Charlatan
A charlatan is a master of deception, misdirection, graft, and persuasion. Whan a charlatan does things right, you never realize he isn’t your best friend or even acting in your est interest. A charlatan must survive on wits and charm; once the situation turns violent, the charlatan has missed the best chance of success. However, it is common for a charlatan to talk around a foe even once shooting has started or to have friends (or paid thugs) act as backup when plans go down the garbage chute.
Charlatans might be simple con artists or cheats, but they can also be spies, investigative reporters, counterintelligence agents, or freedom fighters using misdirection over violence. Regardless of their motives, they have learned that it’s easier to talk people out of their credits than to threaten them. These charlatans are crooks even though they might be subtle about their crimes (leaving their victims happy, at least until they realize what happened).
Charlatan (CL 8)
Scum and Villainy, page 118.
Medium Human noble 7 / charlatan 1 NPC
Force: 4; Dark Side: 4
Initiative: +11; Senses: Perception +11
Languages: Basic, Bothese, High Galactic, Huttese, Ryl, Sullustese
Defenses: Ref 22 (flat-footed 20), Fort 18, Will 24; Dodge, Slippery Maneuver, Unreadable
Hit Points: 49; Damage Threshold: 18
Speed: 6 squares
Melee: unarmed +4 (1d4+3)
Ranged: hold-out blaster +7 (3d4+4)
Base Attack: +5; Grapple: +7
Attack Options: Combat Reflexes, Melee Defense
Special Actions: Dirty Tactics, Innocuous, Misplaced Loyalty, Opportunistive Retreat, Two‑Faced
Abilities: Str 8, Dex 14, Con 10, Int 14, Wis 14, Cha 16
Special Qualities: score
Talents: Dirty Tactics, Innocuous, Misplaced Loyalty, Two‑Faced, Unreadable
Feats: Combat Reflexes, Dodge, Linguist, Melee DefenseH, Opportunistic Retreat, Skill Focus (Deception, Persuasion), Slippery Manuever, Weapon Proficiency (pistols, simple)
Skills: Deception +17, Gather Information +12, Initiative +11, Knowledge [bureaucracy] +11, Knowledge [galactic lore] +11, Perception +11, Persuasion +17, Pilot +11H, Use Computer +11
Possessions: hold‑out blaster, comlink (long‑range), credit chip, datapad (cheater), holorecorder, pocket scrambler
H Human bonus skill or feat
Con Artist
A sucker is born every minute, which is just the way the con artist likes it. By defrauding, deceiving, and lying to his marks, a con artist survives by tricking naïve rubes out of their hard-earned credits. Most con artists are small-time crooks. These individuals might sell fraudulent goods, peddling junk that they try to pass off as the next big thing. They deal in stolen goods, rubbish, lies, and just about anything else they think they can sell.
Although many con artists prefer a quick turnaround—they meet a mark, deceive that target, take the credits, and disappear all within a few minutes—the dangerous con artists are the ones who play the long con. These experienced grifters pick a mark and set up an elaborate cover meant to play to the mark’s expectations. Once they have gained their target’s confidence, they pull off the crime, usually walking away with a considerable fortune.
Con Artist Encounters
Most brushes with a con artist wind up being irritating setbacks, minor annoyances that impart a valuable lesson: Trust no one you don’t know. It’s a big galaxy, after all, and people need to make a living even if it’s by shady means. In time (and perhaps after not too many lost credits), the heroes will know how to spot these tricksters and steer clear of them. The problem is that only the least talented con artists try the same trick repeatedly. The real slick types are the ones who know every game in the book, who are omfortabfe setting up long and elaborate cons that leave the characters scratching heir heads in wonder about what just happened to them.
Common con artists work alone or in small groups, since dividing up the spoils leaves little for the crew when the stakes are not great in the first place. The long con artists work in larger teams, with each member playing a particular part in the deception to guide their victim in the direction the want. Often, these teams feature individuals who have differing talent, including technicians and traders, but these crews could include just about anyone.
Con artists prefer to avoid violent encounters and thus are careful about the victims they select. They don’t usually keep company with thugs and brutes, since these folks lack the finesse and subtlety needed for their profession. Instead, con artists protect themselves with blackmail and threats, or better still, by leaving the victim so befuddled tha he has no idea what just happened.
Con Artist (CL 2)

Threats of the Galaxy, page 24.
