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Class Skills (6 + Int mod per level, x4 at 1st level)
The Scoundrel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
|Level||Base Attack Bonus||Fort||Ref||Will||Special|
|1st||+1||+2||+2||+0||Improved Weapon Finesse, Scoundrel Strikes (+1d6 / +1), Scoundrel's Style|
|4th||+4||+4||+4||+1||Uncanny Dodge, Scoundrel Strikes (+2d6 / +2)|
|7th||+7/+2||+5||+5||+2||Riposte, Scoundrel Strikes (+3d6 / +3)|
|8th||+8/+3||+6||+6||+2||Improved Uncanny Dodge, Scoundrel's Tactics|
|10th||+10/+5||+7||+7||+3||Scoundrel Strikes (+4d6 / +4)|
|13th||+13/+8/+3||+8||+8||+4||Scoundrel Strikes (+5d6 / +5)|
|16th||+16/+11/+6/+1||+10||+10||+5||Scoundrel Strikes (+6d6 / +6)|
|17th||+17/+12/+7/+2||+10||+10||+5||Greater Lightning Strikes|
|19th||+19/+14/+9/+4||+11||+11||+6||Scoundrel Strikes (+7d6 / +7)|
The following are all class features of the Scoundrel class.
Weapon and Armor proficiency:
Scoundrels are proficient with all simple weapons and with all one-handed martial melee piercing and slashing weapons. If your campaign features firearms, Scoundrels are also proficient with the flintlock pistol and revolver. Scoundrels are proficient with light armor but no shields.
A Scoundrel adds her full class levels to her basic initiator level, rather than one-half as normal for non-martial adepts. This ability does not impart any knowledge of martial maneuvers, but the Scoundrel may learn them as normal via the Martial Study and Martial Stance feats. A multiclass Scoundrel still adds only half her levels in this class to the initiator level of a martial adept, so this feature is primarily of use to Scoundrels making use of the Martial Study and Martial Stance feats.
Scoundrel's Style (Ex):
Most Scoundrel abilities require that the Scoundrel wield a single one-handed piercing or slashing weapon, no shield, and light or no armor to be used. With the exception of Evasion, Uncanny Dodge, and Deceptive Roll, none of the Scoundrel's abilities can be used unless these requirements are met.
At 1st level, a Scoundrel gains Skill Focus: Bluff as a bonus feat. Additionally, she chooses whether she will be either a Cunning Scoundrel
or a Dashing Scoundrel
. This choice determines which abilities the Scoundrel will gain as she progresses through the class, as well as the ability score that determines various class features.
A Cunning Scoundrel
gains Skill Focus: Intimidate as an additional bonus feat, and bases save DCs and variable class abilities on her Intelligence modifier.
A Dashing Scoundrel
gains Skill Focus: Diplomacy as an additional bonus feat, and bases save DCs and variable class abilities on her Charisma modifier.
Improved Weapon Finesse (Ex):
At 1st level, a Scoundrel gains Weapon Finesse as a bonus feat. In addition to the normal benefits of the feat, the Scoundrel may also finesse one-handed piercing or slashing weapons, and may add her Dexterity score to damage with finesseable weapons in place of Strength.
Scoundrel Strikes (Ex):
Beginning at 1st level, a Scoundrel deals extra damage with her attacks. The exact details are determined by her scoundrel's style.
Cunning Scoundrel: Backstab:
If a Scoundrel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This version of Scoundrel's Strikes is identical to a Rogue's Sneak Attack ability, with the exception that it applies to all creatures that are not oozes, swarms, or incorporeal. This ability counts as Sneak Attack in all respects, and progresses as seen on the table above.
Dashing Scoundrel: Love Tap:
Whenever the Scoundrel strikes with a melee attack or a ranged attack from within 30 feet, she deals an additional point of damage. This extra damage is precision damage, and so carries all the restrictions of the Backstab ability above as to what may be affected by it. At each of the indicated points on the table above, the precision damage dealt by this ability increases by an additional point.
At 2nd level and higher, a Scoundrel can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Scoundrel is wearing light armor or no armor. A helpless Scoundrel does not gain the benefit of evasion.
