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SCOUNDREL_ A Player's Guide to Trickery and Ingenuity A Player's Guide to Trickery and Ingenuity Mike McArtor and F. Wesley Schneider DESIGNERS ~ SENIOR ART DIRECTOR D&D ‘Mice McArtor, F. Wester Scuwemen | Stacy LoncsrreeT + a ADDITIONAL DESIGN |" art DIRECTOR Rowers J. Scawarp Kann Jaaues i DEVELOPER COVER ARTIST Axor CoLtins Wit1am O'Connox EDITORS © |. INTERIOR ARTISTS eo ees Div as Meme Com ae PERS TuOMEEON » | Raxpr Gatteaos, HowaKp Lrox, EDITING MANAGER | Warren Many, Michari PHrLuirrt, Kim Me |) Beanz Vouwnvcer, Eva Wioeamany, Ee rexan YanNer DESIGN MANAGER - 4 |} CARTOGRAPHER Cunistorun Praxiss Ries ease DEVELOPMENT MANAGER GRAPHIC DESIGNER Jesse Decker Raunt Jaooes DIRECTOR OF RPG R&D ~ GRAPHIC PRODUCTION SPECIALISTS Br Stavrosex Bam Donaips, ANGELIKA Loxorz PRODUCTION MANAGERS IMAGE TECHNICIAN Jose Fiscrsa, RanpaLt Cazws Cuaisris Wier Some information in this book is taken from or derived feom these Sources: “Songsubers of Waterdeep” by Mike Mearls and the Discos staff, Duaso Magazine 335, nd “The Silver Hexametic Folio" by Greg Maths, Daaaos Magazine 338, Based onthe original DuNcrws& Daacons* rules create by E. Gary Gygax and Dave Arneson, and the new Dunouows 6 Daaaons game designed by Jonathan Test, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. “This product tics updated material rom the ¥3.5 revision “This Wizanns Os ra: Coast game product contains no Open Game Content. No portion of this work mily be repreducd in any form witout writen pemision. 70 en mare sot Opa Gaming Lense and the d20 Sym Lia, ne vst ors wit conn US, CANADA, ASIA, PACIFIG BUROMEAN HRADQUARTFAS SLATINAMERICA ‘abso UK Lad i ‘Wed of the otf, Camel Way ‘ 70 Bon 20" DNewpog. ne ND? OVE Rene WA 980770707 GREAT BRITALN t Since e030 GROISTAFTAOGOLEN Fam up arene arr pa76s4301 , Fine Printing: envary 2007 ISHN: 978-0:7869-41520, Desens Dann DD, Dron Mast, 20 0 Syn Wann Cae Pape Hondlk Dan Mar Cade, Mowntr Merl Compe Sondre {eit Wr i Cot ra, hr ec termes Weapon tie US Aah coc Fas ears roel woe tei bs Uae Sets Arc Ba erotica we the eax rtm rei in oi Tab oka ss ok ton Any lary alone natin een a ela Pinel US.A\G300" Washo eC oe Visit our website at www.wizardscom/dnd Foison Maser 80 GrenteFetch Contents Std Enlarge Weapos ction Savvy Rogue 40 Evacuation Rune on parser ‘Sly Fortune 1 Fatal Flame 9 Chapter ts Scoundsels of Apes 7 Sound Slonce 8 Gesping Wil % What Makes» Scoundrel? 7 Sare Ran 1 —Harmonie oid > Scand of Any Alignment 8 Survivors Lack 8 Helers Vion % Scoundclsof Any Clas 10 seer Taher a Lucky Sten 100 Playing 2 Scoundrel 11 ‘Swift Ambusher. at Mage Burr 100 Making aScoundre 22 Sift Hane St Manifertationofthe ety 101 Tempting Fate st Mime 201 Chapter 2 Prestige Classes 2 ing : a Choosing Prestige Cl Thales thec ia 1 Srp ° esate: Tho Pnch, 82 Sry ovation se Bale Tckser 2 Unbelack Shen : eka 3 Vitor Lk Smale Sais 10 (Comba Tapani 3+ Warning Shout Spell thee toe Fortune’ Friend ae Skil Tricks 82 Spore Field 10s are ta Actobitic Racha 4 Spymasters Coin io Assume Quirk 8 Walle Vermin 106 diel Ticker as a Meera Chiat sn Winged acer ‘04 Mountebank. s Seo AS Chapter 5: Scoundrel Equipment. 