Scoundrel

Hit Dice
d8

Skills
8+Int

Class Skills:


 * Appraise[Int]
 * Acrobatics[Dex]
 * Bluff[Cha]
 * Computer Use[Int]
 * Craft[Int]
 * Demolitions[Int
 * Diplomacy[Cha]
 * Disguise[Cha]
 * Escape Artist[Dex]
 * Gamble[Wis]
 * Knowledge[Int]
 * Linguistics[Int]
 * Perception[Wis]
 * Pilot[Dex]
 * Profession[Wis]
 * Repair[Int]
 * Sleight of Hand[Dex]
 * Stealth[Dex]

Proficiencies
Blaster pistols

Simple weapons

Credits
1d6x500 (Avg. 1750)

Illicit Barter
A scoundrel can add half his class level to charisma based skill checks made when buying or selling illicit or illegal goods.

Sneak	Attack
A scoundrel deals extra damage to unsuspecting enemies. A	scoundrel's attack deals extra damage whenever the target would be	denied a dexterity bonus to AC, or when the scoundrel flanks her	target. At 1st	level, she deals an extra 1d6 damage, increasing by 1d6 every two	scoundrel levels thereafter. Ranged attacks can only count as sneak attacks if the target is within 30 ft, unless using the Aim action. If a sneak attack is made	with a weapon that incurs a save(stun baton for example), the save	DC increases by 1 per sneak attack die.

Lucky
A scoundrel is often as lucky as they are good. At second level, the	scoundrel can reroll any ability check, skill check, attack roll, or	saving throw once per day. They must declare that they are using	this ability before the results of the roll are declared. The scoundrel can use this ability one additional time per day at 7th,	12th, and 17th	level, to a maximum of four times per day, but may only use it once in any encounter.

Scoundrel Talent
At every even level, the scoundrel gains a talent to help	her and confound her foes. Unless specified otherwise, a scoundrel	cannot choose a talent more then once. At 10th	level and beyond, the scoundrel can select talents from the advanced	talents list.

Scoundrel Talent List

Evasion
At 3rd	level, the scoundrel learns to avoid explosions and other blasts with great agility. If she makes a successful Reflex saving throw	against an attack that would normally deal a lesser effect on a successful save, the scoundrel suffers no effect. Evasion can only be used if the scoundrel is wearing light or no armor, and is not helpless.

Uncanny	Dodge
At 6th level, the scoundrel can react to danger before her senses would normally allow her to. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. The	scoundrel can still be deceived via the feint action, and still loses her Dex bonus if immobilized. If the scoundrel already has Uncanny dodge from another class, she instead gains Improved Uncanny Dodge.

Improved Uncanny Dodge
A scoundrel of 9th level or above can no longer be flanked.

Master Strike
At 20th	level the scoundrel becomes incredibly deadly when dealing sneak	attack damage. Each time the scoundrel deals sneak attack damage,	she can choose one of the following three effects: the target can be	put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude	save to negate the effect. The DC of the save is equal to 10+ ½ the	scoundrel's level+ the scoundrel's Int modifier. Once a creature has	been the target of a master strike, regardless of whether or not the	save is made, that creature is immune to the scoundrel's master strike	for 24 hours. Creatures immune to sneak attack are also immune to this ability.

Cosmic Grifter
The Cosmic Grifter is a being who isn't just good at their job, but seems to have the universe on their side. From the outside it may look like the galaxy just makes way for them, in reality they use subtle means to manipulate things in their favor, along with a healthy dose of manipulating the force consciously or subconsciously.

Universal Sensitivity
The scoundrel is can perceive the galaxy in a way that most cannot even imagine. They are counted as a force user, and gain access to the powers of one aspect of the force, and a force pool equal to 1/2 your level+ Force Modifier. You also gain one talent at first level, and every other level after.

Replaces Sneak Attack.

Scoundrel Talents

 * Subtle powers: While its often obvious when someone is using the force, you've learned to disguise the gestures and keep the look of concentration off your face while using yours. To notice that you are using a force power, enemies must make a Perception check, DC 10+the Cosmic Grifter's Bluff modifier.

Sith Stalker
The sith would often train up assassins and thieves aided by a modest talent with the force to be their eyes and hand in the dark corners of the galaxy.

Skills
6+Int

Force Trained
Gains force pool, talents. Replaces Lucky.

Sneak attack bonus/Stalker specific talents(death attack?)