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 SCOUNDREL

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Posts : 1342
Experience : 1406
Reputation : 35
Join date : 2013-06-12

Character Sheet
Health Points:
100/100  (100/100)
Shield Points:
50/100  (50/100)
Armor Percentage:
0/100  (0/100)

PostSubject: SCOUNDREL   Sun 17 May - 8:08

SCOUNDREL


Scoundrel" was a term used for individuals who were considered rogues by the galactic mainstream society. 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. The Scoundrel doesn't have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a scattergun and a med pack, everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best. The Scoundrel always shoots first. While not equal to a soldier in combat, a scoundrel knows how to hit where it hurts, and a sneak attack can dish out a lot of damage.

CLASS FEATURES

Hit Points Per Level: 10
Base Attack Bonus: Medium
High Saves: Reflex
Weapon Proficiency: Pistol, Shotgun, Short Sword
Armor Proficiency: Light Armor, Medium Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: Medium
Skill Points: 4 per level
Class Skills: Aim, Apprise, Awareness, Computers, Demolitions, Medicine, Persuade, Piloting, Stealth, Survival, Xenology



CLASS ABILITIES

Level 1: Sneak Attack 1d6 Tech+1, Reflex+1, Medpack 1
Level 2: Feat+1, BAB+1 Reflex+1
Level 3: Sneak Attack 2d6 Reflex+1
Level 4: Tech+1, BAB+1, Reflex+1
Level 5: Sneak Attack 3d6, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Medpack Rank 2
Level 6: Feat+1, Reflex+1
Level 7: Sneak Attack 4d6, BAB+1, Reflex+1
Level 8: Tech+1, Reflex+1
Level 9: Sneak Attack 5d6 Feat+1, BAB+1, Reflex+1
Level 10: Scoundrel Evolution Rank 1, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Medpapck Rank 3
Level 11: Sneak Attack 6d6, Reflex+1
Level 12: Tech+1, BAB+1 Reflex+1
Level 13: Sneak Attack 7d6 Feat+1, Reflex+1
Level 14: BAB+1, Reflex+1
Level 15: Sneak Attack 8d6, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Medpack Rank Rank 4
Level 16: Tech+1, Reflex+1
Level 17: Sneak Attack 9d6 Feat+1, BAB+1, Reflex+1
Level 18: Reflex+1
Level 19: Sneak Attack 10d6, Tech+1, BAB+1, Reflex+1
Level 20: Scoundrel Evolution Rank 2, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1, Medpack Rank 5
Level 21: Sneak Attack 11d6 Feat+1, Fortitude+1
Level 22: BAB+1, Reflex+1
Level 23: Sneak Attack 12d6 Tech+1, Fortitude+1
Level 24: Feat+1, BAB+1, Reflex+1
Level 25: Sneak Attack 13d6, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1
Level 26: Sneak Attack 14d6, Reflex+1
Level 27: Tech+1, BAB+1, Reflex+1
Level 28: Sneak Attack 15d6, Feat+1, Reflex+1
Level 29: BAB+1, Reflex+1
Level 30: Scoundrel Evolution Rank 3, Feat+1, Tech+1, BAB+1, Fortitude+1, Reflex+1, Will+1

MEDPACK - At level 1, 5, 10, 15, 20, Scoundrel gains Medpack feats as a class free feature, even if he does not meet requirement. Medpack is a small first aid kit that contained limited-utility diagnosis equipment and other essential medicines for the treatment of wounds. Medpacs could also be called health packs. A medpack usually contained diagnostics such as medisensors and also could provide flexclamps, synthflesh, irrigation bulbs, bacta, kolto, spray-bandages, bacta patches, spray hypos, bone stabilizers, antiseptics, medical drugs, coagulants, stimulants such as stim-shots, and other essential medicines for the treatment of wounds. Scoundrel can use medpack ranks on himself or a willing target standing next to him.

Rank 1:
Heal 1 target for 5 points

Rank 2:
Heal 1 target for 10 points

Rank 3:
Heal 1 target for 15 points

Rank 4:
Evolution A: Heal 1 target for +5 points
Evolution B: Stim (physical)

Rank 5:
Evolution A: Heal 1 target for +5 points
Evolution B: Stim (mental)
Evolution C: Life Support

A stimulant, also referred to as a stim, was a chemical mixture targeted towards the adrenal system, in the form of a one-time use shot, that was injected into the bloodstream in order to provide a boost to the physical/mental capabilities of the user. This enhancement was most commonly used by individuals that were preparing for or already in the midst of a battle.

Gameplay:
Physical Stim adds +5 to all attacks of the target and requires 1 full action. Duration is until the end of battle.
Mental Stim adds +5 to all will saves of the target, and requires 1 full action. Duration is until the end of battle.
Life Support is capable of reviving fallen ally back to life with 10% of target's maximum health.

Scoundrel Evolution - At level 10, 20, 30, Scoundrel is strong enough to evolve into a new stage. At those levels Scoundrel can select one of the 3 evolution perks. In which order Scoundrel is going to select them is up to the player, but can select only one at the time. You can have 1 evolution perk at level 10, 2 evolution perks at level 20, and 3 evolution perks at level 30.

Perk A: Scoundrel increases all credits gain by +25% at the end of episode/mission

Perk B: Scoundrel increases all credits gain by 100% in pazaak gambling.

Perk C: Scoundrel reduces all credits lost by 50% in pazaak gambling.
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