Medium nonheroic 3 / scoundrel 2 NPC
Force: 1; Dark Side: 1
Initiative: +8; Senses: Perception +8
Languages: Basic, 2 others
Defenses: Ref 15 (flat-footed 14), Fort 11, Will 13
Hit Points: 11; Damage Threshold: 11
Speed: 6 squares
Melee: knife +2 (1d4)
Ranged: hold-out blaster pistol +4 (3d4+1)
Base Attack: +3; Grapple: +4
Attack Options: Melee Defense, Point Blank Shot
Special Actions: Distruptive
Abilities: Str 8, Dex 12, Con 9, Int 14, Wis 10, Cha 12
Talents: Disruptive
Feats: Melee Defense, Point Blank Shot, Skill Focus (Deception, Persuasion), Skill Training (Initiative), Weapon Proficiency (pistols, simple)
Skills: Deception +13, Gather Information +8, Initiative +8, Persuasion +13
Possessions: knife, hold-out blaster pistol, cheater, code cylinder, concealed holster, credit chip with 200 credits
Fixer
Sometime you need something that isn’t available. You might be on the run, unable to buy anything openly. You might need something the law doesn’t want you to have, ranging from slaves to military-grade weapons to illegal drugs. Your need might be more service-oriented, such as wanting to hire a smuggler or needing a medic to patch up a friend without any questions. Sometimes it’s just information you need, but you need to get it without leaving a calling card at an official archive, and without others knowing you asked for it. In short, you need a fixer.
At one time, fixers were mechanics or data slicers who could find goods on the black market, off the grid. As the Old Republic grew increasingly corrupt, however, the term came to mean a contact who could find other contacts. In fact, few fixers know how to “fix” anything but the problem of finding what others want. A few work as procurement officers for front line forces (who are often out of supplies during battle) or Rebel forces (who are often out of supplies, period). Most work for criminal syndicates or as freelance mercenaries, putting together people, goods, and services for a fee, making sure no one is the wiser. Fixers are common in cantinas and starports, but they require either an introduction (from someone they know and trust) or a hefty bribe (to make the risk of a new contact worthwhile) before they’ll arrange anything more shadowy than a drink.
Fixer (CL 7)
Scum and Villainy, page 120.
Medium Human noble (heroic class) 3 / scoundrel (heroic class) 4 NPC
Force: 3
Initiative: +7; Senses: Perception +10
Languages: Basic, Bocce, Bothese, Durese, High Galactic, Huttese, Ryl, Sullustese
Defenses: Ref 18 (flat-footed 18), Fort 18, Will 21; Dodge
Hit Points: 46; Damage Threshold: 18
Speed: 6 squares
Melee: unarmed +5 (1d4+3)
Ranged: blaster pistol +4 (3d6+3) or
Ranged: blaster pistol +4 (3d6+3) with Careful Shot and Deadeye
Base Attack: +5; Grapple: +5
Attack Options: Point Blank Shot, Precise Shot
Special Actions: Hesitate, Fool’s Luck
Abilities: Str 10, Dex 9, Con 12, Int 16, Wis 14, Cha 13
Talents: Blackmail[1], Connections, Hesitate, Fool’s Luck
Feats: Careful Shot, Deadeye, DodgeH, Friends in Low Places, Linguist, Point Blank Shot, Precise Shot, Skill Focus (Gather Information), Weapon Proficiency (pistols, simple)
Skills: Gather Information +14, Knowledge [bureaucracy] +11, Knowledge [galactic lore] +11, Knowledge [technology] +11, Perception +10, Persuasion +9, Stealth +7H, Use Computer +11
Possessions: blaster Pistol, code cylinder, comlink long‑range), credit chip, 10 datacards, datapad, holorecorder, pocket scrambler
H Human bonus skill or feat
Gambler
Cunning and smooth, the gambler always seems to have everything in perspective and to know exactly what he is doing. At least, that is his attitude when it comes to money and the high life. A gambler is the kind of person you look for when you are out for a good time.
took for when you are out for a good time. A gambler’s life revolves around playing games, wagering on contests, and mixing with high society. The money he earns is nice, but a gambler knows that both profit and loss are part of his chosen profession. When times are tough, a gambler is good at concealing the fact that he’s strapped for cash. While he’s waiting for his next big strike, he rubs elbows with the social lions and high rollers around him, always looking for a way to get back in the good graces of Lady Luck.
