Retief
2012-07-29, 03:33 PM
Scoundrel
http://www.wizards.com/dnd/images/compscoundrel_gallery/102057.jpg
"Now's the time to be alive - to see it all happen, to be a part of it. That makes the blood race, and each breath is an adventure." -- Silk (David Eddings, Pawn of Prophecy)
Many people live in the cracks of civilized society, surviving due to their wits and their blades. Some are their because they have no other choice -- either they were expelled from society or they never had a place there to begin with. Others are there because they want to make a fortune, and they don't see a way to do so without venturing into the shady side of town. Scoundrels, however, live in the cracks because respectable life is boring. There's more danger, more excitement, and more opportunity in the areas where the law doesn't reach, and scoundrels seek to make the most of it.
Beyond the love of excitement, there are few common threads between scoundrels. Some are silver-tongued tricksters who can back up their words with a blade if their mark catches on to their tricks. Some are sneak thieves who can infiltrate any building and kill anyone pursuing them without the pursuer ever seeing what hit them. Some are duelists who look for nothing more than a good fight. There are even some who try to uphold the law, putting their skills to use hunting down lawbreakers in areas where the law doesn't normally reach. However, one thing is always constant: scoundrels are dangerous opponents, both on and off the battlefield.
Making A Scoundrel
As a scoundrel, you possess great non-combat skills and a variety of maneuvers in combat. You do not gain any form of magical abilities (though you may be able to fake it well enough to use magic items), but your skills should see you through situations where most other people would have to rely on magic. However, while you may be able to be good at anything, you can't be good at everything. A certain degree of focus is important. You also want to note that you pay for your out-of-combat skills with slightly less melee ability. If you go toe to toe with heavier melee class, there's a good chance you won't come away the winner, though you won't lose by much. However, you should be able to use your skills and abilities to turn the tables on stronger but less flexible classes, and you are at least as useful outside of combat as most rogues. Overall, you would be a useful asset to any adventuring party.
Abilities: Intelligence is the most important stat for scoundrels. It improves almost everything they do, from skill checks to AC. As a skill-focused class, the additional skill points come in handy as well. Dexterity is also extremely useful, since a scoundrel generally uses light armor and Dexterity increases their weapon damage. Of course, Constitution is also useful, since any melee character needs extra hp.
Races: Humanity's adaptibility and inventiveness fit perfectly with the scoundrel mindset. They are big enough to pull off the disarms and throws that scoundrels are known for, and their additional skills and feats are also extremely useful. A halfling's speed and opportunistic nature also works well for scoundrels, and many halflings become scoundrels or scoundrel/rogues. Elves are also well suited to becoming scoundrels, though their frailness is a liability. Other races are not particularly suited to a scoundrel's lifestyle, though members of any race can become scoundrels if they so choose.
Alignment: A scoundrel can be of any alignment. They tend towards chaotic, since lawful society isn't nearly as interesting as the chaos around society's edges. However, there are lawful scoundrels who try to impose order in lawless areas. Scoundrels also have a tendency towards evil over good. The scoundrel stereotype doesn't generally worry about who else they hurt, though a Robin Hood-esque scoundrel is perfectly possible.
Starting Gold: 5d4*10 (125 gp)
Starting Age: as Ranger
Progression
{table=head]Level|BAB|Fort|Ref|Will|Special Abilities|ManeuversKnown|ManeuversReadied|StancesK nown
1|0|0|2|0|Insightful Will,Swift Reflexes +1,Trapfinding|4|4|1
2|1|0|3|0|Insightful Defense|5|4|2
3|2|1|3|1|Uncanny Dodge|6|4|2
4|3|1|4|1|Dextrous Strike|7|5|2
5|3|1|4|1|Swift Reflexes +2|7|5|3
6|4|2|5|2|Evasion,Insightful Movement|8|5|3
7|5|2|5|2||9|6|3
8|6/1|2|6|2|Improved Critical|10|6|3
9|6/1|3|6|3|Swift Reflexes +3|10|6|3
10|7/2|3|7|3|Insightful Combatant|11|7|4
11|8/3|3|7|3|Improved Uncanny Dodge|12|7|4
12|9/4|4|8|4|Weakening Critical|13|7|4
13|9/4|4|8|4|Swift Reflexes +4|13|8|4
14|10/5|4|9|4|Improved Evasion|14|8|4
15|11/6/1|5|9|5||15|8|4
16|12/7/2|5|10|5|Wounding Critical|16|9|4
17|12/7/2|5|10|5|Swift Reflexes +5|16|9|5
18|13/8/3|6|11|6|Slippery Mind|17|9|5
19|14/9/4|6|11|6||18|10|5
20|15/10/5|6|12|6|Refreshing Critical|19|10|5[/table]
Class Skills (6 + Int modifier per level, ×4 at 1st level): rogue list + concentration, martial lore
Class Features
Weapon and Armor Proficiencies
Scoundrels are proficient with all simple and martial weapons plus the hand crossbow. Scoundrels are proficient with light armor, but not with shields.
