1d4x500 (Avg. 1250)

Trade-In
When negotiating a trade of goods or services(an exchange that does not require credits or other currency), the fringer gains a +4 on all charisma based skill checks.

Jury-Rig
Once per	day, the fringer can cobble together a simple piece of equipment	from scraps she has on hand. As long as the fringer has access to scrap machines or other trash, she can attempt a repair check to create an item that will function properly for one encounter. A failed repair check may result in a worthless item, or a sketchy	construction, and may fail at the worst possible time. Rolling a 1 on this check is always a failure, but if the result is high enough	to create the item, the GM may allow it to have some functionality. The skill check requires one minute per hundred credits for the	price of the item(Example: a blaster rifle costs 1000 credits, so	takes 10 minutes). The fringer cannot take 10 or 20 on this check. Items not on the list can be made at the DM's discretion. The fringer can use this ability twice per day at 4th level, and once more every 3 levels thereafter(7th, 10th, 13th, etc.) to a maximum of seven times per day at 19th	level.


 * Simple (DC 10): Club, Combat gloves, Knife, Mace, Net, Spear, All-temp cloak, Breath mask, Energy cell, Glow rod, Power pack
 * Advanced (DC 15): Hold-out blaster, Eletro-net, Grenade, Stun Baton, Aqua Breather, Comlink, Datapad, Fusion lantern, Medpac, Recording rod
 * Difficult (DC 20): Blaster pistol, Ion Pistol, Vibrodagger, Combat jumpsuit, Macrobinoculars, Grappling spike launcher, Sensor pack, Security kit, Wheeled vehicle, Droid(5th degree)
 * Very Difficult (DC 25): Battleframe, Blaster Rifle, Ion Rifle, Vibroblade, Credit chip(empty), Electrobinoculars, Holoprojector, Holorecorder, Speeder bike, Droid (2nd degree)
 * Nigh Impossible (DC 30): Lightsaber, Airspeeder, Droid(4th degree)

Expanded Knowledge
At 2nd level, the fringer can select a new class skill and gain one free rank in it, and a bonus feat. A bonus feat cannot be a Combat or Force feat, except for weapon and armor proficiency feats.

Salvage
At 3rd level, the fringer has gotten good enough	at scavenging to be able to quickly pick out what is good from a scrap heap. By spending 1 hour picking through a scrap heap,	garbage pile, or junk yard, the fringer can make a Perception skill	check to find usable and/or saleable pieces. This is not automatic	profit for the fringer, as she still has to find someone to buy what	they have found. At the GM's discretion, any junk yard may only be	able to yield so many credits before it is tapped out. For example,	a small dump might yield no more then 250 credits, while larger	dumps might yield 1000 credits worth of salvage. A fringer can use material that they have salvaged for their Jury-Rig ability, spending one quarter the final product's worth in salvage to gain a	+4 bonus on the repair check.


 * Perception check: DC 10= 2d10 credits, DC 15= 1d10x10 credits, DC 20= 2d10x10 credits, DC 25= 2d10x20 credits, DC 30= 2d10x50 credits

Adaptability
Getting used to your environment, every 3 levels.


 * Don't Fail Me Now!: A fringer learns just how to push their equipment to the breaking point, and sometimes past it. She can attempt a DC 20 repair check as a swift action each round to treat a an item or vehicle with the broken condition as if it were functioning normally. Additionally, if an item or vehicle is destroyed while the fringer is using/piloting it, she can treat it as though it was only broken for until the end of her next turn.
 * Frenzy: People regret backing you into a corner, because you fight like an animal when trapped. 1/day, for 10 rounds, you let your rage guide you in close combat. You gain a +2 on melee attacks and damage, and temporary hit points equal to your level. You may not use any Intelligence checks or Intelligence based skill checks while in Frenzy. You may end your Frenzy early, but do not regain any use of the ability for doing so.
 * Good Instincts: A fringer's survival instincts help her act faster and make a tactical retreat when necessary. Add Wis to initiative, two squares of AoO free movement on a withdraw action.
 * Iron Stomach: A fringer can go twice as long without food or water. She also gains a +4 bonus on Fort saving throws to resist poison/spoiled food, add class level to survival checks to support self.
 * Slapdash Savant: Pick a Craft skill that you have ranks in. When using Jury-Rig to create something covered by that craft skill, you create it 10x faster(1 min/1000 credits).
 * Stop, Drop, and Roll: You've seen the ugly end of far too many blaster fights, and early cowardice usually pays off when the plasma starts flying. As a reaction to an enemy targeting you with a ranged weapon, you may drop prone in your space or any square immediately adjacent. You declare this before the enemy rolls their attack.
 * Survivor: The fringer has survived long enough in rough places that very little fazes her any more. She gains a +4 bonus on Fortitude saves to resist extreme heat and cold, and a +4 bonus on Con checks to stabilize when dying. If the fringer already has the Diehard feat, she can choose to become fatigued instead of staggered when in negative hit points.

Savant
At 5th level, the fringer chooses a craft that they are just good at. Choose one Craft skill that the fringer is trained in. She gains a +3 bonus on checks made to create equipment with that skill, and crafting items with this skill requires half the normal time. However, any items created at an accelerated rate sell for only 75% of the normal price or less, as they are obviously	haphazard constructions(though they function normally). The fringer can select another craft skill to benefit from Savant at	10th, 15th, and 20th levels. She cannot select the same skill twice.

Primitive
While most fringers utilize the scraps of civilization to create a life for themselves, these people live where civilization as much of the galaxy knows it doesn't exist and never has. In the most desolate places of the universe, the Primitive thrives.

Proficiencies

 * Light Armor
 * Shields
 * Simple Weapons
 * Primitive Weapons

Wild Empathy
A primitive fringer knows how to converse with the other creatures of their environment. They can use the Handle Animal skill to improve the attitude of any creature of 1 or more intelligence as if using the Diplomacy skill. Replaces Trade-In.

Primal Bond

Equipment bond or Animal companion? Replaces Jury-Rig.