Gifted with a silver tongue and nimble fingers. Scoundrels are adept at using their natural nimbleness to get out of a tight spot, their knack for fast talking to negotiate and bluff, and their natural luck when nothing else will do. Scoundrels also gifted with the ability to hit an opponent where he is weakest.
|1||0||0||F: 0 R: 2 W: 0||Discipline|
|2||1||1||F: 0 R: 3 W: 0||Bonus Feat|
|3||2||2||F: 1 R: 3 W: 1||Discipline|
|4||3||3||F: 1 R: 4 W: 1||Bonus Feat|
|5||3||3||F: 1 R: 4 W: 1||Discipline|
|6||4||4||F: 2 R: 5 W: 2||Bonus Feat|
|7||5||5||F: 2 R: 5 W: 2||Discipline|
|8||6||6||F: 2 R: 6 W: 2||Bonus Feat|
|9||6||6||F: 3 R: 6 W: 3||Discipline|
|10||7||7||F: 3 R: 7 W: 3||Bonus Feat|
|11||8||8||F: 3 R: 7 W: 3||Discipline|
|12||9||9||F: 4 R: 8 W: 4||Bonus Feat|
|13||9||9||F: 4 R: 8 W: 4||Discipline|
|14||10||10||F: 4 R: 9 W: 4||Bonus Feat|
|15||11||11||F: 5 R: 9 W: 5||Discipline|
|16||12||12||F: 5 R: 10 W: 5||Bonus Feat|
|17||12||12||F: 5 R: 10 W: 5||Discipline|
|18||13||13||F: 6 R: 11 W: 6||Bonus Feat|
|19||14||14||F: 6 R: 11 W: 6||Discipline|
|20||15||15||F: 6 R: 12 W: 6||Bonus Feat|
Scoundrels gain 8 + Intelligence Modifier Skill Points at each level. At 1st level the number is quadrupled. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Mechanical Device, Use Rope.
Health & Mana Points:
Scoundrels gain 1d8 + Constitution Modifier Health points and 1d6 + Magic Modifier Mana points at each level. At 1st level these rolls are maximized.
Fools Luck – As a standard action, you can spend a Mist Point to gain one of the following benefits for the rest of the encounter: +1 luck bonus on attack rolls, a +5 luck bonus on skill checks, or a +1 luck bonus to Armor Class and Saves.
Fortunes Favor – Whenever you score a critical hit with a melee or ranged attack, you gain a free standard action. You must take the extra standard action before the end of your turn, or else it is lost.
Gambler – You gain a +2 competence bonus on Wisdom checks when you gamble. You can select this Discipline multiple times; each time you take this Discipline, the competence bonus increases by +2.
Knack – Once per day you can re-roll a skill check and take the better result. You can select this Discipline multiple times; each time you select this Discipline, you can use it one additional time per day.
Lucky Shot – Once per day you can re-roll an attack roll and take the better result. You can select this Discipline multiple times; each time you select this Discipline you can use it one additional time. Prerequisite: Knack.
Dastardly Strike – Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Defense, the target moves -1 step down the condition track.
Disruptive – By spending two swift actions, you can use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
Skirmisher – If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of the next turn.
Sneak Attack – Any time your opponent is flat-footed or otherwise denied its Dexterity to Armor Class, you deal an extra 1d6 points of damage. You can take this Discipline multiple times; each time add an extra 1d6 to the damage (maximum 10d6)
Walk the Line – As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. The penalty is negated if line of sight is broken. Prerequisites: Disruptive.
Airship Raider – You gain a +1 bonus on attack rolls while aboard an Airship. This bonus applies to attacks made with airship weapons as well as personal weapons used aboard an Airship.
Sky-bound – Once per day while aboard an Airship, you can add your Scoundrel class level as a bonus on a single attack roll, skill check, or ability check. The decision to add this bonus can be made after the result of the roll or check is known.
Stellar Warrior – Whenever you roll a natural 20 on an attack roll made aboard a Airship, you gain one temporary Mist Point. If the Mist Point is not used before the end of the encounter, it is lost. Prerequisites: Airship Raider.
Fast Talk – The Scoundrel is able to think on his feet and talk his way out of almost any situation. After attempting a Bluff Check the Scoundrel is able to re-roll the check in an attempt to get a better result. He must take the higher of the two results and must decide to activate this Discipline before the result is revealed.
Steal Heart – The Scoundrel must sometimes use his charm where his wits have failed him. After attempting a Diplomacy or Bluff Check the Scoundrel is able to re-roll the check in an attempt to get a better result. He must take the higher of the two rolls and must decide to activate this Discipline before the result is revealed.
Swift Climb – The Scoundrel is able to use his nimble reflexes to move up sheer surfaces quicker than most can climb. Using his Dexterity Modifier instead of his Strength Modifier when attempting a jump or climb check, the Scoundrel leaps and bounds up walls instead of hauling up them. He moves half his speed up the surface and must land on a flat surface or fall back to the ground.
Find Openings – Whenever you are missed by an attack, you gain a +2 morale bonus to your next attack roll before the end of your next turn.
Lure Closer – Once per turn, as a move action, you can attempt an opposed roll of your Bluff check against the Sense Motive Check of one enemy within 12 squares and within your line of sight. If your check result exceeds the target’s Sense Motive check, the target must move a number of square equal to half it’s speed and each square of movement must bring him closer to you (though the target does avoid hazards and obstacles). If the target cannot avoid a hazard (such as a pit), it stops moving in the nearest safe square. This movement is considered involuntary and does not provoke attacks of opportunity. Prerequisite: Trick Step.
Risk for Reward – Once per turn, when an enemy damages you with an attack of opportunity, you can make a single melee or ranged attack against a target in range as a reaction. Prerequisite: Find Openings
Trick Step – As a swift action, make an initiative check, opposed by the initiative check of an enemy within your line of sight. If your check result equals or exceeds the targets check, the target is considered flat-footed against the next attack you make before the end of your turn. If the target’s check result is higher, you are considered flat-footed against the next attack made by the target before the start of your next turn.
Acrobatic Strike, Armor Proficiency (Light), Assured Strike, Combat Reflexes, Coordinated Attack, Cunning Attack, Defensive Strike, Deft Charge, Dodge, Flick of the Wrist, Flurry, Follow Through, Greater Two Weapon Fighting, Greater Two Weapon Defense, Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Defense, Improved Two Weapon Fighting, Mobility, Moving Target, Quickdraw, Rapid Reaction, Rapid Strike, Running Attack, Skill Focus, Swarm, Two Weapon Defense, Two Weapon Fighting, Weapon Finesse, Weapon Proficiency.