Outlaw

The Outlaw is the class of rebels, turncoats, and underworld dealers.

The scum of the galaxy and the enemies of law and order.

Empires and star alliances crack down upon these renegades, forcing them to the outskirts of civilized society. Forced to live by their wits, the Outlaw takes advantage wherever they can.

The Outlaw class is based on the rogue class.

Table: The Outlaw
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Outlaws’ Code
2nd +2 1d6 Cunning Action
3rd +2 2d6 Outlaw Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Outlaw Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Outlaw Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Outlaw Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Contents

Class Features

As an Outlaw, you have the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, pistols, shotguns, and either noble swords or vehicle weapons (your choice)
Tools: Choose one from either security tools or flying vehicles
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a noble sword or (b) a pistol
  • (a) a pistol or (b) a shotgun
  • (a) a scavenger’s pack or (b) a spacer’s pack
  • (a) a catsuit. (b) a flightsuit, or (c) a scavenger armor set
  • two knives, and security tools

Expertise

At 1st level, choose either two of your skill proficiencies or one of your skill proficiencies and your proficiency with security 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 security tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit your foes’ 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 (1 square) of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

This also applies to attacks using vehicle weapons. You don’t need advantage on the attack roll if another enemy of the target is within 1 square 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 Outlaw table.

Outlaw’s Code

During your time among the scum of the galaxy you’ve learned Outlaws’ Code, a secret mix of jargon and subtle looks that allows you to hide messages in seemingly normal conversation.

Only another creature that knows the Outlaws’ Code fully understands such messages. It takes twice as long to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages. Some examples include whether an area is dangerous or the territory of a crime lord or gang, whether loot is nearby, and whether the people in an area are easy marks or will provide a safe house for Outlaws on the run.

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.

Outlaw Archetype

At 3rd level, you choose an Archetype that you emulate when exercising your Outlaw abilities: Bounty Hunter, Gunslinger, or Saboteur. All are detailed at the end of the class description. Your Archetype choice grants you features at 3rd level and 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 that 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 fiery thermal grenade or a personal gravity-well generator. Whenever you are allowed to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and take 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

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. If you are at a sensors battlestation of a vehicle, you are aware of invisible vehicles within 2 squares.

Slippery Mind

By 15th level, you’ve seen some things and now you’re generally prepared for the worst. You gain proficiency in Wisdom saving throws, now that you’ve been around the block a few times.

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 so long as you are not 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. Once you use this feature, you can’t use it again until you finish a short or long rest.

Outlaw Archetypes

The Outlaw’s dedication to following their own rules and defying the will of the state grants them a core set of abilities related to getting into and out of trouble. However, every Outlaw has a story to tell; a way of life only they truly understand. There are many paths that the outcast may travel. These are only a few of them.

Bounty Hunter

Crime lords and law enforcers of the fringe regions of space often have need of third parties, willing to put their special set of skills to the task of taking down the baddest of the bad. You have honed your instincts and developed a set of reliable tools for this singularly dangerous job. Some call you mercenary or assassin.

You like to think of yourself as a skillful opportunist supplying a vital service to wealthy and influential parties.

Bounty Hunter and Saboteur Gambits
Level Tricks Known Gambits Known Gambit slots per Gambit Level
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Pulling Gambits

Upon reaching 3rd level you gain the ability to pull gambits. See Gambits for the general rules of doing so.

Tricks. You learn a total of three Tricks from the Arsenal and Survival schools. You learn another Trick of your choice from any school at 10th level.

Gambit Slots. The Bounty Hunter Gambits table shows how many gambit slots you have with which to pull your gambits of 1st level and higher. To pull one of these gambits you must expend a slot of its level or higher. You regain all expended gambit slots when you finish a long rest.

Gambits Known of 1st-Level or Higher. You know three 1st-level gambits of your choice, all of which must be from the Arsenal and Survival schools. The Gambits Known column of the Bounty Hunter and Saboteur Gambits table shows when you learn more gambits. Each of these gambits must be an Arsenal or Survival gambit of your choice, and must be of a level for which you have Gambit slots.