Maneuvers
Recover maneuvers as a standard action. Maneuvers are chosen from the Tiger Claw, Diamond Mind, Setting Sun, Circling Vulture (http://www.giantitp.com/forums/showpost.php?p=10181158&postcount=11) (just the non-supernatural maneuvers), and Savage Cutthroat disciplines. Upon reaching 4th level and every level after that except 7, 11, 15, and 19 (4, 5, 6, 8, 9, 10, 12, ...), you can learn a single maneuver in place of one you already know.
Insightful Will
Your quick mind allows you to elude attacks that target your willpower. You may use your Intelligence modifier instead of your Wisdom modifier when making a Will saving throw. Your Intelligence modifier to Will saves is capped at your Scoundrel class level.
Swift Reflexes
You gain the listed bonus as an insight bonus to Initiative rolls.
Insightful Defense
You add your int modifier as insight bonus to AC. This bonus applies to touch and flatfooted ac. This bonus is lost when you are in medium or heavy armor, when you are using a shield, or when you are immobilized. This bonus does not stack with a Monk's wisdom bonus to AC or any other similar class feature.
Dextrous Strike
Your training allows you to use your speed to augment your attacks. You may add your dexterity modifier as a bonus to damage instead of adding your strength modifier when making a melee attack with a weapon eligible for weapon finesse or a ranged attack with a dagger, dart, shortbow, light crossbow, or hand crossbow. When wielding a two handed melee weapon, assuming it is eligible for weapon finesse, you gain 1.5*dexterity modifier to damage instead of your dexterity modifier. When dual wielding weapons, you add your full dexterity modifier to damage on attacks with your off hand. When using a ranged attack, this extra damage only applies against foes within 30 ft. This bonus is lost when you are wearing medium or heavy armor or are using a shield.
Insightful Movement
You gain your Intelligence bonus as an insight bonus on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. This bonus is lost when you are wearing medium or heavy armor or are using a shield. This bonus does not stack with a Factotum's Brains over Brawn class feature.
Improved Critical
Applies to all weapons.
Insightful Combatant
You can add your int modifier as an insight bonus to trip, feint, and disarm checks. This bonus does not stack with size bonuses to trip or disarm checks for creatures larger than medium, though creatures smaller than medium take size penalties as normal.
Weakening Critical
When you score a critical hit against a creature, you also deal 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Wounding Critical
When you score a critical hit against a creature, you also deal 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect.
Refreshing Critical
When you score a critical hit against a creature, you can recover one maneuver of your choice. You may not use this ability to recover a maneuver used since the end of your last turn, and you may not use a maneuver recovered in this fashion until after the end of your current turn.
Savage Cutthroat
Savage Cutthroat is a relatively recent discipline. It was created by a famous halfling rogue and has slowly spread through the criminal world. It focuses on non-magical concealment and striking from the shadows. Savage Cutthroat initiates use their intellect to help strike at the weak points in their foes' defenses. Mostly practiced by rogues, thieves, and other similar characters, it has never been formalized the way the original disciplines have. Most martial adepts look down on it as a bastardization of their arts, but it is undoubtedly effective in the hands of a master.
The key skill for Savage Cutthroat maneuvers is Hide. Weapons associated with Savage Cutthroat include the dagger, hand crossbow, rapier, sap, and short sword.
All Savage Cutthroat maneuvers are ex abilities.
Summary
1
Brigand's Shelter: strike - gain 20% concealment against opponent
Strike of the Thief: strike - +2d6 damage vs opponent denied dex bonus to AC
Murderer's Instinct: stance - gain 1d6 sneak attack
2
Shadow Cloak: boost - hide, gain camouflage until end of turn
Umbral Shield: counter - use hide check instead of ac for attack
3
Lethal Blade: boost - gain 2d6 sneak attack
Brigand's Refuge: strike - gain 50% concealment against opponent
Silent Step: stance - sneak at full speed without penalty, gain +5 to hide and move silently
4
Strike of the Murderer: strike - +8d6 damage against opponent denied dex bonus to AC
Greater Shadow Cloak: boost - hide, gain camouflage until your next turn
Marauder's Escape: counter - freedom of movement until the start or end of your turn
5
Concussive Strike: strike - +5d6 damage and save or stun vs opponent denied dex bonus to AC
Assassin's Eye: boost - ignore immunity to precision damage/critical hits
Swashbuckler's Grace: stance - You and allies flank all adjacent foes, +2 attack and +1/2 your initiator level damage when flanking or denied dex bonus
6
Brigand's Sanctuary: strike - gain 50% concealment for a round
Greater Lethal Blade: boost - gain 5d6 sneak attack
7
Strike of the Assassin: strike - +15d6 damage against opponent denied dex bonus to AC
8
Greater Concussive Strike: strike - +10d6 damage and stun vs opponent denied dex bonus to AC
Stance of the Executioner: stance - +3d6 sneak attack, ignore immunity to precision damage/critical hits
9
Shadowed Execution: strike - vs opponent denied dex bonus to AC, save or die, 20d6 damage and stun if success
Level 1
Brigand's Shelter
Savage Cutthroat (Strike)
Level: Scoundrel 1
Initiation Action: 1 standard action
Range: Melee attack
Duration: 1 round
Your attack distracts your target enough to partially hide, concealing your precise location. As part of this maneuver, you make a melee attack against an opponent. If you hit, you gain 20% concealment against this opponent.
