Complete Scoundrel - 3.5e

Page 24

Illus. by D. Bircham

restige classes offer an excellent way for scoundrels to further expand on their myriad abilities or to become expert in a particular field. Just as characters of all classes can be scoundrels, all can benefit from the prestige classes presented in this chapter. Some of these classes also draw on two new rule sets introduced in Chapter 3: luck feats and skill tricks.

Choosing a Prestige Class

Whether you are creating a new character, advancing a beloved old character, or designing an antagonist to challenge the party, consider the nuances of each prestige class in this chapter. Knowing what you want to do with your scoundrel can help you choose which prestige class to take; the following short descriptions will guide you to the proper path. Bad Guys/Good Guys: Members of these prestige classes are defined first by their alignment or their outlook on the world, then by their other abilities. Roleplaying one of these characters means putting attitude first. Melee: Scoundrels who seek out melee are relatively rare, but those who do so often enter these prestige classes, which typically offer sneak attacks and similar precisionbased attacks.

Ranged: The role of ranged attacker is more comfortable for most scoundrels, letting them exploit their specialties while reducing the chance of being slaughtered by a burly foe. Magical: Characters entering these prestige classes rely on magic (or psionics) to power their primary abilities, though they might have more mundane class features as well. Sneaky: Exploiting the quintessential quality of the scoundrel, sneaky prestige classes focus on moving unseen through enemy territory or making devastating surprise attacks on the heels of a distraction. While nearly any scoundrel-oriented prestige class is somewhat stealthy, these take the concept to its ultimate expression. Support: These prestige classes are best at gathering and disseminating information or using their abilities to help other characters. Some also have strong combat abilities in their own right, but battle is not generally their primary role. Tricky: Luck feats and skill tricks let scoundrels pull off stunts that other characters can’t hope to achieve. The prestige classes in this category use one or the other of these new rules subsystems.

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One Hundred Scoundrel Challenges

14min
pages 156-161

Contacts

15min
pages 152-155

Otyugh Hole

3min
page 151

Heward’s Hall

2min
page 146

Iron Wyrm Vault

2min
page 149

The Highest Spire

9min
pages 147-148

The Frog God’s Fane

2min
page 145

Olidammara’s Shell

4min
page 150

Champion’s Crown

4min
page 143

Court of Thieves

5min
page 144

Seven Ravens Clan

18min
pages 138-141

Surprise Weapons

5min
page 109

Poisons

8min
pages 111-112

Alchemical Items

3min
page 110

The Blind Tower

18min
pages 133-137

Winged Watcher

2min
page 106

Smoke Stairs

4min
page 103

Chapter 4: New Spells

9min
pages 91-93

Wand Modulation

4min
page 105

Animate Instrument

1min
page 94

Evacuation Rune

3min
page 98

Acrobatic Backstab

3min
page 84

Uncanny Trickster

16min
pages 67-70

Psibond Agent

15min
pages 60-63

Spellwarp Sniper

12min
pages 64-66

Mountebank

13min
pages 57-59

Malconvoker

15min
pages 48-51

Magical Trickster

13min
pages 45-47

Gray Guard

20min
pages 40-44

Master of Masks

22min
pages 52-56

Fortune’s Friend

9min
pages 38-39

Battle Trickster

10min
pages 28-30

Scoundrels of Any Alignment

5min
pages 8-9

Combat Trapsmith

16min
pages 34-37

Scoundrels of Any Class

4min
page 10

Playing a Scoundrel

3min
page 11

Cloaked Dancer

12min
pages 31-33

Making a Scoundrel

48min
pages 12-22

Avenging Executioner

15min
pages 24-27
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