In order to mingle with those who enjoy fame and fortune, a gambler uses his kill at deception to get into the best parties and social gatherings. Once he’s in the door, he’s good at insinuating himself into the confidence of his newfound friends—without letting on that it’s all a ruse. The only thing he cares about is lining his pockets.
Gambler Encounters
Gamblers spend most of their time either inside the gaming halls of the galaxy’s casinos, most often the ones found on Coruscant, Rodia, or Ord Mantell, or traveling to or from one. When they are not sitting at the sabacc table or watching the jubilee wheel, gamblers can typically be found schmoozing with the rich and famous. They know where the parties are and know how to get through the front door, or the back door if it comes down to it. A gambler might also be able to provide a means to get away from local authorities on the next luxury cruise leaving the system—for a price, of course.
Gamblers are good at picking up tidbits of information from their conversations at the game table or from their friends at the latest social event. Always looking for a quick score, gamblers are willing to offer what they know for a fee. They can help people get into the governor’s ball, past the Moffs security detail, or connected with the movers and shakers of society.
Physical violence is the gambler’s bane. Even though a gambler might be at least halfway decent with a blaster, he prefers to face off against someone in a game rather than a gunfight.
Gambler (CL 4)

Threats of the Galaxy, page 39.
Medium scoundrel (heroic class) 4 NPC
Force: 7
Initiative: +4; Senses: Perception +14
Languages: Basic, Rodese
Defenses: Ref 18 (flat-footed 16), Fort 14, Will 17
Hit Points: 25; Damage Threshold: 14
Speed: 6 squares
Melee: unarmed +2 (1d4+1)
Ranged: hold-out blaster pistol +5 (3d4+2)
Base Attack: +3; Grapple: +5
Attack Options: Point Blank Shot
Special Actions: Fool’s Luck, Quick Draw
Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Talents: Fool’ Luck, Gambler
Feats: Point Blank Shot, Quick Draw, Skill Focus (Deception, Perception), Skill Training (Gather Information), Weapon Proficiency (pistols, simple)
Skills: Deception +14, Gather Information +9, Knowledge [galactic lore] +8, Perception +14, Persuasion +9, Stealth +9
Possessions: hold-out blaster pistol, comlink, expensive clothes
Information Broker
Nothing stays secret forever. Dealing in rumor and whisper, information brokers (sometimes known as infochants) trade secrets for credits and favors. They and their agents lurk in the shadows, listen ing for snatches of conversation. illicit meetings, and any other knowledge that could bring a high price. Of course, these unsavory sorts recognize that information has value only if there are those who want it, and so they also keep abreast of trends and political developments to find potential customers who might be interested in a dataslate filled with intelligence.
Most information brokers are staunchly neutral, concerned only with buying and selling what they need to know and what they learn. It usually doesn’t matte what implications could arise when they share information, since coflict tends to breed more juicy tidbits, which in turn generates more profit Information brokers are keenly aware that information doesn’t stay valuable forever, so they often work quickly to unload the “goods” they acquire.
Information brokers might be slicers—experts who can hack into computer systems, plunder their contents, and vanish without notice. They might be smugglers, moving illegal cargo, and meeting other criminal elements who might be willing to exchange a few choice insights in exchange for whatever the smuggler might know. What unites them all, methods aside, is that they keep their finger on the pulse of the galaxy.
Information Broker Encounters
Trading in information is dangerous business. Secrets are meant to be kept, and those who reveal the dirty laundry of an influential person risk finding themselves tossed out of an airlock. Infochants and brokers know this, and the best ones are certain to protect themselves and their lucrative business with an army of thugs and bodyguards. When they do agree to meet a potential customer, it is always under the watchful eyes of the information broker’s brutes, who are quick to remind unruly clients who is in charge.
Few information brokers work alone. Ones of lesser stature might function in small cooperatives in which the various members bring different talents to the table. Included in these groups are slicers, spies, and possibly even outlaw techs. Leading the group is a veteran infochant who sorts out the useful material and discards the rest.
Information Broker (CL 5)

Threats of the Galaxy, page 41.