Murderer's Instinct
Savage Cutthroat (Stance)
Level: Scoundrel 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain 1d6 sneak attack or your existing sneak attack deals an additional 1d6 points of damage.
Strike of the Thief
Savage Cutthroat (Strike)
Level: Scoundrel 1
Initiation Action: 1 standard action
Range: Melee attack or 30 ft.
This maneuver only functions against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, you make an attack against an opponent. This may either be a melee attack or a ranged attack against an opponent within range. This attack deals an addition 2d6 points of precision damage.
Level 2
Shadow Cloak
Savage Cutthroat (Boost)
Level: Scoundrel 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
Your great skill at hiding lets you seem to disappear while standing in plain sight. You gain the ability to hide without cover or concealment for the duration of the maneuver. Additionally, when you activate the maneuver, you may make a hide check to hide as part of the maneuver (no additional action). You may do this even if you are being observed, and you take no penalty for being observed. Apart from this single hide check, you do not gain the ability to hide while being observed.
Umbral Shield
Savage Cutthroat (counter)
Level: Scoundrel 2
Initiation Action: 1 immediate action
Range: Personal
Target:[b] You
You briefly dodge out of an assailant's sight, causing him to miss. If your opponent strikes you on his turn, you can replace your AC with the result of a Hide check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Hide check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.
Level 3
[b]Brigand's Refuge
Savage Cutthroat (Strike)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuver
This maneuver functions like Brigand's Shelter, except as noted here.
You gain 50% concealment against the target hit instead of 20% concealment. Your target can still target you normally, similar to the effects of Displacement.
Lethal Blade
Savage Cutthroat (boost)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, you gain 2d6 sneak attack or your existing sneak attack deals an additional 2d6 points of damage.
Silent Step
Savage Cutthroat (stance)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
You do not take penalties to hide or move silently while moving up to your speed, and you gain a +5 bonus to hide and move silently.
Level 4
Marauder's Escape
Savage Cutthroat (Counter)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special
You gain Freedom of Movement as the spell for the duration of the effect. If you use it on your turn, it lasts until the end of your turn. If you use it when it is not your turn, it lasts until the start of your next turn.
Shadow Cloak, Greater
Savage Cutthroat (boost)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
Duration: Start of next turn
This maneuver functions like Shadow Cloak, except as noted here.
You lose the ability to hide without cover or concealment at the start of your next turn. This means that if you are not in cover or concealment, opponents can see you at the start of your next turn, and so are no longer flatfooted against your attacks.
Strike of the Murderer
Savage Cutthroat (strike)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
This maneuver functions like Strike of the Thief, except as noted here.
You deal an additional 8d6 points of precision damage instead of 2d6 points of precision damage.
Level 5
Assassin's Eye
Savage Cutthroat (boost)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
You may deal precision damage and critical hits to any target, regardless of their immunities (including undead/construct type, fortification, and concealment). The attack still has to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment).
Concussive Strike
Savage Cutthroat (strike)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 standard action
Range: Melee attack
This maneuver only works against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, make a melee attack. If you hit, you deal 5d6 points of precision damage in addition to normal damage and the target must make a Fortitude save (dc 15 + your dexterity modifier). If he fails, he is stunned for a round. A target immune to precision damage is immune to the stunning effect.
Swashbuckler's Grace
Savage Cutthroat (stance)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
In addition, you gain a +2 bonus to your attack rolls and deal extra precision damage equal to 1/2 your initiator level against flanked or flatfooted opponents.
Level 6
Brigand's Sanctuary
Savage Cutthroat (Strike)
Level: Scoundrel 6
Prerequisite: 2 Savage Cutthroat maneuvers
This maneuver functions like Brigand's Shelter, except as noted here.
You gain 50% concealment against all foes if you hit with your attack. Opponents can still target you normally, similar to the effects of Displacement.
Lethal Blade, Greater
Savage Cutthroat (boost)
Level: Scoundrel 6
Prerequisite: 2 Savage Cutthroat maneuvers
This maneuver functions like Lethal Blade, except as noted here.
You gain or add 5d6 sneak attack.
