Relict RPG
  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store

Scoundrel

At a glance:
Thieves, conmen, crooks, and liars, Scoundrels come in all forms but are generally expert deceivers, manipulators, and tricksters.
Type: Martial
​​Primary Stat: Cleverness
​Secondary Stat: Precision
Toughness Rating: 4
Picture

"Justice is Blind, and I'm Quiet."

Every society has rules—and those who break them. Whether they skirt the law, flagrantly break it, or simply dance on the edge of decency, Scoundrels take a flexible approach to problem solving that tends to attract trouble and interesting company in equal measure. There is no "typical" Scoundrel: many find themselves tied up in intricate webs of shady deals within a particular city, while others make their way in the wider world as smugglers, hucksters, cutpurses, card sharks, and more. Wherever there's an edge to be gained through a sharp tongue or a quick hand, there's bound to be a Scoundrel looking to do so.
At level 1, gain the following features:
Knack. Choose one of the following effects. 
If Scoundrel is your Major class, you can make additional choices at level 6 and 12.
  • ​Confidence Game.
    Anytime you make a Social Check, you may add half of your Cleverness score (rounded down) to the result, regardless of the stat used for the Check. 
  • Deft Hand.
    Anytime you make a check related to sleight of hand (such as picking pockets, palming/passing objects, or physical misdirection) you may add half of your Precision or Cleverness (your choice) to the total, regardless of the stat used for the Check.  
  • Gray Walker. 
    You are adept at blending into the background. So long as there is something to blend with - cover, crowds, mist and rain, wilderness, etc. - creatures get a -2 penalty to their Passive Detection to notice your presence. 
  • Razzle-Dazzle.
    Anytime you succeed on a Social Check by 5 or more, you may gain one Fate Point. This ability does not trigger if Fate Points were spent on the Check. 
  • Secret Keeper.
    You can conceal messages and data within otherwise innocuous information, or make subtle modifications to records that will pass casual inspection . 
    This could include encrypting directions, keeping misleading accounting information, or modifying records. You can provide a cypher that enables others to read this information without trouble. 
    Another creature can notice something is amiss if it studies the media you’ve hidden, and its Passive Detection exceeds your Precision + Cleverness. 
    ​It takes a Cleverness Check equal to 5+your Cleverness to partially decipher information you’ve hidden with this feature. A check that exceeds this target by ​5 or more will fully decipher the information. 
  • Security Expertise.
    Anytime you make a Check relating to a lock or trap, you may add half of your Precision or Cleverness (your choice) to the total, regardless of the stat used for the Check.  

Class Skills


Jostle (2)
Range: Touch
Use: Action
Activation Cost:  2 Stamina
Tags: debuff, armor, checks
Touch a target and choose one: Cleverness or Precision. Make a contested Check against the target with the chosen Stat. 
  • If it loses a Cleverness Check, the next roll the target makes is reduced by half of your Character Level. 
  • If it loses a Precision Check, the target's Armor is reduced by 2 until the start of your next turn.​

Harrying Tactics (1/3)
Range: Touch
Use: Action
Activation Cost: 1 Stamina
Sustaining Cost: 3 Stamina
Tags: debuff, attack, sustaining
Once per Round while you're Sustaining this ability, you may designate one target you're adjacent to. It subtracts 1d6 from Attack and Spell Attack rolls it makes while it remains within range. Changing the target is a Free Action, but may only be done once per Round. 

If no valid targets are within range, you may still Sustain this ability and designate a new target when one becomes available.

Flashblind (3)
Range: 10ft.
Use: Action
Activation Cost: 3 Stamina
Tags: debuff, blind, deaf
Target creature within range must succeed on a Precision Check, target 1d6 + your Character Level. If it fails, it is Blinded until the end of its next turn. If it fails by 5 or more, it is Blinded and Deafened until the end of its next turn.

Upcast: You may spend an additional +3 Stamina to activate this ability. If you do, the target for the Check is 2d6 + your Character Level, instead. 
Switcheroo (3)
Range: Self
Use: Reaction
Activation Cost: 3 Stamina
Tags: movement, control
When you strike a creature with a melee attack, you may use your Reaction to initiate a contested Precision Check. 
  • If you win, and the creature is no more than 2 sizes larger than you, you switch places with it, so long as there is room to do so. 
  • If you win, but the creature is 3 or more sizes larger than you, there is not room for a switch, or it is otherwise immovable, you may reposition yourself to any other open space adjacent to it.
You do not trigger Opportunity Attacks when using this skill, and it does not cost any movement Speed. 

Avoid (2+)
Range: Self
Use: Reaction
Activation Cost: 2+ Stamina
Tags: defense, utility, check
When you make a Check to avoid damage or another harmful effect, you may use your Reaction to activate this ability and increase the the result. You must choose to use this ability before making the roll. For each 2 Stamina spent on this ability, increase the result of the Check by 1.

Flick of the Wrist (3+)
Range: Self
Use: Reaction
Activation Cost: 3+ Stamina
Tags: utility, locks, traps
When you make a Cleverness Check on a Lock or Trap, after you see the result, you may use your Reaction to activate this ability. If you do, you may repeat the check, keeping the result of your choice. This cannot be used on the same Lock or Trap more than once.

