C R E D I T S - Neocities

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D esi g n ers

Mike McArtor, F. Wesley Schneider

A dditi o n a l D esi g n

Robert J. Schwalb

D eve l o p er

Andy Collins

E dit o rs

Jennifer Clarke Wilkes, Beth Griese, John Thompson

E diti n g M a n a g er

Kim Mohan

D esi g n M a n a g er

Christopher Perkins

D eve l o p me n t M a n a g er

Jesse Decker

D irect o r o f R PG R & D

Bill Slavicsek

Pr o d u cti o n M a n a g ers

Josh Fischer, Randall Crews

S e n i o r A rt D irect o r D & D

Stacy Longstreet

A rt D irect o r

Karin Jaques

C o ver A rtist

William O'Connor

I n teri o r A rtists

David Bircham, Miguel Coimbra, Ed Cox, Eric Deschamps, Carl Frank, Randy Gallegos, Howard Lyon, Warren Mahy, Michael Phillippi, Franz Vohwinkel, Eva Widermann, Kieran Yanner

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Karin Jaques

Gra p h ic Pro d u cti o n S p ecia l ists

Erin Dorries, Angelika Lokotz

I ma g e T ec h n icia n

Christina Wiley

Some information in this book is taken from or derived from these sources: "Songsabers of Waterdeep" by Mike Mearls and the Dragon staff, Dragon Magazine 335, and "The Silver Hexameric Folio" by Greg Marks, Dragon Magazine 338.

Based on the original Dungeons & Dragons? rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This product uses updated material from the v.3.5 revision.

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Contents

Poison Master. . . . . . . . . . . . . . . . . . . . . . . . . . 80 Psithief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Psychic Luck . . . . . . . . . . . . . . . . . . . . . . . . . . 80

Create Fetch. . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Disobedience . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Enlarge Weapon. . . . . . . . . . . . . . . . . . . . . . . . 97

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Chapter 1: Scoundrels of All Types . . . . . . . . . 7 What Makes a Scoundrel? . . . . . . . . . . . . . . . . . . 7 Scoundrels of Any Alignment. . . . . . . . . . . . . . 8 Scoundrels of Any Class. . . . . . . . . . . . . . . . . . . 10 Playing a Scoundrel. . . . . . . . . . . . . . . . . . . . . . . 11 Making a Scoundrel. . . . . . . . . . . . . . . . . . . . . . . 12

Savvy Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Sly Fortune . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Sound of Silence . . . . . . . . . . . . . . . . . . . . . . . 81 Sure Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Survivor's Luck . . . . . . . . . . . . . . . . . . . . . . . . 81 Sweet Talker . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Swift Ambusher. . . . . . . . . . . . . . . . . . . . . . . . 81 Swift Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . 81

Evacuation Rune. . . . . . . . . . . . . . . . . . . . . . . 98 Fatal Flame. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Grasping Wall. . . . . . . . . . . . . . . . . . . . . . . . . . 99 Harmonic Void. . . . . . . . . . . . . . . . . . . . . . . . . 99 Healer's Vision. . . . . . . . . . . . . . . . . . . . . . . . 100 Lucky Streak. . . . . . . . . . . . . . . . . . . . . . . . . . 100 Mage Burr . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Manifestation of the Deity. . . . . . . . . . . . . 101

Table of Contents

Chapter 2: Prestige Classes. . . . . . . . . . . . . . . . 23

Tempting Fate . . . . . . . . . . . . . . . . . . . . . . . . . 81

Mimicry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Choosing a Prestige Class. . . . . . . . . . . . . . . . . . 23

Third Time's the Charm . . . . . . . . . . . . . . . . 81

Opportune Dodge. . . . . . . . . . . . . . . . . . . . . 101

Avenging Executioner. . . . . . . . . . . . . . . . . . . . . 24

Throat Punch . . . . . . . . . . . . . . . . . . . . . . . . . . 82

Scry Location. . . . . . . . . . . . . . . . . . . . . . . . . 102

Battle Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Unbelievable Luck . . . . . . . . . . . . . . . . . . . . . 82

Siphon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Cloaked Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Victor's Luck . . . . . . . . . . . . . . . . . . . . . . . . . . .82

Smoke Stairs. . . . . . . . . . . . . . . . . . . . . . . . . . 103

Combat Trapsmith. . . . . . . . . . . . . . . . . . . . . . . . 34

Warning Shout . . . . . . . . . . . . . . . . . . . . . . . . 82

Spell Theft. . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Fortune's Friend . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Skill Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

Spore Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Gray Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Acrobatic Backstab . . . . . . . . . . . . . . . . . . . . . 84