Level 7
Strike of the Assassin
Savage Cutthroat (strike)
Level: Scoundrel 7
Prerequisite: 3 Savage Cutthroat maneuvers
This maneuver functions like Strike of the Thief, except as noted here.
You deal an additional 15d6 points of precision damage instead of 2d6 points of precision damage.
Level 8
Concussive Strike, Greater
Savage Cutthroat (strike)
Level: Scoundrel 8
Prerequisite: 3 Savage Cutthroat maneuvers
This maneuver functions like Concussive Strike, except as noted here.
You deal an additional 10d6 points of precision damage instead of 5d6 points of precision damage and the target is stunned without a save.
Stance of the Executioner
Savage Cutthroat (stance)
Level: Scoundrel 8
Prerequisite: 3 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
You gain 3d6 sneak attack or your existing sneak attack deals an additional 3d6 points of damage. Additionally, you may deal precision damage and critical hits to any target, regardless of their immunities (including undead/construct type, fortification, and concealment). The attack still has to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment).
Level 9
Shadowed Execution
Savage Cutthroat (strike)
Level: Scoundrel 9
Prerequisite: 4 Savage Cutthroat maneuvers
Initiation Action: 1 standard action
Range: Melee attack
This maneuver only works against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, make a melee attack. If you hit, the target must make a fortitude save (DC 19 + yourdexterity modifier). If the save fails, the target is instantly slain (his hit points drop to -10). If the save is successful, you deal an additional 20d6 points of precision damage and the target is stunned for a round. A target immune to precision damage is also immune to the instant death and stunning effects.
Thanks to playswithfire's Wandering Eye (http://www.giantitp.com/forums/showpost.php?p=10181205&postcount=16) and unosarta's Fox's Guile (http://www.giantitp.com/forums/showthread.php?t=223452) for the inspiration for some of the maneuvers.
Savage Cutthroat Feats
Cutthroat's Eye
You use your intellect to guide your blows instead of your speed or your strength.
Prerequisite: 1 Savage Cutthroat stance
Benefit: If you are in a Savage Cutthroat stance, when making a melee attack with a weapon eligible for weapon finesse or a ranged attack with a dagger, dart, shortbow, light crossbow, or hand crossbow, you may add your Intelligence modifier instead of your Strength or Dexterity modifier to attack rolls.
Special: Cutthroat's Eye can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability.
Way of the Assassin [Tactical]
Your mastery of Savage Cutthroat allows you to fight from the shadows with unmatched skill.
Prerequisite: Int 13, 2 Savage Cutthroat maneuvers, Cutthroat's Eye, BAB +6, 9 ranks in Hide
Benefit: The Way of the Assassin feat enables the use of three tactical options.
Studied Precision: Pick an opponent within 30 ft that you can see. If you take a full round action to study this opponent's weaknesses, you may deal precision damage and critical hits with all of your attacks against this opponent until the end of your next turn, regardless of its immunities (including undead/construct type, fortification, and concealment). Your attacks still have to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment). Additionally, all of your attacks against this opponent until the end of your next turn ignore your target's damage reduction, if it has any.
Concealed Riposte: If an opponent misses you due to concealment, you gain +4 to attack and damage on all attacks against that foe in your next turn.
Hidden Movement: You may use Hide instead of Tumble to avoid attacks of opportunity. The dc for the hide check is the same as the dc for the equivalent tumble check, modified as normal. This includes the tumble penalties for fast movement and difficult terrain. An effect that allows you to tumble at normal speed without penalty would reduce the dc for the hide check, but an effect that allows you to hide while moving at full speed without penalty would have no effecct.
Notes on Other Classes
Scoundrels get access to the Circling Vulture (http://www.giantitp.com/forums/showpost.php?p=10181158&postcount=11) discipline, which contains rules (http://www.giantitp.com/forums/showthread.php?p=10181128#post10181128) (scroll down a bit) allowing swordsages to swap one of their disciplines known for Circling Vulture. I strongly recommend that this be allowed in a game where Scoundrel is used, in order to preserve the swordsage's advantage in maneuver selection. Savage Cutthroat is not intended to be used by a swordsage, because they already get Shadow Hand.
The Scoundrel class is a tier 3 replacement for the Rogue and the Swashbuckler. The Scoundrel does not entirely obsolete either class, but any PC thinking about playing a single classed Rogue or Swashbuckler in a generally tier 3 party should strongly consider a Scoundrel instead. The flavor can be rather similar, and the abilities of a Scoundrel are (hopefully) more interesting and varied than the classes it replaces.
http://www.wizards.com/dnd/images/compscoundrel_gallery/102057.jpg
"Now's the time to be alive - to see it all happen, to be a part of it. That makes the blood race, and each breath is an adventure." -- Silk (David Eddings, Pawn of Prophecy)
Many people live in the cracks of civilized society, surviving due to their wits and their blades. Some are their because they have no other choice -- either they were expelled from society or they never had a place there to begin with. Others are there because they want to make a fortune, and they don't see a way to do so without venturing into the shady side of town. Scoundrels, however, live in the cracks because respectable life is boring. There's more danger, more excitement, and more opportunity in the areas where the law doesn't reach, and scoundrels seek to make the most of it.