Medium nonheroic 3 / scoundrel 4 NPC
Force: 3
Initiative: +4; Senses: Perception +9
Languages: Basic, 2 others
Defenses: Ref 17 (flat-footed 16), Fort 14, Will 15
Hit Points: 23; Damage Threshold: 14
Speed: 6 squares
Melee: knife +6 (1d4+3)
Ranged: hold-out blaster pistol +6 (3d4+2) or
Ranged: hold-out blaster pistol +4 (4d4+2) with Rapid Shot or
Ranged: blaster pistol +6 (3d6+2) or
Ranged: blaster pistol +4 (4d6+2) with Rapid Shot
Base Attack: +5; Grapple: +6
Attack Options: Point Blank Shot, Precise Shot, Rapid Shot
Special Actions: Knack
Abilities: Str 13, Dex 13, Con 10, Int 14, Wis 11, Cha 13
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Gather Information), Skill Training (Deception, Stealth, Use Computer), Weapon Proficiency (pistols, simple)
Skills: Deception +9, Gather Information +14, Perception +8, Persuasion +9, Stealth +9, Use Computer +10
Possessions: hold-out blaster pistol, blaster pistol, comlink, pocket scrambler, code cylinder, credit chip with 200 credits, 400 unmarked credits, portable computer, electrobinoculars, holocam, utility belt, holster, concealed holster
Notorious Outlaw
NPC Text
Smuggler
Regardless of the era or location in the galaxy, there are always those who want to move goods (or people) from one place to another without paying taxes or coping with government interference, or even just for discretion’s sake. Smugglers are experts at moving this cargo (or individuals), secretly hauling illegal goods under the noses of bureaucrats, soldiers, and even crime lords who might want the items for themselves. Smugglers possess a blend of social charm and incredible pilot ing ability, relying on the latter when their deceptions fall through. They pride themselves on the speed and discreetness of their deliveries, although a few take risky ventures just for the thrill of thumbing their noses at the authorities that try to squash their livelihood. Some have a “no questions asked” policy regarding the goods they transport, while others are more particular about what they’ll carry in their cargo holds and might not transport certain items such as illegal drugs, weapons, or sentient beings bound for slavery.
Smuggler Encounters
Smugglers can be found almost anywhere, from the seediest of cantinas, to starship docks, to the upper echelons of society, where they hope to land high paying jobs. Because they must often slip past authority patrols and checkpoints, smugglers and their ships can also be found in deep space or traveling along dangerous routes that no “sane” individual would think of going throgh (or investigating). Smugglers rarely stay in one place for long and consider their ships home, although some have regular ports-of-call to link up with contacts and pick up passengers and steady streams of cargo. A few smugglers even have legitimate jobs, working as Republic ship commanders or diplomats, all the while moving illicit goods back and forth to pad their income.
Smugglers rely on stealth and deception to get the job done—a patrol vessel that is aware of their presence is a threat to be avoided. Although they are capable fighters, most smugglers shun combat, which places both their lives and their cargo at risk. Many smugglers carry goods for even less savory individuals, such as crime lords, who take a dim view when their goods are damaged or destroyed during transport.
Smugglers are typically encountered with members of their ship’s crew, sometimes bolstered by additional personnel, such as slicers, gamblers, mercenaries, and technicians (who keep their ships in pristine operating condition).
Smuggler (CL 7)

Threats of the Galaxy, page 88.
Medium noble 1 / scoundrel 4 / scout 2 NPC
Force: 3; Dark Side: 1
Initiative: +10; Senses: Perception +5
Languages: Basic, Bocce, Durese, Huttese
Defenses: Ref 22 (flat-footed 20), Fort 18, Will 22
Hit Points: 41; Damage Threshold: 18
Speed: 6 squares
Melee: unarmed +3 (1d4+2)
Ranged: heavy blaster pistol +7 (3d6+3) or
Ranged: hold-out blaster pistol +7 (3d4+3)
Base Attack: +4; Grapple: +6
Attack Options: Hyperdriven, Point Blank Shot, Precise Shot
Special Actions: Knack
Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 16
Talents: Barter, Connections, Hyperdriven, Knack
Feats: Improved Defenses, Point Blank Shot, Precise Shot, Skill Focus (Deception, Persuasion), Skill Training (Pilot), Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills: Deception +16, Initiative +10, Knowledge [galactic lore] +9, Persuasion +16 (can re roll when bartering, must take second result), Pilot +10, Stealth +10
Possessions: heavy blaster pistol, hold-out blaster pistol (concealed), Corellian YT-1300 transport, comlink, utility belt, illicit cargo
Footnotes and References
Please see the following pages or sites for further information:
- ↑ This talent does not exist. It is up to the GM to select a Noble-specific talent.