Spymaster's Coin. . . . . . . . . . . . . . . . . . . . . . 104

Magical Trickster . . . . . . . . . . . . . . . . . . . . . . . . . 45

Assume Quirk . . . . . . . . . . . . . . . . . . . . . . . . . 85

Wall of Vermin. . . . . . . . . . . . . . . . . . . . . . . . 104

Malconvoker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

Back on Your Feet . . . . . . . . . . . . . . . . . . . . . . 85

Wand Modulation. . . . . . . . . . . . . . . . . . . . . 105

Master of Masks. . . . . . . . . . . . . . . . . . . . . . . . . . . 52

Clarity of Vision . . . . . . . . . . . . . . . . . . . . . . . 85

Winged Watcher. . . . . . . . . . . . . . . . . . . . . . 106

Mountebank. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Psibond Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Spellwarp Sniper. . . . . . . . . . . . . . . . . . . . . . . . . . 64 Uncanny Trickster. . . . . . . . . . . . . . . . . . . . . . . . 67

Chapter 3: Feats and Skill Tricks . . . . . . . . . . 71 New Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Advantageous Avoidance . . . . . . . . . . . . . . 73 Ascetic Stalker. . . . . . . . . . . . . . . . . . . . . . . . . 73 Better Lucky than Good . . . . . . . . . . . . . . . . 74 Chant of the Long Road . . . . . . . . . . . . . . . . 74 Chord of Distraction . . . . . . . . . . . . . . . . . . . 75 Concussion Attack . . . . . . . . . . . . . . . . . . . . . 75 Cool Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Daredevil Athlete . . . . . . . . . . . . . . . . . . . . . . 76 Daring Outlaw. . . . . . . . . . . . . . . . . . . . . . . . . 76 Daring Warrior. . . . . . . . . . . . . . . . . . . . . . . . .76 Deadly Defense . . . . . . . . . . . . . . . . . . . . . . . . 76 Deafening Strike . . . . . . . . . . . . . . . . . . . . . . 76 Disemboweling Strike . . . . . . . . . . . . . . . . . 76 Dumb Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Eldritch Erosion . . . . . . . . . . . . . . . . . . . . . . . 77 Expanded Ki Pool. . . . . . . . . . . . . . . . . . . . . . 77

Clever Improviser . . . . . . . . . . . . . . . . . . . . . .85 Collector of Stories . . . . . . . . . . . . . . . . . . . . 85 Conceal Spellcasting . . . . . . . . . . . . . . . . . . . 85 Corner Perch . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Dismount Attack . . . . . . . . . . . . . . . . . . . . . . 86 Easy Escape . . . . . . . . . . . . . . . . . . . . . . . . . . . .86 Escape Attack . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Extreme Leap . . . . . . . . . . . . . . . . . . . . . . . . . . 86 False Theurgy . . . . . . . . . . . . . . . . . . . . . . . . . .86 Group Fake-Out . . . . . . . . . . . . . . . . . . . . . . . 87 Healing Hands . . . . . . . . . . . . . . . . . . . . . . . . 87 Hidden Blade . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Leaping Climber . . . . . . . . . . . . . . . . . . . . . . . 87 Listen to This . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Magical Appraisal . . . . . . . . . . . . . . . . . . . . . . 87 Mosquito's Bite . . . . . . . . . . . . . . . . . . . . . . . . 87 Never Outnumbered . . . . . . . . . . . . . . . . . . . 87 Nimble Charge . . . . . . . . . . . . . . . . . . . . . . . . 87 Nimble Stand . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Opening Tap . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Point It Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Quick Escape . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Quick Swimmer . . . . . . . . . . . . . . . . . . . . . . . 88

Chapter 5: Scoundrel Equipment. . . . . . . . . 107 Hidden Spaces. . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Surprise Weapons. . . . . . . . . . . . . . . . . . . . . . . . 109 Alchemical Items . . . . . . . . . . . . . . . . . . . . . . . . 110 Poisons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Aspect Mirror. . . . . . . . . . . . . . . . . . . . . . . . . 113 Bands of Fortune. . . . . . . . . . . . . . . . . . . . . . 114 Bladeshimmer. . . . . . . . . . . . . . . . . . . . . . . . .114 Lucky Charm . . . . . . . . . . . . . . . . . . . . . . . . . 115 Panic Button. . . . . . . . . . . . . . . . . . . . . . . . . . 115 Rod of Ropes. . . . . . . . . . . . . . . . . . . . . . . . . . 116 Shrunken Shrieker. . . . . . . . . . . . . . . . . . . . 116 Trinket of Trickery. . . . . . . . . . . . . . . . . . . . 117 Wheel of Fortune . . . . . . . . . . . . . . . . . . . . . 117 Living Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Green Air Bramble . . . . . . . . . . . . . . . . . . . . 118 Gut Mites. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Jabberweed . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Planar Motes. . . . . . . . . . . . . . . . . . . . . . . . . . 119 Rust Monster Wand. . . . . . . . . . . . . . . . . . . 120 Torch Bug items. . . . . . . . . . . . . . . . . . . . . . . 120