Beyond the love of excitement, there are few common threads between scoundrels. Some are silver-tongued tricksters who can back up their words with a blade if their mark catches on to their tricks. Some are sneak thieves who can infiltrate any building and kill anyone pursuing them without the pursuer ever seeing what hit them. Some are duelists who look for nothing more than a good fight. There are even some who try to uphold the law, putting their skills to use hunting down lawbreakers in areas where the law doesn't normally reach. However, one thing is always constant: scoundrels are dangerous opponents, both on and off the battlefield.
Making A Scoundrel
As a scoundrel, you possess great non-combat skills and a variety of maneuvers in combat. You do not gain any form of magical abilities (though you may be able to fake it well enough to use magic items), but your skills should see you through situations where most other people would have to rely on magic. However, while you may be able to be good at anything, you can't be good at everything. A certain degree of focus is important. You also want to note that you pay for your out-of-combat skills with slightly less melee ability. If you go toe to toe with heavier melee class, there's a good chance you won't come away the winner, though you won't lose by much. However, you should be able to use your skills and abilities to turn the tables on stronger but less flexible classes, and you are at least as useful outside of combat as most rogues. Overall, you would be a useful asset to any adventuring party.
Abilities: Intelligence is the most important stat for scoundrels. It improves almost everything they do, from skill checks to AC. As a skill-focused class, the additional skill points come in handy as well. Dexterity is also extremely useful, since a scoundrel generally uses light armor and Dexterity increases their weapon damage. Of course, Constitution is also useful, since any melee character needs extra hp.
Races: Humanity's adaptibility and inventiveness fit perfectly with the scoundrel mindset. They are big enough to pull off the disarms and throws that scoundrels are known for, and their additional skills and feats are also extremely useful. A halfling's speed and opportunistic nature also works well for scoundrels, and many halflings become scoundrels or scoundrel/rogues. Elves are also well suited to becoming scoundrels, though their frailness is a liability. Other races are not particularly suited to a scoundrel's lifestyle, though members of any race can become scoundrels if they so choose.
Alignment: A scoundrel can be of any alignment. They tend towards chaotic, since lawful society isn't nearly as interesting as the chaos around society's edges. However, there are lawful scoundrels who try to impose order in lawless areas. Scoundrels also have a tendency towards evil over good. The scoundrel stereotype doesn't generally worry about who else they hurt, though a Robin Hood-esque scoundrel is perfectly possible.
Starting Gold: 5d4*10 (125 gp)
Starting Age: as Ranger
Progression
{table=head]Level|BAB|Fort|Ref|Will|Special Abilities|ManeuversKnown|ManeuversReadied|StancesK nown
1|0|0|2|0|Insightful Will,Swift Reflexes +1,Trapfinding|4|4|1
2|1|0|3|0|Insightful Defense|5|4|2
3|2|1|3|1|Uncanny Dodge|6|4|2
4|3|1|4|1|Dextrous Strike|7|5|2
5|3|1|4|1|Swift Reflexes +2|7|5|3
6|4|2|5|2|Evasion,Insightful Movement|8|5|3
7|5|2|5|2||9|6|3
8|6/1|2|6|2|Improved Critical|10|6|3
9|6/1|3|6|3|Swift Reflexes +3|10|6|3
10|7/2|3|7|3|Insightful Combatant|11|7|4
11|8/3|3|7|3|Improved Uncanny Dodge|12|7|4
12|9/4|4|8|4|Weakening Critical|13|7|4
13|9/4|4|8|4|Swift Reflexes +4|13|8|4
14|10/5|4|9|4|Improved Evasion|14|8|4
15|11/6/1|5|9|5||15|8|4
16|12/7/2|5|10|5|Wounding Critical|16|9|4
17|12/7/2|5|10|5|Swift Reflexes +5|16|9|5
18|13/8/3|6|11|6|Slippery Mind|17|9|5
19|14/9/4|6|11|6||18|10|5
20|15/10/5|6|12|6|Refreshing Critical|19|10|5[/table]
Class Skills (6 + Int modifier per level, ×4 at 1st level): rogue list + concentration, martial lore
Class Features
Weapon and Armor Proficiencies
Scoundrels are proficient with all simple and martial weapons plus the hand crossbow. Scoundrels are proficient with light armor, but not with shields.
