Plucking low hanging fruit…

So I want to get an update done today but don’t have a lot of time, I think I can knock off the Scoundrel class here. Unsurprisingly, the Scoundrel is basically a rogue with a trimmed skill list and a lot of extra talent selections, similar to how the occultist advances. It’s not inspired or anything but it fits the needs and rogue really doesn’t need much changed about it to work in this new setting. Wall of text incoming!

Scoundrel

The scoundrel is someone who gets by on their brute strength and cunning, feeding from society in any way they can to ensure survival. The skill set this lifestyle builds for them is uniquely suited to the practice of hunting monsters and solving mysteries, and their shadier habits tend to be ignored so long as the good they do for the unwitting populace is greater.

Role: To facilitate unlawful activity when needs must, and to slip a knife between ribs of anything that bumps too loudly in the night.

Alignment: Any

Hit Dice: d8

Class Skills:

The scoundrel’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill ranks per level: 8 + Int modifier

Table: Scoundrel

Level

Base Attack Bonus

Fort Save

Reflex Save

Will Save

Special

1

0

0

2

0

Sneak Attack +1d6, Trapfinding, scoundrel talent

2

1

0

3

0

Evasion, scoundrel talent

3

1

1

3

1

Sneak attack +2d6, trap sense +1, scoundrel talent

4

3

1

4

1

Uncanny dodge, scoundrel talent

5

3

1

4

1

Sneak attack +3d6, scoundrel talent

Class Features

The following are the class features of the scoundrel.

Weapon and Armour proficiency: Scoundrels are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a scoundrel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The scoundrel’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the scoundrel flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two scoundrel levels thereafter. Should the scoundrel score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a scoundrel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The scoundrel must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scoundrel cannot sneak attack while striking a creature with concealment.

Trapfinding: A scoundrel adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scoundrel can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a scoundrel can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scoundrel is wearing light armor or no armor. A helpless scoundrel does not gain the benefit of evasion.

Scoundrel Talents: As a scoundrel gains experience, she learns a number of talents that aid her and confound her foes. Starting at 1st level, a scoundrel gains one scoundrel talent. She gains an additional scoundrel talent for every level of scoundrel attained after 1st level. A scoundrel cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a scoundrel’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A scoundrel with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the scoundrel’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A scoundrel that selects this talent gains a bonus combat feat (see Feats).

Fast Stealth (Ex): This ability allows a scoundrel to move at full speed using the Stealth skill without penalty.

Finesse scoundrel: A scoundrel that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a scoundrel to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a scoundrel with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A scoundrel with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the scoundrel’s level. The save DC for this spell is 11 + the scoundrel’s Intelligence modifier. The scoundrel must have an Intelligence of at least 11 to select this talent. A scoundrel must have the minor magic scoundrel talent before choosing this talent.

Minor Magic (Sp): A scoundrel with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the scoundrel’s level. The save DC for this spell is 10 + the scoundrel’s Intelligence modifier. The scoundrel must have an Intelligence of at least 10 to select this talent.

Quick Disable (Ex): It takes a scoundrel with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resiliency (Ex): Once per day, a scoundrel with this ability can gain a number of temporary hit points equal to the scoundrel’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying . These temporary hit points last for 1 minute. If the scoundrel’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Scoundrel Crawl (Ex): While prone, a scoundrel with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A scoundrel with this talent can take a 5-foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by the scoundrel’s sneak attack can’t make attacks of opportunity for 1 round.

Stand Up (Ex): A scoundrel with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a scoundrel with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a scoundrel with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A scoundrel that selects this talent gains Weapon Focus as a bonus feat.

Trap Sense (Ex): At 3rd level, a scoundrel gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a scoundrel can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A scoundrel with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s