Enduring Ki . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Second Impression . . . . . . . . . . . . . . . . . . . . 88 Chapter 6: Scoundrel Adventures. . . . . . . . . 121

Epic of the Lost King . . . . . . . . . . . . . . . . . . . 77

Shrouded Dance . . . . . . . . . . . . . . . . . . . . . . . 89 What Are Scoundrel Adventures?. . . . . . . . . 121

Fortuitous Strike . . . . . . . . . . . . . . . . . . . . . . 77

Social Recovery . . . . . . . . . . . . . . . . . . . . . . . . 89 DMing with Scoundrels. . . . . . . . . . . . . . . . . . 125

Freerunner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Slipping Past . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Themes of Scoundrel Adventures. . . . . . . . . 125

Good Karma . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Speedy Ascent . . . . . . . . . . . . . . . . . . . . . . . . . 89 Organizations. . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

Head Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Spot the Weak Point . . . . . . . . . . . . . . . . . . . 89

The Free League. . . . . . . . . . . . . . . . . . . . . . . 128

Healer's Luck . . . . . . . . . . . . . . . . . . . . . . . . . .78

Sudden Draw . . . . . . . . . . . . . . . . . . . . . . . . . . 89

The Blind Tower. . . . . . . . . . . . . . . . . . . . . . . 133

Impeding Attack . . . . . . . . . . . . . . . . . . . . . . .78

Swift Concentration . . . . . . . . . . . . . . . . . . . 90

Seven Ravens Clan . . . . . . . . . . . . . . . . . . . . 138

Improved Familiar . . . . . . . . . . . . . . . . . . . . . 78

Timely Misdirection . . . . . . . . . . . . . . . . . . . 90 Legendary Sites. . . . . . . . . . . . . . . . . . . . . . . . . . 142

Improved Skirmish. . . . . . . . . . . . . . . . . . . . . 78

Tumbling Crawl . . . . . . . . . . . . . . . . . . . . . . . 90

Legendary Site Descriptions. . . . . . . . . . . 142

Lucky Break . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Twisted Charge . . . . . . . . . . . . . . . . . . . . . . . . 90

Bussengeist Haunt . . . . . . . . . . . . . . . . . . . . 142

Lucky Catch . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Up the Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

Champion's Crown. . . . . . . . . . . . . . . . . . . . 143

Lucky Fingers . . . . . . . . . . . . . . . . . . . . . . . . . 79

Walk the Walls . . . . . . . . . . . . . . . . . . . . . . . . 90

Court of Thieves. . . . . . . . . . . . . . . . . . . . . . 144

Lucky Start . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Wall Jumper . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

The Frog God's Fane. . . . . . . . . . . . . . . . . . . 145

Magical Fortune . . . . . . . . . . . . . . . . . . . . . . . 79

Whip Climber . . . . . . . . . . . . . . . . . . . . . . . . . 90

Heward's Hall. . . . . . . . . . . . . . . . . . . . . . . . . 146

Make Your Own Luck . . . . . . . . . . . . . . . . . 79 Martial Stalker. . . . . . . . . . . . . . . . . . . . . . . . . 79 Master Spellthief. . . . . . . . . . . . . . . . . . . . . . . 79 Merciful Strike . . . . . . . . . . . . . . . . . . . . . . . . 79 Mind Drain . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Miser's Fortune . . . . . . . . . . . . . . . . . . . . . . . . 80 Persistent Attacker . . . . . . . . . . . . . . . . . . . . . 80

Chapter 4: New Spells. . . . . . . . . . . . . . . . . . . . . .91 Animate Instrument . . . . . . . . . . . . . . . . . . . 94 Aquatic Escape. . . . . . . . . . . . . . . . . . . . . . . . . 95 Armor Lock. . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Assassin's Darkness. . . . . . . . . . . . . . . . . . . . . 95 Blockade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

The Highest Spire. . . . . . . . . . . . . . . . . . . . . 147 Iron Wyrm Vault. . . . . . . . . . . . . . . . . . . . . . 149 Olidammara's Shell. . . . . . . . . . . . . . . . . . . . 150 Otyugh Hole. . . . . . . . . . . . . . . . . . . . . . . . . . 151 Contacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 One Hundred Scoundrel Challenges. . . . . . 156

Poison Expert. . . . . . . . . . . . . . . . . . . . . . . . . . 80

Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Introduction Another classic fantasy figure is the witty rogue who lives by his luck and always comes out on top: the scoundrel.

