Excerpts 01/05/2007


Complete Scoundrel Excerpts
By Mike McArtor and F. Wesley Schneider



Gain an upper hand in many situations by perusing the options and suggestions found within Complete Scoundrel. Whether your character defies gravity with acrobatic movements, has the right words for every occasion, or even moves behind the scenes with aplomb, you're sure to find something useful for your character. Check out some excerpts that give you a taste of what's in store for you. You'll find some information about making a scoundrel, some ideas for those acrobatic scoundrels out there, the master of mask prestige class, a list of new feats along with three feat you use in your game, information about skill tricks, and details about the organization called the Blind Tower.

Table 3-1: New Feats

General Feats Prerequisites Benefit
Ascetic Stalker[1] Ki power, ki strike (magic) Monk and ninja levels stack for unarmed strike damage and ki pool
Cool Head Any two mental skill tricks Learn two mental skill tricks and increase skill trick limit by one
Daredevil Athlete -- Gain +5 competence bonus on physical skill check 3/day
Daring Outlaw Grace +1, sneak attack +2d6 Rogue and swashbuckler levels stack for grace, dodge bonus, and sneak attack
Daring Warrior2 Grace +1, Weapon Specialization Fighter and swashbuckler levels stack for grace, dodge bonus, and feats
Deadly Defense[2] -- +1d6 damage with light weapons when fighting defensively
Expanded Ki Pool Ki power Gain three extra uses of your ki power
Enduring Ki Ki power Spend extra use of ki to add 1 round to duration
Freerunner Any two movement skill tricks Learn two movement skill tricks, increase skill trick limit by one
Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level Gain better familiar
Improved Skirmish[3] Skirmish +2d6/+1 AC Move 20 feet to gain +2d6 points of damage, +2 AC
Martial Stalker[2] Proficiency with all martial weapons, ki power Fighter and ninja levels stack for ki pool, AC bonus, and feats
Master Spellthief Ability to cast 2nd-level arcane spells, steal spell Spellthief and arcane spellcaster levels stack for steal spell and arcane caster level; cast arcane spells in light armor
Poison Expert Poison use, Craft (poisonmaking) 8 ranks Your poisons' save DC is 1 higher
Poison Master Poison use, Craft (poisonmaking) 8 ranks, Poison Expert Your poisons deal +1 damage/die
Psithief Manifester level 1st, steal spell Steal power points instead of spells; gain new class skills
Savvy Rogue Rogue level 10th Your rogue special abilities improve
Sure Hand Any two manipulation skill tricks Learn two manipulation skill tricks and increase skill trick limit by one
Sweet Talker Any two interaction skill tricks Learn two interaction skill tricks, increase skill trick limit by one
Swift Ambusher[3] Skirmish +1d6/+1 AC, sneak attack +1d6 Rogue and scout levels stack for skirmish bonuses
Swift Hunter[3] `Favored enemy, skirmish +1d6/+1 AC Ranger and scout levels stack for skirmish bonuses, favored enemies
Ambush Feats Prerequisites Benefit
Concussion Attack Sneak attack +3d6 Trade 2d6 sneak attack damage to apply -2 penalty to opponent's Int checks and Wis checks
Deafening Strike Sneak attack +4d6 Trade 3d6 sneak attack damage to deafen target for 3 rounds
Disemboweling Strike Sneak attack +5d6, Weapon Focus (any slashing) Trade 4d6 sneak attack damage to deal 1d4 Con damage
Eldritch Erosion Sneak attack +4d6, Knowledge (arcana) 1 rank Trade 3d6 sneak attack damage to reduce SR/PR by 5
Head Shot Sneak attack +6d6, Weapon Focus (any bludgeoning) Trade 5d6 sneak attack damage to confuse target for 1 round
Impeding Attack Sneak attack +4d6 Trade 3d6 sneak attack damage to apply -2 penalty to opponent's Str checks and Dex checks
Merciful Strike Sneak attack +2d6 Trade 1d6 sneak attack damage to deal nonlethal damage
Mind Drain Power point reserve, sneak attack +2d6 Trade 1d6 sneak attack damage to drain power points
Persistent Attacker Sneak attack +5d6 Trade 4d6 sneak attack damage to allow sneak attack in next round
Throat Punch Improved Unarmed Strike, sneak attack +3d6 Trade 2d6 sneak attack damage to hinder target's speech sneak attack +3d6 for 3 rounds

Lucky Start [Luck]
Sometimes your luck overcomes a slow natural reaction.
Benefit: You can expend one luck reroll to reroll an initiative check.
You gain one luck reroll per day.
Special: Unlike most other luck feats, using Lucky Start requires no action.

Magical Fortune [Luck]
Even you are sometimes surprised by how well your spells work.
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll the damage dealt by a spell you have just cast.
You can expend two luck rerolls as a swift action to reroll a caster level check.
You gain one luck reroll per day.

Tempting Fate [Luck]
You are very hard to kill.
Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend a luck reroll to reroll a stabilization check.
In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to -9 hit points. You automatically stabilize.
You gain one luck reroll per day.
Special: Unlike most other luck feats, using Tempting Fate requires no action.

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