Scoundrel (3.5e Class)
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- 1 Scoundrel
- 1.1 Making a Scoundrel
- 1.2 Campaign Information
Sometimes a rogue or scout isn't enough. As stealthy as they are, sometimes you need someone who can go behind enemy lines and destroy them with magic.
Making a Scoundrel
They might have less health or skills than even a rogue, however, they are capable of making of for their inability for physical combat with the ability to sneak behind someone and blow them away with a fireball.
Abilities: The most important abilities for a Scoundrel are Dexterity and Charisma.
Races: <-description of relative likelihood of various races to join this class->.
Starting Gold: (4d4)*10
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|2nd||+1||+0||+2||+1||Sneak Attack +1d6||4||2||—||—||—||—||—||—||—||—||—||—||—|
|5th||+3||+1||+3||+3||Trap Sense +1||7||3||2||—||—||—||—||—||—||—||—||—||—|
|6th||+4||+1||+4||+3||Sneak Attack +2d6||7||4||3||2||—||—||—||—||—||—||—||—||—|
|8th||+5||+2||+4||+4||Trap Sense +2, Bonus Feat||7||6||4||3||2||—||—||—||—||—||—||—||—|
|10th||+6/+1||+2||+5||+5||Fast Movement +10, Sneak Attack +3d6||7||7||6||4||3||2||—||—||—||—||—||—||—|
|11th||+7/+2||+2||+5||+6||Trap Sense +3,||7||7||7||5||3||2||—||—||—||—||—||—||—|
|14th||+9/+4||+3||+7||+7||Trap Sense +4, Sneak Attack +4d6||7||7||7||7||6||4||3||2||—||—||—||—||—|
|17th||+11/+6/+1||+3||+8||+8||Trap Sense +5||7||7||7||7||7||7||5||3||2||—||—||—||—|
|18th||+12/+7/+1||+4||+8||+8||Sneak Attack +5d6||7||7||7||7||7||7||6||4||3||2||—||—||—|
|20th||+13/+8/+2||+4||+9||+9||Bonus Feat, Trap Sense +6, Sneak Attack +6d6||7||7||7||7||7||7||7||6||4||3||—||—||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Scoundrel.
Weapon and Armor Proficiency: Scoundrels are proficient with simple weapons. Any armor is subject to possible spell failure.
Trapfinding: A scoundrel can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
Familiar: A scoundrel can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The scoundrel chooses the kind of familiar he gets. As the scoundrel advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the scoundrel, the scoundrel must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a scoundrel’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
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 any time 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 second level, and it increases by 1d6 bonus 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 sap (blackjack) 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. A scoundrel can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the limbs of a creature whose vitals are beyond reach.
Evasion: A scoundrel 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 a scoundrel is wearing light armor or no armor. A helpless scoundrel does not gain the benefit of evasion.
Trap Sense: 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.
Uncanny Dodge: A scoundrel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a scoundrel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Bonus Feat: A scoundrel gains a bonus feat from this list: Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Hear the Unseen, Improved Initiative, Still Spell, Silent Spell, Miser with Magic.
Fast Movement: A scoundrel gains a +10 foot enhancement bonus to her base land speed.
Spells: A scoundrel casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a scoundrel must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a scoundrel’s spell is 10 + the spell level + the scoundrel’s Charisma modifier. Like other spellcasters, a scoundrel can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Scoundrel. In addition, he receives bonus spells per day if he has a high Charisma score. A scoundrel’s selection of spells is extremely limited. A scoundrel begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new scoundrel level, he gains one or more new spells Unlike a wizard or a cleric, a scoundrel need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.