"It's locked," Lidda said, backing away from the heavily bound Scoundrels can be wildly different characters, including

iron door. Its hundreds of etched demonic faces leered at her. "Of course it is. That's your job. Deal with it," prodded Regdar,

his armor clanking as he shifted impatiently. "I can't. It's not locked like that. Hennet, you want to give this

Bilbo Baggins, Robin Hood, Han Solo and Princess Leia, Sherlock Holmes, Zorro, and Lara Croft. All of them live by their wits, take chances when they must, and land on their feet against all odds. Each has a distinct personality

one a try?"

and goals, from solving crimes to committing them, but

"Pardon me," the sorcerer whispered as he squeezed past Regdar, these characters' methods and outlooks, not their profes-

Introduction

whose wide frame filled most of the tight hallway. Stepping sions or morality, make them scoundrels.

in front of Lidda and gesturing his companions back, Hennet flamboyantly produced a wand, a flimsy thing little more than a gnarled twig. He closed his eyes and concentrated for a moment to summon the power inherent in his blood, then focused on the

As personas for characters, scoundrels represent a style of play rather than a class. They're the sneaks, the cheats, the bluffers, and the opportunists. They use improvisation and imagination to gain an advantage, exploiting a

wand. A silent wave of blue sparks washed over the evil-looking weakness or a hidden benefit in even the worst situation.

door, but as they struck its surface they vanished like rain upon Anyone can play a scoundrel. Simply adjust how you

warm stone.

prepare for encounters, react to situations, and interact

"It's beyond the wand's power," Hennet stated matter-offactly as the blue light faded. He turned back, skirting past the fighter.

Regdar looked to Lidda with an exasperated shrug. "Well, how

with both NPCs and your fellow PCs. Lawful or chaotic, sword-swinger or spellcaster, scoundrels come in all types.

Scoundrels are also fun and valuable tools for DMs.

do we get by?"

Whether a skilled but unreliable cheat the PCs can never

"We look for another way." Annoyance tinged Lidda's voice. be sure about, or an entire guild of trained sneaks and

"I could try something," chirped Gimble from the rear. Disbe- thrill-seekers, the scoundrel archetype might enhance

lieving eyes turned toward the brightly dressed bard. With his hands stretched out ahead of him, the gnome forced his way past his doubtful companions. He tossed Lidda a jaunty smirk and a quick raise of his eyebrows as he met her level gaze.

a campaign in any number of ways. The versatile new feats, skill tricks, spells, and equipment presented in this book might be just the way to spark a party's imagination and inspire new tactics. By the same token, putting these

"A little room, please," Gimble said in serious tones, mocking features in the hands of an opponent NPC allows you to

Hennet's dramatic pose. The others stepped back as he put his confront even the most experienced player with something

back between them and the door. The gnome reached into his never seen before.

cloak for a split second, then pressed his hands against the door and began whispering slowly, ominously.

Regdar glanced at Hennet, who arched an eyebrow dubiously. Their misgivings quickly gave way to surprise, though, as a loud

What's Inside

Like earlier entries in this series, Complete Scoundrel is a resource for players and DMs who wish to add elements

creaking echoed through the web-strewn hall. The heavy door of this book's theme to their game.

swung inward at the gnome's push.

Chapter 1 introduces the concept of the scoundrel.

"How'd you--?" Lidda started.

What does it mean to play a scoundrel, and how can you

"Old gnome trick." Gimble waved his arms toward the entrance like the most gracious host. "After you."

As his companions passed by cautiously, Hennet fixed the gnome with a sidelong look. Gimble hung back a moment. Deftly,

best craft your scoundrel character? This chapter explores the archetype in detail, giving players and DMs a primer on incorporating the rest of the book's elements in their roleplaying.

he slipped the palmed stone with its sinister demon face--just The following chapters present new abilities and options

like the ones on the door--back into his cloak. He'd found it a for scoundrels of all sorts. Chapter 2 details prestige classes,

few rooms back and pocketed it in case it might prove useful, as while Chapter 3 offers many new feats to exploit a situation

it had. Skipping after his allies, Gimble smiled. They didn't need to

know. That was the old gnome trick.

to the fullest. Chapter 3 also introduces two new rules subsystems: skin-of-your-teeth luck feats and an exciting way to enhance your skills with special tricks.

Chapter 4 presents a variety of new spells designed

Your Scoundrel with the scoundrel in mind. Chapter 5's selection of new equipment--including alchemical, magical, mundane,

A lot of the fun of the D&D? game lies in playing iconic and even living items--offers an array of useful gear for

individuals and fantasy archetypes: the axe-wielding barbarian, the wise, staff-bearing wizard, the expert sharpshooter elf. All these images hold an identifiable charm.

characters who seek the right tool for every job. Chapter 6 discusses the scoundrel adventure or cam-

paign, including how to challenge characters who live

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In order to avoid copyright disputes, this page is only a partial summary.

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