07 Pthond Agent «0 Gallet iis 85” Hidden Spaces 107 Spellarp Sniper “ ced plesing 35 Surprise Weapons ro Uncanny Trickster “ Geert Alcherical tems uy haptes: Fess and Skil Tricks 11 aay Seape i = a Fos te at eeecancte ge) Bre 3 Aavantngcoun Avoidance fescue x sees Bands of Free us Ascetic Stalker 3 Eke Theargy 86 ae i Better Lcky than Good 7 — GrmpPeheeur z sdshimmer 4 CChancof the Long Road 4 Healing Hands "7 ee “ canes 2 Mien aie ade Roper i encusionAtack Leaping Climber ae u Cool ead 75 tno This CEE ep ciad ee Daredevil are 7% Maleal Appraisal oS ie Dacing Outlaw Mong Bite 7 hist i Daring Warr 6 ‘Never Quenumbered 87 = (Gren Ai Bramble 8 Deal Defense 7% Nimble change Samed a m . . v6 i Jabberweed 119, Disemboweling Strike ccs os (i 4 Dumb Luck oa paaoe a lane Motes 1 Banh nt 7 (que ire je ——_Rast Monster Wand z Expanded Ki Pool 7 Quick Swine 86 anes “ Enduring i 77 Second impresion 88 Chapter 6: Scoundel Adventes. 124 Epic ofthe Los King shrouded Dance 89 Whit Ate Scoundrel Adventures... 121 Fortutous Ske 77 Seclal Recovery 89 _DMing with Scoundrels bs Freerunne. 77 Sipping ast 8% Themevof Scoundrel Adventures. 135 Good Karma Seedy Ascent 89 Orginzations 6 Head Sho Storthe Wes ons $9 Thefiee League bs Healers ack Seder Drew $9 the Blind Toner a Impeding aac Swift Concentration 90 Seven Rvens lan bs Improved Familiar Timely Misirecion 90 Legenday Sites wa Improved Skirmish, tumblingcse 90 ‘Legendary Ste Descriptions We Uaeky Br Twised Charge 20 Bamengest Hat se luk Catch Up he all 20 Champions Crown Bs lucky Fingers Walk he Walle 90 Court Thieves us Lucky tar Wall jumper 99 The Fog Gods Fane ss Magical Fortune Whip Climber 50 ewan Hall 1H ake Your Own Lic The Highest Spite "7 Maria sealer >) Chapter: Now Spells $1 ron Wyem Vaal 8 Mover split. ro Aste latremt 3 oldammarss Shel 150 Merciful Strike 7 ‘Aquatic Escape 5 Oryugh Hole 1st Mind Drain 79 psmor Leck, a Comets. 19 Miser’ Fortune 80 oenieais ieicnaae z ‘One Hundred Scoundrel Challenges... 156 Persistent Amicker 80 Blockade ie Polson Expert. eo Catpul Introduction ‘Its locked,” Lidda said, backing away from the heavily bound iron door. Its hundreds of etched demonic faces leered at her. “Ofcourse itis. That's your job. Deal with it” prodded Regdar, his armor clanking as he shifted impatiently “Tant. 1's no locked like that. Hennet, you want fo give this cane a try? “Darton me,'the sorcerer whispered ashe squeezed past Regdar, whose wide frame filled most of the tight hallway. Stepping in front of Lidda and gesturing his companions back, Hennet flamboyantly produced a wand, a flimsy thing little more than a gnarled twig. He closed his eyes and concentrated for a moment to sunnmnon the power inherent in kis blood, then focused on the wand. A silent wave of blue sparks washed over the evil-looking door, but as they struck its surface they vanished lke rain upon warm stone Its beyond the wands power” Hennet stated matter-of factly asthe blue light faded. Hee turned back, skirting past the fighter Regdar looked fo Lidda with an exasperated shrug. "Well, how do we get by?” ‘We look for another way” Annoyance tinged Lida’ vice 1 could try something," chirped Gimble from the rear Disbe lioving eyes turned toward the brightly dressed band. With his hhands stretched out ahead of him, the gnome forced hisway past his doubsful companions. He tossed Lidda a jaunty smirk and a quick raise of his eyebrows as he met her level gaze. ‘A litile room, please,” Gimble said in serious lones, mocking Hennet’s dramatic pose, The others stepped back as he put his back between them and the door. The gnome reached into his dloak fora split second, then pressed his hands against the doar «and began whispering slowly, ominously Rega glanced at Hennet, who arched an eyebrow dubiowsly. Their misgivings quickly gave way to surprise, though, as @ creaking echoed through the web-strewn hall. The heavy door swung inward at the gnome’ push. Howi you—?" Lidda started. ‘Old gnome tril.” Gimible waved