Maneuvers
Recover maneuvers as a standard action. Maneuvers are chosen from the Tiger Claw, Diamond Mind, Setting Sun, Circling Vulture (http://www.giantitp.com/forums/showpost.php?p=10181158&postcount=11) (just the non-supernatural maneuvers), and Savage Cutthroat disciplines. Upon reaching 4th level and every level after that except 7, 11, 15, and 19 (4, 5, 6, 8, 9, 10, 12, ...), you can learn a single maneuver in place of one you already know.
Insightful Will
Your quick mind allows you to elude attacks that target your willpower. You may use your Intelligence modifier instead of your Wisdom modifier when making a Will saving throw. Your Intelligence modifier to Will saves is capped at your Scoundrel class level.
Swift Reflexes
You gain the listed bonus as an insight bonus to Initiative rolls.
Insightful Defense
You add your int modifier as insight bonus to AC. This bonus applies to touch and flatfooted ac. This bonus is lost when you are in medium or heavy armor, when you are using a shield, or when you are immobilized. This bonus does not stack with a Monk's wisdom bonus to AC or any other similar class feature.
Dextrous Strike
Your training allows you to use your speed to augment your attacks. You may add your dexterity modifier as a bonus to damage instead of adding your strength modifier when making a melee attack with a weapon eligible for weapon finesse or a ranged attack with a dagger, dart, shortbow, light crossbow, or hand crossbow. When wielding a two handed melee weapon, assuming it is eligible for weapon finesse, you gain 1.5*dexterity modifier to damage instead of your dexterity modifier. When dual wielding weapons, you add your full dexterity modifier to damage on attacks with your off hand. When using a ranged attack, this extra damage only applies against foes within 30 ft. This bonus is lost when you are wearing medium or heavy armor or are using a shield.
Insightful Movement
You gain your Intelligence bonus as an insight bonus on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump. This bonus is lost when you are wearing medium or heavy armor or are using a shield. This bonus does not stack with a Factotum's Brains over Brawn class feature.
Improved Critical
Applies to all weapons.
Insightful Combatant
You can add your int modifier as an insight bonus to trip, feint, and disarm checks. This bonus does not stack with size bonuses to trip or disarm checks for creatures larger than medium, though creatures smaller than medium take size penalties as normal.
Weakening Critical
When you score a critical hit against a creature, you also deal 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Wounding Critical
When you score a critical hit against a creature, you also deal 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect.
Refreshing Critical
When you score a critical hit against a creature, you can recover one maneuver of your choice. You may not use this ability to recover a maneuver used since the end of your last turn, and you may not use a maneuver recovered in this fashion until after the end of your current turn.
Savage Cutthroat
Savage Cutthroat is a relatively recent discipline. It was created by a famous halfling rogue and has slowly spread through the criminal world. It focuses on non-magical concealment and striking from the shadows. Savage Cutthroat initiates use their intellect to help strike at the weak points in their foes' defenses. Mostly practiced by rogues, thieves, and other similar characters, it has never been formalized the way the original disciplines have. Most martial adepts look down on it as a bastardization of their arts, but it is undoubtedly effective in the hands of a master.
The key skill for Savage Cutthroat maneuvers is Hide. Weapons associated with Savage Cutthroat include the dagger, hand crossbow, rapier, sap, and short sword.
All Savage Cutthroat maneuvers are ex abilities.
Summary
1
Brigand's Shelter: strike - gain 20% concealment against opponent
Strike of the Thief: strike - +2d6 damage vs opponent denied dex bonus to AC
Murderer's Instinct: stance - gain 1d6 sneak attack
2
Shadow Cloak: boost - hide, gain camouflage until end of turn
Umbral Shield: counter - use hide check instead of ac for attack
3
Lethal Blade: boost - gain 2d6 sneak attack
Brigand's Refuge: strike - gain 50% concealment against opponent
Silent Step: stance - sneak at full speed without penalty, gain +5 to hide and move silently
4
Strike of the Murderer: strike - +8d6 damage against opponent denied dex bonus to AC
Greater Shadow Cloak: boost - hide, gain camouflage until your next turn
Marauder's Escape: counter - freedom of movement until the start or end of your turn
5
Concussive Strike: strike - +5d6 damage and save or stun vs opponent denied dex bonus to AC
Assassin's Eye: boost - ignore immunity to precision damage/critical hits
Swashbuckler's Grace: stance - You and allies flank all adjacent foes, +2 attack and +1/2 your initiator level damage when flanking or denied dex bonus
6
Brigand's Sanctuary: strike - gain 50% concealment for a round
Greater Lethal Blade: boost - gain 5d6 sneak attack
7
Strike of the Assassin: strike - +15d6 damage against opponent denied dex bonus to AC
8
Greater Concussive Strike: strike - +10d6 damage and stun vs opponent denied dex bonus to AC
Stance of the Executioner: stance - +3d6 sneak attack, ignore immunity to precision damage/critical hits
9
Shadowed Execution: strike - vs opponent denied dex bonus to AC, save or die, 20d6 damage and stun if success
Level 1
Brigand's Shelter
Savage Cutthroat (Strike)
Level: Scoundrel 1
Initiation Action: 1 standard action
Range: Melee attack
Duration: 1 round
Your attack distracts your target enough to partially hide, concealing your precise location. As part of this maneuver, you make a melee attack against an opponent. If you hit, you gain 20% concealment against this opponent.