The gambits you learn at 8th, 14th, and 20th level can come from any school.

Two Weapon Fighting with Guns

Since these sorts of settings involve firearms or laser guns capable of easy ranged attacks at the pull of a trigger, it is possible to fire two guns at once (one in each hand). This only works for one-handed ranged weapons, such as pistols and short (sawed off) shotguns.

When you take an Attack action with a ranged weapon without the two-handed property, you can use a bonus action to attack with a different ranged weapon without the two-handed property that you’re holding in the other hand. This additional attack is made at disadvantage, unless you possess the Dual Gunner Fighting Style.

Whenever you gain a level in this class, you can replace one of your known gambits with another gambit of your choice from any school, so long as it is of a level you have access to.

Gambit Pulling Ability. Wisdom is your gambit pulling ability, since you wield your abilities through your wits, attention to detail, and sense of what lies ahead.

Gambit save DC = 8 + your proficiency bonus + your Wisdom modifier.

Gambit attack modifier = your proficiency bonus + your Wisdom modifier.

Custom Armor

Starting at 3rd level, you become proficient with all armors. At this time you find or craft a suit of bounty hunter armor with an Improvement of your choice from the Genius Engineer Improvements table.

Lie in Wait

Beginning at 9th level, if you are hidden from a creature when you pull a gambit against it, the creature has disadvantage on any saving throw it makes against the gambit this turn.

Custom Weapon

At 13th level you become proficient with all weapons.

One weapon you possess gains an Improvement of your choice from the Genius Engineer Improve ability.

Persistence

Starting at 17th level, once per combat you may designate a creature or vehicle within 20 squares as your “hunt target.” For the rest of the encounter you have advantage on attacks against this target.

Gunslinger

Some live by their own code, wandering from outpost to outpost getting into trouble and cultivating a fearsome reputation for themselves. Others are lost, former followers of a now defunct path or dead ruler and with nothing left but memories and time. But their solitude only hardens their skill, and begets infamy and challengers to boot. Gunslingers are constantly honing their reflexes to deal with the law, their fellow Outlaws, and the galaxy at large. In time, they become masters of ranged weaponry, hitting nearly impossible targets with shots that barely make sense.

Becoming infamous has its perks. A Gunslinger of note can expect offers of jobs from criminal networks, heist teams, merchant spacers in need of muscle, as well as members of the law looking to recruit. A capable Gunslinger is seen as a force to be reckoned with. They shift the odds of any tense situation in their favor, but in doing so potentially up the stakes of any standoff. It’s not that the Gunslinger seeks trouble; it’s that trouble follows her.

Fighting Style

Beginning at 3rd level, when you select this Archetype, choose one of the following Fighting Styles:

  • Dual Gunner. When you engage in two weapon fighting with a pistol in each hand, you do not suffer disadvantage on the off-hand attack.
  • Hunter. You gain a +2 bonus to damage with shotguns and rifles.
  • Long Shot. You do not suffer disadvantage on attacks due to firing a ranged weapon at long range. This applies to both vehicle weapons and personal weapons.
  • Pistoleer. You gain a +2 bonus on attack rolls with pistols when you have nothing in your off hand.

Quick Shot

At 3rd level you have advantage when rolling for initiative. In addition, you may make opportunity attacks with ranged weapons.

Pistol Whip

Starting at 9th level you may add your proficiency bonus to your attack roll when using a ranged weapon as an improvised melee weapon. When successfully making a melee attack in this way you may choose to either deal 1d4 + Dexterity modifier damage, or deal no damage and instead cause a living target of medium size or smaller to suffer the stunned condition for one round.

Trick Shot

At 13th level you learn to bounce ranged shots off of nearby objects and surfaces, allowing you to ignore cover penalties for those attacks. You also double the ranges on pistols and rifles you fire. You may likewise double the range of mounted vehicle weapons you fire, so long as there is appropriate terrain to bounce shots, such as asteroids or canyon walls.