hisarms toward the entrance like the most gracious host. "After you.” {As his companions passed by cautiously, Hennet fixed the gnome with asidelong ook. Gimble hung back a moment. Defy, he slipped the palmed stone with its sinister demon face—just like the ones on the door—back into his cloak. Held found ita few rooms back and pocketed it in case it might prove useful, as ithad. Skipping after his allies, Gimble smiled. They didn't need to now. That was the old gnome trick ——_____ YOUR SCOUNDREL A lot of the fun of the D&eD® game lies in playing iconic individuals and fantasy archetypes: the axe-wielding barbarian, the wise, staff bearing wizard, the expert sharp shooter elf. All these images hold an identifiable charm, Another classic fantasy figure is the witty rogue who lives by his luck and always comes out on top: the scoundrel. Scoundrels can be wildly different characters, including Bilbo Baggins, Robin Hood, Han Solo and Princess Leia, Sherlock Holmes, Zorro, and Lara Croft. All of them live by their wits, take chances when they must, and land on their feet against all odds, Each has a distinct personality and goals, from solving crimes to committing them, but these characters’ methods and outlooks, not their profes- sions or morality, make them scoundrels. {As personas for characters, scoundrels represent a sty of play rather than a class. They're the sneaks, the cheats, the bluffers, and the opportunists, They use improvisa- tion and imagination to gain an advantage, exploiting a weakness ora hidden benefit in even the worst situation. Anyone can play a scoundrel. Simply adjust how you prepare for encounters, react to situations, and interact with both NPCs and your fellow PCs. Lawful or chaotic sword-swinger or spellcaster, scoundrels come in all types Scoundrels are also fun and valuable tools for DMs. Whether a skilled but unreliable cheat the PCs can never be sure about, or an entire guild of trained sneaks and thrillseekers, the scoundrel archetype might enhance a campaign in any number of ways, The versatile new feats, skill tricks, spells, and equipment presented in this book might be just the way to spark a party's imagination and inspire new tactics. By the same token, putting these features in the hands of an opponent NPC allows you to confront even the most experienced player with something never seen before WHAT'S INSIDE Like earlier entries in this series, Complete Scoundrel is a resource for players and DMs who wish to add elements of this book’s theme to their game. Chapter 1 introduces the concept of the scoundrel What does it mean to play a scoundrel, and how ean you best craft your scoundrel character? This chapter explores the archetype in detail, giving players and DMs a primer on incorporating the rest of the book's elements in their roleplaying. The following chapters present new abilitiesand options for scoundrels ofall sorts. Chapter 2 details prestige classes, while Chapter 3 offers many new feats to exploit situation to the fullest. Chapter 3 also introduces two new rules subsystems: skin-ofyour-teeth luck feats and an exciting way to enhance your skills with special tricks. Chapter 4 presents a variety of new spells designed with the scoundrel in mind, Chapter §'s selection of new equipment—including alchemical, magical, mundane, and even living items—offers an array of useful gear for characters who seek the right tool for every job. Chapter 6 discusses the scoundrel adventure or eam paign, including how to challenge characters who live

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