Complete Scoundrel - 3.5e

Page 8

Illus. by D. Bircham

e’s a card player, gambler, scoundrel. You’d like him.” —Han Solo, The Empire Strikes Back He’s the silver-tongued charmer who can finesse his way past even the most intimidating guard. She’s the skilled sword-spinner whose mere tap of her blade and slow shake of her head are just as effective as running a man through. He’s the sorcerer who crosses his fingers, casts a few spells, and barrels headlong into a volcano. All of these characters are scoundrels: quick-witted cads, death-defying daredevils, improvisers, gamblers, and downright lucky bastards. Everyone has seen scoundrels, whether in fiction, in movies, or in D&D games. They’re the characters who always know just what to say, who act on a whim, and who always manage to see their way through any situation. Confident risk-takers and thrill-seekers, these opportunists break all the rules and still manage to come out on top.

What Makes a Scoundrel?

Who is a scoundrel? Sure, the fast-talking con artist and the charming thief are probably scoundrels. Yet so might be the fleet-footed monk, the veteran warrior, and the

cleric of Pelor. Being a scoundrel doesn’t have anything to do with a character’s class. It’s a mindset, a way to play your character, an archetype any PC with any goal might fulfill. Being a scoundrel isn’t about thieving, lying, and cheating—though sometimes those tactics come into play. It’s about thinking on your feet, taking the big risk, finding opportunities, and doing whatever it takes to get exactly what you want. Whether your character is a skilled pickpocket, a reclusive druid, or a devoted paladin, this chapter tells you how to create and play exactly the scoundrel you want. The scoundrel mentality and lifestyle revolve around some key elements. While your scoundrel character might not adopt all these philosophies and styles of play, some might aid you or give you ideas on how to make your scoundrel unique. Scoundrels break rules. Scoundrels aren’t always what they appear to be or who they say they are. They warp the truth to obtain their goals, and few are beyond lying when they must or whenever convenient. Breaking rules frequently, but not always, implies breaking laws. Few scoundrels go out of their way to commit crimes or provoke lawful individuals, but they refuse to let an intangible idea prevent them from attaining their goals. Breaking the rules doesn’t have to be out of selfishness or


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Articles inside

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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