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Complete Scoundrel Here

EyeontheMountain

First Post
Just got my copy from Amazon.jp an hour or so ago.

I'll keep adding posts with various info to this thread, so noone has to wait too long for something

Tricks
(Figure everyone wants me to start here)

Tricks are an additional use of a skill you can purchase for a flat cost of 2 skill points. You can have up to 1 for every 2 character levels and gan generally use each trick once per encounter or one round every minute out of combat. Feats, prestige classes and a couple of the tricks change this of course.

Most of the tricks have requirements in skill ranks befroe you can use the trick. At least 5 ranks, and a maximum of 12, with many tricks requiring minimum ranks in two or thre related skills. A lot of them remind me of feats from elsewhere, but are more limited (see the once/encounter or 1/10 rounds note above) Some require feats also.(only a few though)

I'll write up two to give you an idea of what they do. Text is summarized.

Acrobatic Backstab
Required: Tumble 12 ranks
Move through the opponent's space to make it flat footed for your next attack inthe same round (sneak attack, here if comes)

False Theurgy
Sleight of Hand or Bluff 8 ranks
Spellcraft 8 ranks
The spell looks like a different spell of the same level when being cast (works well against counterspelling, but not dispel magic) but has the usual effects once it is done casting.

Looks pretty interesting to me, but I see a few rules arguments coming up. For example with False Theury, does it need to be a spell you know? Makes sense, but does not say it.

Some of the tricks look like must haves, actually msot of them look like it, if you can afford the 2 skill points per each trick.
 

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EyeontheMountain

First Post
Post Two: Beginning fluff

Like COmplete MAge, there is a good 22 pages atthe beginning with fluff.

First 2 pages of literary/movie sources for scoundrel inpsiration such as

Dallas. JR - Waht more needs to be said?

Tehn the next section talks abouteh scoundrel worldview and way of playing one. Pretty good stuff overall, though more for a beginning player or someone who specializes in different classes. Like me. I found it quite interesting.

Sections:
What makes a scoundrel
Scoundrels of all 9 alignments
Scoundrels of any class(PHB only, with lesser amounts about complete classes)

Types of scoundrels
Acrobatic
Aggressive
Arcane
CleverDivine
Psionic
Ringmaster
Stealthy

Each of the types has recommendations on classes, skills, feats, spell selections, tricks and more. Good reading.
 


Mycanid

First Post
Hmm ... sounds interesting. Always liked the thief acrobat image from way back. :) But mixing in the spellcaster too... interesting.
 

mr_outsidevoice

First Post
EyeontheMountain said:
Looks pretty interesting to me, but I see a few rules arguments coming up. For example with False Theury, does it need to be a spell you know? Makes sense, but does not say it.


Why do you need to know the spell? Spellcraft enables a character to identify a spell being cast or on a scroll, and you never have to have encountered it before.
 

EyeontheMountain

First Post
Post Three: Prestige classes

If you though earlier prestige classes were easy to get into you have not seen anything yet. Many of these prestige classes have ertry requirements that are totally wide open like For esample the Battle Trickster iis

BAB +5
Any three skills 6 ranks each
Skill Tricks: Any two

And some are even easier. I see more multiclassing in 3.5 future. Mosto fthe prestige classes are not real big changes to the character concept, just quick dips. Note the number of 3 level classes below.

Note: When I say spellcasting prrogression that means divine or arcane.

----------------------------
Avenging Executioner 5 level: Looks like for a fighter, grants sudden strike and some nice abilities against shaken or frightened opponents Medium BAB

Battle Trickster 3 level Get a couple free tricks and a free feat,

Cloaked Dancer: 5 level: You dance and scare everyone around you. Maybe for a bard, with 2/5 arcane progression. Meh.

Combat Trapsmith 5 level: Man I wantto try this guy out. Make traps in combat with full-round or eventually standard actions. Looks like a real fun class. Can't wait to see this one in play.

Fortune's Friend: 5 level: Gets some nice abilities with luck feats (I'll describe them later) Looks like a solid class.

The Gray Guard: 10 level: Boy, is this one going to be discussed and discussed and discussed. I'm not looking forward to it. This is a paladin prestige class that eventually makes the paladin basically able to ignore their code of conduct when they are directly working for their church's interests. Direct quote "No XP(for atonement) cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom brawl"

The argumants in the future. :(

Magical Trickster: 3 level 2/3 progression. Use spell slots to recharge tricks so you can use them mroe often in an encounter. Can apply a metamagic feat once per day for free (only up to 4 levels, though) <--No presist, I do believe. Good for a rogue/mage type.

Malconvoker: 10 level 9/10 progression. A summoner class, where you can summon evil creatures even if you are good. If you can bluff their socks off you can get some nice bonuses, extend, rage-like bonuses, extra dude etc. Looks interesting. I've been waiting for a decent summoner class. This may be it.

The Master of Masks 10 level 4/10 spellcasting progression. You wear masks that give you nice abilities ala Tatooed Monk. Though with a differnt flavour and with some pretty impressive powers.. Even tually you can wear four at one time (switch with a move action) and turn thenm invisible to boot. I think this one will see some play, I would not mind trying it out myself. Each mask also projects a differnet alignment while active, which is intersting. One mask below, which advances with class level, like all of them do..

Archmage
Use thse spell-like abilities once day:
1st: charm person, magic missle, dancing lights
detect magic
4th: invisibility, scorching ray
7th: lightning bolt, slow
10th: Dimension door, Ice storm

While worn arcane caster level +2
While worn Chaotic-good alignment detected.

The Montebank 10 level An interesting class, it has two cool features. First is the Alter Ego, of which he eventually gets 3. Basically you can alter self at will into any of your alter ego forms, which are chosen when you get the ability. No restrictions on waht an Alter ego is, so apparently you could get one with natural armor, one with wings, and one more for whatever ability you need. You cna also sideslip eventually 43 times per day. This means that as an IMMEDIATE action you can move up to 20 feet away. Giant charging you, no problem, you ain't there. Cool

I can see rules arguments about Alter Ego. It shouldd be clearer.

The Psibond Agent 10 level. This psionic one is just.... weird. You make a bond with someone, and you can see through their eyes, get empathy, nudge them and eventually dominate them. But you have to concentrate all the time on them. Also you get sneak attack. I really do not understand this class.

The Spellwarp Sniper 5 level 5/5 spellcasting progression A ray magic specialist, and even better, you can change area of effect spells to ray spells spontaneously. (up to 5th level) If you like to shoot rays this class is for you. Easy to get into, though you need sneak attack or sudden strike to get in, so you will probably be one level behind the curve. Looks interesting.

Uncanny Trickster 3 level. 2/3 spellcasting progression. You get bonus free tricks and three favorite tricks you can use twice iin an encoutner instead of once (a good ability) Nice dip class.

Odd how many of these spellcasting progresion classes do not require spellcasting to get in.

Feats up next, in a while.
 




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