Murderer's Instinct
Savage Cutthroat (Stance)
Level: Scoundrel 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You gain 1d6 sneak attack or your existing sneak attack deals an additional 1d6 points of damage.
Strike of the Thief
Savage Cutthroat (Strike)
Level: Scoundrel 1
Initiation Action: 1 standard action
Range: Melee attack or 30 ft.
This maneuver only functions against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, you make an attack against an opponent. This may either be a melee attack or a ranged attack against an opponent within range. This attack deals an addition 2d6 points of precision damage.
Level 2
Shadow Cloak
Savage Cutthroat (Boost)
Level: Scoundrel 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
Your great skill at hiding lets you seem to disappear while standing in plain sight. You gain the ability to hide without cover or concealment for the duration of the maneuver. Additionally, when you activate the maneuver, you may make a hide check to hide as part of the maneuver (no additional action). You may do this even if you are being observed, and you take no penalty for being observed. Apart from this single hide check, you do not gain the ability to hide while being observed.
Umbral Shield
Savage Cutthroat (counter)
Level: Scoundrel 2
Initiation Action: 1 immediate action
Range: Personal
Target:[b] You
You briefly dodge out of an assailant's sight, causing him to miss. If your opponent strikes you on his turn, you can replace your AC with the result of a Hide check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Hide check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.
Level 3
[b]Brigand's Refuge
Savage Cutthroat (Strike)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuver
This maneuver functions like Brigand's Shelter, except as noted here.
You gain 50% concealment against the target hit instead of 20% concealment. Your target can still target you normally, similar to the effects of Displacement.
Lethal Blade
Savage Cutthroat (boost)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, you gain 2d6 sneak attack or your existing sneak attack deals an additional 2d6 points of damage.
Silent Step
Savage Cutthroat (stance)
Level: Scoundrel 3
Prerequisite: 1 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
You do not take penalties to hide or move silently while moving up to your speed, and you gain a +5 bonus to hide and move silently.
Level 4
Marauder's Escape
Savage Cutthroat (Counter)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Special
You gain Freedom of Movement as the spell for the duration of the effect. If you use it on your turn, it lasts until the end of your turn. If you use it when it is not your turn, it lasts until the start of your next turn.
Shadow Cloak, Greater
Savage Cutthroat (boost)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
Duration: Start of next turn
This maneuver functions like Shadow Cloak, except as noted here.
You lose the ability to hide without cover or concealment at the start of your next turn. This means that if you are not in cover or concealment, opponents can see you at the start of your next turn, and so are no longer flatfooted against your attacks.
Strike of the Murderer
Savage Cutthroat (strike)
Level: Scoundrel 4
Prerequisite: 1 Savage Cutthroat maneuver
This maneuver functions like Strike of the Thief, except as noted here.
You deal an additional 8d6 points of precision damage instead of 2d6 points of precision damage.
Level 5
Assassin's Eye
Savage Cutthroat (boost)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of round
You may deal precision damage and critical hits to any target, regardless of their immunities (including undead/construct type, fortification, and concealment). The attack still has to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment).
Concussive Strike
Savage Cutthroat (strike)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 standard action
Range: Melee attack
This maneuver only works against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, make a melee attack. If you hit, you deal 5d6 points of precision damage in addition to normal damage and the target must make a Fortitude save (dc 15 + your dexterity modifier). If he fails, he is stunned for a round. A target immune to precision damage is immune to the stunning effect.
Swashbuckler's Grace
Savage Cutthroat (stance)
Level: Scoundrel 5
Prerequisite: 2 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
In addition, you gain a +2 bonus to your attack rolls and deal extra precision damage equal to 1/2 your initiator level against flanked or flatfooted opponents.
Level 6
Brigand's Sanctuary
Savage Cutthroat (Strike)
Level: Scoundrel 6
Prerequisite: 2 Savage Cutthroat maneuvers
This maneuver functions like Brigand's Shelter, except as noted here.
You gain 50% concealment against all foes if you hit with your attack. Opponents can still target you normally, similar to the effects of Displacement.
Lethal Blade, Greater
Savage Cutthroat (boost)
Level: Scoundrel 6
Prerequisite: 2 Savage Cutthroat maneuvers
This maneuver functions like Lethal Blade, except as noted here.
You gain or add 5d6 sneak attack.
Level 7
Strike of the Assassin
Savage Cutthroat (strike)
Level: Scoundrel 7
Prerequisite: 3 Savage Cutthroat maneuvers
This maneuver functions like Strike of the Thief, except as noted here.
