The Scoundrel

Scoundrel

The term applied to types that lived outside the law by their own, often amoral, set of rules, or fought against the law. Scoundrels would typically employ bravado, trickery or cunning to accomplish tasks and many would not hesitate to lie, steal or cheat if the situation called for it. 

Scoundrel

The term applied to types that lived outside the law by their own, often amoral, set of rules, or fought against the law. Scoundrels would typically employ bravado, trickery or cunning to accomplish tasks and many would not hesitate to lie, steal or cheat if the situation called for it.

Creating A Scoundrel

While creating your Scoundrels character, consider how you first stepped outside the bounds of law and society. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Empire when it encroached on your business.

What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

Quick Build

You can make a scoundrel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma Second choose the spacer background.

HIT POINTS

  • Hit Dice: 1d8 per Scoundrel level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scoundrel level after 1st

PROFICIENCIES

  • Armor: Light armor, Energy Shields
  • Weapons: Simple weapons, pistols, grenades
  • Tools: Vehicles (Atmospheric), Vehicles (Space)
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Mechanics, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
  • Languages: Choose any two

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a blaster pistol or (b) any simple weapon
  • • (a) a blaster pistol
  • • (a) a smuggler's pack or (b) a traveler's pack
  • • Half Vest , a vibro-dagger
  • You start with a number of credits equal to the total of 4d4 x 10.

EXPERTISE

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Scoundrel table.

Scoundrel's Luck: 

Starting at Level 1, Your Scoundrel nature provides you with a lucky bonus. You gain a number of Scoundrel Luck Points equal to your Proficiency Bonus. When you roll a d20, you can spend a Point to roll a 1d4 and add it to the roll. If the d20 roll still fails, the Point is not expended. The power of your Scoundrel's Luck increases as you gain levels in this class. It increases to 2d4 at 6th level, 3d4 at 11th level and 4d4 at 17th level.

You regain all expended uses when you finish a Long Rest.

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Profession

At 3rd level, you choose an archetype that you emulate in the exercise of your abilities: Assassin, Gunslinger, Infiltrator, or Smuggler. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement 

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge 

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a grenade or a radius Force power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense 

At 14th level, if you are able to hear, you are aware of the location of hidden or invisible creatures within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive 

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. 

You can use this feature a number of times equal to your Charisma Modifier. You regain all uses when you finish a Long Rest.