"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.
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.
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.
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:
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Adventuring Gear & Currency:
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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:
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:
Choose one:
Profound Knack. Choose one additional Knack feature. Bastard's Luck (2 uses). Level 7 Choose one:
Choose one:
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.
Level 10 Choose one:
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Level 12
Uncanny Knack. Choose one additional Knack feature. Bastard's Luck (3 uses). Level 13 Choose one:
Choose one:
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.
Choose one:
Choose one:
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.
Choose two:
Choose two. You may select the same option twice:
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