​Starting Equipment

If Scoundrel is your Major Class, you get the following equipment at level 1. 
Armor & Clothing:
  • A spare set of Commoner Clothing. 
  • Choose one: a Padded Vest, a Lined Vest, a Reinforced Vest, or a ​Gambeson.​
Melee Weapons:
  • Two Daggers or one Blackjack. 
  • One Blade, Straight or one Club.
Ranged Weapons:
  • A Hand Crossbow & 40 Bolts or ten ​Darts.
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.
Potions
  • One Potion of Health (Mundane)
  • Two Draughts of Sleep (Unusual​)

Specializations

If Scoundrel is your Major Class, gain the benefits below as you reach the indicated levels.

Level 1
Bastard’s Luck. Once per Rest, if you would fail a Check, you can change your result to half of your possible maximum result instead. 
You can do this twice per Rest at level 6, three times per Rest at level 12, and four times per Rest at level 18. 

​Level 2
Choose one:
  • Increase Stamina Regeneration by 1.
  • ​Choose a Perk.
Level 3
Choose One:

I Know A Guy. Once per Full Rest, you may invoke a connection from your past to help you. This takes a form the GM determines. Possibilities include (but are not limited to) a local NPC, a piece of information you learned, a memory of a similar situation, or a story you once heard. The result is always a helpful lead related to one of your current objectives—often a place to go next, person to talk to, clue to a mystery, or emphasis on an overlooked detail.  
Do You Know Who I Am? Once per Full Rest, you may convince an NPC that you are an important person they've never heard of. The target must be self-aware and able to communicate with you. The target completely believes the backstory or identity you invent, but may still catch you in other lies or suspicious activity.

Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one:
  • Increase your Cleverness and Precision by 1.
  • Increase your Stamina Capacity by 2.
Level 6
Profound Knack. Choose one additional Knack feature.
Bastard's Luck (2 uses).  

Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
Underworld Connection. Your access to illicit contacts expands. Once per Full Rest, you may invoke one of the following. The GM may call for a flashback to making these arrangements, let the results unfold in the moment, or introduce them in the near future, as appropriate.
  • Black Market. You can find a merchant in the area that isn't particular about stolen, illegal, or hard to find goods. Their prices tend to run a good deal higher for the trouble. (The GM may determine that this option is not available in all locations). 
  • Back Door. You learn about path others are unaware of. This may be a way into or out of a location you specify (like a forgotten secret tunnel beneath a castle), a smuggler's route, a little-used river crossing, or a shortcut. These paths are secret to those without your connections, but are not guaranteed to be without danger.  
  • Greased Palms. You've made an arrangement with an NPC that would otherwise have stood in your way, such as a guard at a checkpoint or a bureaucrat holding you up. They look the other way, and allow you to continue with your plans without interference. This may cost you gold, or the promise of a future favor in kind. 
  • The Walls Have Ears. You receive a report from your contacts on the location, movements, or partial plans of a subject you designate. If the target was undetectable or not present in the region, you learn that, and it does not count as a use of this feature.​ ​

​Level 10 
​Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Uncanny Knack. Choose one additional Knack feature.
Bastard's Luck (3 uses).  

​Level 13
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15
Underworld Puppetmaster. Whether others know your true identity or not, you are one of the movers and shakers of the underworld. Once per Full Rest, you may invoke one of the following effects.
  • Power Play. You can use one of your Underworld Connection features an additional time.
  • Leverage. You learn a secret that a powerful NPC has been hiding. You don't have irrefutable proof, but you know your source is telling you the truth.
  • Fell of the Cart. You may acquire up to four items you choose, collectively worth 4d4 x 100GP. These items are known locally to be stolen goods, and have minimal resale value.
  • Smuggler's Run. You can arrange for clandestine transportation for yourself or others. The smugglers depart from a nearby location in 2d12 hours, and will transport you in secrecy up to 2d100 miles towards a destination of your choice. This leg of your journey takes 2 hours per mile travelled. Once you roll for the time and distance, you may opt not to use the Smugglers, and it will not consume a use of this feature. However, Smuggler's Run will not be available again for 72 hours. 
Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Stamina Capacity by 3.
  • Choose a Perk.
Level 18 
Bastard's Luck (4 uses).  
​
Then, choose one:
Infamy. You're known throughout the underworld of society as one of the most capable scoundrels of the age.
  • You can use either Underworld Connection or Underworld Puppetmaster an additional time per Full Rest.
  • Wherever you are, local criminal organizations will seek to aid you, or stay out of your way, unless you specifically seek conflict with them. 
  • When you use Bastard's Luck, it instead replaces the Check with your maximum possible result.​
Anonymity. In every den of thieves, cartel holdfast, and smuggler's crew, there are stories of a mysterious figure and their growing list of--alleged--deeds. Few know what's true, or that it's you...but the myth itself can be useful.
  • Calling Card. You have a recognized symbol that you can leave in your wake, bolstering your mythic status. For 48 hours after leaving a calling card where it will be discovered, you may make any Social Check with your Cleverness or Precision Stat, regardless of the intended Stat, for as long as you stay in the same region. Once used, additional calling cards have no effect until 72 hours after the last one was discovered.
  • When you use Bastard's Luck, you gain a Fate Point.
  • Whenever you spend any amount of Fate Points, you may roll 1d12. On a 12, you get one back.
​​Level 19 
Choose two:
  • Increase your Cleverness by 3.
  • Increase your Precision by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
Proudly powered by Weebly
  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store