Called Shot

By 17th level you have become such a marksman that you can target a specific part of a target, such as a limb or ship system.

Whenever you make a successful ranged attack you may choose one of these areas. If you deal one quarter or more of the target’s total Hit Points on a single hit, the chosen limb or system is disabled for ten minutes. If the head is chosen on a creature that isn’t wearing a helmet, the target is incapacitated for the ten minute duration.

Saboteur

The Saboteur works to subvert and destroy the current regime of governance. Theirs are the tools needed to throw a spanner in the works. They are most likely agent provocateurs of some rebellious movement, but some are lone malcontents or terrorists with very personal reasons for bucking the system. Most hone their abilities through constant struggle against tyranny. All learn on their feet, as they encounter new tricks of the trade and new holes in the walls of oppression.

To operate as they do they must learn to blend in, see the weaknesses in structures and organizations, and exploit them. It takes a sharp mind, calm demeanor, and a capacity for improvisation.

Saboteurs play the most dangerous game.

Blending In

At 3rd level, when you select this Archetype, you gain the basic training needed to infiltrate areas you are not supposed to enter.

You are proficient in the disguise kit. So long as you are wearing appropriate clothing for a location you are sneaking into, rolls made to see through your disguise are made at disadvantage.

Pulling Gambits

Upon reaching 3rd level you gain the ability to pull gambits. See the Gambits chapter for the general rules of doing so.

Tricks. You learn a total of three Tricks from the Engineering and Splicing schools. You learn another Trick of your choice from any school at 10th level.

Gambit Slots. The Bounty Hunter and Saboteur Gambits table shows how many gambit slots you have to pull your gambits of 1st level and higher. To pull one of these gambits you must expend a slot of its level or higher. You regain all expended gambit slots when you finish a long rest.

Gambits Known of 1st-Level or Higher. You know three 1st-level gambits of your choice, all of which must be from the Engineering and Splicing schools. The Gambits Known column of the Bounty Hunter and Saboteur Gambits table shows when you learn more gambits. Each of these gambits must be an Engineering or Splicing gambit of your choice, and must be of a level for which you have gambit slots.

The gambits you learn at 8th, 14th, and 20th level can come from any school.

Whenever you gain a level in this class, you can replace one of your known gambits with another gambit of your choice from any school, so long as it is of a level you have access to.

Gambit Pulling Ability. Intelligence is your gambit pulling ability, since you wield your abilities through penetrating analysis of systems of control.

Gambit save DC = 8 + your proficiency bonus + your Intelligence modifier.

Gambit attack modifier = your proficiency bonus + your Intelligence modifier.

Explosives Training

Beginning at 6th level, you are proficient in throwing grenades.

Additionally, your gambits benefit from your Sneak Attack damage bonus when pulling Engineering gambits involving explosives.

Escape Plan

Starting at 9th level you have developed a habit of planning exit routes from the dangerous situations you tend to get into. As an action you may spend one gambit slot of any level to escape an area; even a locked room.

The GM decides where you end up, so this generally may not be used to gain access to high security areas, but your escape will lead you somewhere where you’ll be safe for at least 10 minutes.

Eye for Weakness

Upon reaching 13th level you have gained enough experience finding and exploiting weaknesses that your Sneak Attack damage bonus applies when attacking objects and structures with weapons or explosives. You have advantage (and thus the Sneak Attack damage bonus) on this attack so long as you spend one action before the attack sizing up the weaknesses of the object.

Stealth Team

At 17th level, you may make a Stealth skill roll collectively on behalf of any of your friendly allies while they remain within 5 feet of you and moving at no more than half their speed. All of your personal hiding bonuses apply to this roll. When someone attempts to perceive any of the allies you are hiding in this way, your passive stealth score is used if it is higher than that ally’s.

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