Scoundrel

Scoundrels are rogues-good, bad, and neutral-who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.

Class Skills (Trained in 4 + Int Modifier): Acrobatics, Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Stealth, Use Computer.

Defense Bonuses: +2 Reflex +1 Will.

Hit Points at 1st Level: 18 + Constitution Modifier.

Hit Points Gained/Level: 1d6 + Constitution Modifier.

Starting Credits: 3d4 x 250.

Starting Feats: Point Blank Shot, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons).