Playing a Scoundrel
CHAPTER 1
Although the selfish nature of some makes them difficult allies, many scoundrels excel when supported by talented associates. Knowing that she can do so only much alone, a scoundrel who surrounds herself with colleagues enjoys increased security, additional contacts and resources, and a wider variety of opportunities. Although the chance to take advantage of would-be comrades is difficult to resist, the long-term benefits of such an arrangement hold these impulses in check. When working within a party, scoundrels put their sharp wits, keen minds, and quickness to work in a number of ways. Resourcefulness: For a scoundrel, resources are more than just gold pieces and equipment. A fighter’s sword prowess, a wizard’s spellcasting, a cleric’s healing magic, a bard’s ability to win friends—while not tangible goods, each of these abilities can get the scoundrel and her allies what they want. Whenever a party member is wounded or otherwise incapacitated, those resources are lost to the party. Despite scoundrels’ materialistic tendencies, their success depends on the well-being of their allies, giving even the most selfcentered cads a prime reason to exploit their associates as little as possible. Scoundrels are also masters of finding resources on the fly. Imagination can prove more valuable than an army, turning a chandelier into a weapon, a curtain into a rope, and a boat into a battering ram. Scoundrels overcome obstacles by expending the fewest of their own and the party’s resources possible. They might steal needed items or coax information out of an informant rather than paying for those goods. Sneaking past a guard or charming a monster means that valuable spells don’t need to be cast and no one risks bodily harm. Such ploys might not always be the easiest way, but weighing chances of success and choosing one danger over another are gambles and educated guesses that keep a scoundrel’s life exciting. Exploiting Weakness: In addition to the resources a scoundrel and his allies possess, an opponent’s hindrances or deficiencies can also be put to use. A scoundrel seeks to learn about his enemies and find out what weapons, tactics, and tricks he might use to his
Scoundrels of All Types
want. Others seek out ever greater challenges, daring death and fate again and again to hone their already incredible skills. Paladins: Paladins make unlikely scoundrels, a common perception they can use to their advantage. Exploiting an enemy’s assumptions is not inherently evil, and the greater good might be best served by turning an opponent’s weakness against him. Like clerics, paladins wield the mystery and authority provided by their faith, but also bear a heavy load of stereotype and assumption. By acting the expected role, then shedding that façade when it suits them or their deities, paladins can be just as effective scoundrels as members of any other class. Rangers: Often loners and always deadly, rangers can survive in nearly any environment, vanish and reappear anywhere, and slay powerful creatures—sometimes with a single blow. Tricky, skilled, knowledgeable, and precise, a ranger can guide a person or transport an object anywhere, and is just as talented at tracking and slaying. Rangers have little problem marketing their skills. They can turn their talents and knowledge into gold or anything else they might desire. Their intimacy with nature allows them to attack as boldly as they like, in acts from roadside theft to guerrilla warfare, and then slip back into the wilds unscathed. Rogues: Jacks-of-all-trades, rogues might be blades-forhire, manipulators, deceivers, infiltrators, con artists, or nearly any other kind of scoundrel imaginable. With their wide variety of skills, natural charm, and seeming sixth sense about danger, rogues make natural scoundrels. Sorcerers: Sorcerers have strange powers beyond those of most mortals. They can use these powers directly, or play upon rumors of their superior, otherworldly, or monstrous abilities. Sorcerer scoundrels are just as likely to manipulate and influence others with their reputations and impressive force of personality as with their magic. Wizards: Like sorcerers, wizards too have influence over strange and powerful forces. Such magic can disguise them, sway minds, or level cities. Wizard scoundrels might pull off intricate con jobs with the simplest of cantrips or use more powerful magic to manipulate the world as they desire.
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Other Classes
A number of character classes from other D&D supplements make excellent choices for scoundrels, and some of these classes are mentioned often in these pages. The following are the most common of these classes and the books in which they appear. Hexblade: Complete Warrior 5. Lurk: Complete Psionic 13.
Ninja: Complete Adventurer 5. Psion: Expanded Psionics Handbook 19. Psychic Warrior: Expanded Psionics Handbook 24. Scout: Complete Adventurer 10. Spellthief: Complete Adventurer 13. Swashbuckler: Complete Warrior 11. Warlock: Complete Arcane 5. Wilder: Expanded Psionics Handbook 29.
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