You deal an additional 15d6 points of precision damage instead of 2d6 points of precision damage.
Level 8
Concussive Strike, Greater
Savage Cutthroat (strike)
Level: Scoundrel 8
Prerequisite: 3 Savage Cutthroat maneuvers
This maneuver functions like Concussive Strike, except as noted here.
You deal an additional 10d6 points of precision damage instead of 5d6 points of precision damage and the target is stunned without a save.
Stance of the Executioner
Savage Cutthroat (stance)
Level: Scoundrel 8
Prerequisite: 3 Savage Cutthroat maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: stance
You gain 3d6 sneak attack or your existing sneak attack deals an additional 3d6 points of damage. Additionally, you may deal precision damage and critical hits to any target, regardless of their immunities (including undead/construct type, fortification, and concealment). The attack still has to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment).
Level 9
Shadowed Execution
Savage Cutthroat (strike)
Level: Scoundrel 9
Prerequisite: 4 Savage Cutthroat maneuvers
Initiation Action: 1 standard action
Range: Melee attack
This maneuver only works against an opponent that is denied a Dexterity bonus to Armor Class (whether the opponent actually has a Dexterity bonus or not). As part of this maneuver, make a melee attack. If you hit, the target must make a fortitude save (DC 19 + yourdexterity modifier). If the save fails, the target is instantly slain (his hit points drop to -10). If the save is successful, you deal an additional 20d6 points of precision damage and the target is stunned for a round. A target immune to precision damage is also immune to the instant death and stunning effects.
Thanks to playswithfire's Wandering Eye (http://www.giantitp.com/forums/showpost.php?p=10181205&postcount=16) and unosarta's Fox's Guile (http://www.giantitp.com/forums/showthread.php?t=223452) for the inspiration for some of the maneuvers.
Savage Cutthroat Feats
Cutthroat's Eye
You use your intellect to guide your blows instead of your speed or your strength.
Prerequisite: 1 Savage Cutthroat stance
Benefit: If you are in a Savage Cutthroat stance, when making a melee attack with a weapon eligible for weapon finesse or a ranged attack with a dagger, dart, shortbow, light crossbow, or hand crossbow, you may add your Intelligence modifier instead of your Strength or Dexterity modifier to attack rolls.
Special: Cutthroat's Eye can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability.
Way of the Assassin [Tactical]
Your mastery of Savage Cutthroat allows you to fight from the shadows with unmatched skill.
Prerequisite: Int 13, 2 Savage Cutthroat maneuvers, Cutthroat's Eye, BAB +6, 9 ranks in Hide
Benefit: The Way of the Assassin feat enables the use of three tactical options.
Studied Precision: Pick an opponent within 30 ft that you can see. If you take a full round action to study this opponent's weaknesses, you may deal precision damage and critical hits with all of your attacks against this opponent until the end of your next turn, regardless of its immunities (including undead/construct type, fortification, and concealment). Your attacks still have to qualify for the damage (you have to threaten and confirm the critical, the target needs to be flanked or denied their dexterity bonus to ac in order to deal sneak attack damage, etc), and you do not ignore any other effects of a trait that gives immunity to precision damage or critical hits (you still must deal with the miss chance from concealment). Additionally, all of your attacks against this opponent until the end of your next turn ignore your target's damage reduction, if it has any.
Concealed Riposte: If an opponent misses you due to concealment, you gain +4 to attack and damage on all attacks against that foe in your next turn.
Hidden Movement: You may use Hide instead of Tumble to avoid attacks of opportunity. The dc for the hide check is the same as the dc for the equivalent tumble check, modified as normal. This includes the tumble penalties for fast movement and difficult terrain. An effect that allows you to tumble at normal speed without penalty would reduce the dc for the hide check, but an effect that allows you to hide while moving at full speed without penalty would have no effecct.
Notes on Other Classes
Scoundrels get access to the Circling Vulture (http://www.giantitp.com/forums/showpost.php?p=10181158&postcount=11) discipline, which contains rules (http://www.giantitp.com/forums/showthread.php?p=10181128#post10181128) (scroll down a bit) allowing swordsages to swap one of their disciplines known for Circling Vulture. I strongly recommend that this be allowed in a game where Scoundrel is used, in order to preserve the swordsage's advantage in maneuver selection. Savage Cutthroat is not intended to be used by a swordsage, because they already get Shadow Hand.
The Scoundrel class is a tier 3 replacement for the Rogue and the Swashbuckler. The Scoundrel does not entirely obsolete either class, but any PC thinking about playing a single classed Rogue or Swashbuckler in a generally tier 3 party should strongly consider a Scoundrel instead. The flavor can be rather similar, and the abilities of a Scoundrel are (hopefully) more interesting and varied than the classes it replaces.