At the beginning of each of her turns, a Scoundrel of 2nd level or higher may elect to take a penalty to all attacks made up to half her class level until the start of her next turn. For each point of attack penalty taken, the Scoundrel may make a single parry as a free action that may be taken out of turn. A parry is an opposed attack roll that may be made whenever the Scoundrel is subject to a physical attack, whether melee or ranged. If the Scoundrel's attack roll surpasses that of the attack directed at her, the attack is deflected away harmlessly.
Additionally, each variety of Scoundrel gains an additional effect.
Cunning Scoundrel: Opportunistic Strike:
For every two points of penalty taken via this ability, the Scoundrel may resolve one attack of opportunity taken before the start of her next turn as a touch attack.
Dashing Scoundrel: Bladeweave:
For every two points of penalty taken via this ability, the Scoundrel may make one melee attack of her choice before the start of the next round force a Reflex save (DC 10 + ½ class level + Cha) or daze the struck foe for one round. The decision to use this ability must be made before the attack roll is made, and can be applied to attacks of opportunity.
Rapier Wit (Ex):
Beginning at 3rd level, a Scoundrel adds their appropriate ability modifier (Intelligence for Cunning, Charisma for Dashing) as a competence bonus to AC and to damage rolls with Scoundrel weapons.
Uncanny Dodge (Ex):
Starting at 4th level, a Scoundrel can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Scoundrel already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Deceptive Roll (Ex):
As a standard action, a Scoundrel of 5th level may move up to her speed in a straight line and make a single melee attack against any one foe she threatens during this movement. The Scoundrel may make a Bluff check to feint during this attack without consuming an action, and Tumbling while using Deceptive Roll does not incur a penalty to movement speed.
At 6th level, a Scoundrel gains the Improved Critical feat for all Scoundrel weapons, even if she does not meet the prerequisite base attack bonus. If she already possessed one or more Improved Critical feats for Scoundrel weapons, she may retrain those feats upon attaining 6th level.
Beginning at 7th level, whenever a foe makes a melee attack against the Scoundrel and fails to hit (whether because it failed to overcome her AC, missed due to a miss chance, was deflected by the Scoundrel's Parry ability, or so on), the Scoundrel may immediately take an attack of opportunity against that foe.
Scoundrel's Tactics (Ex):
When taking the Total Defense action, a Scoundrel of 8th level adds her appropriate mental ability score to the AC bonus. Additionally, each variety of Scoundrel gains a second ability at this level.
Cunning Scoundrel: Cunning Teamwork:
When using the Aid Another action to grant an ally AC or improve an attack roll, the Scoundrel grants an additional insight bonus equal to half her class level.
Dashing Scoundrel: Blade Diplomacy:
While threatening a foe, the Scoundrel may make a Diplomacy check in place of an Intimidate check to 'demoralize' a foe, convincing them not to attack her, and may make this check as a swift action. If successful, the foe cowers in place for one round or until damaged by the Scoundrel or one of the Scoundrel's allies.
Improved Uncanny Dodge (Ex)
A Scoundrel of 8th level or higher can no longer be flanked.
This defense denies another Scoundrel (or a Rogue, or any other class with precision damage that relies on flanking) the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in that class than the Scoundrel does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Lightning Strikes (Ex):
As a full-round action, a Scoundrel of 9th level may move up to her speed and make a full-attack at the same time. This movement does not provoke attacks of opportunity, and the Scoundrel may divide the attacks as she wishes throughout the movement. Once this ability is used, the Scoundrel may not do so again for 1d4 rounds.
Cunning Scoundrel: Force of Nature:
When using her Lightning Strikes ability, the Scoundrel may maximize all weapon damage inflicted, as well as all bonus hitpoint damage from weapon enchantments.
Dashing Scoundrel: Storm of Steel:
When using her Lightning Strikes ability, the Scoundrel may make an additional attack at her highest attack bonus.
Flashing Blade (Ex):
Beginning at 11th level, whenever the Scoundrel fails to hit with a melee attack, she gains a +2 competence bonus to all future melee attack rolls until the start of her next turn. This bonus stacks multiple times, to a maximum bonus equal to her class level.
Dazing Critical (Ex):
Starting at 12th level, whenever the Scoundrel successfully confirms a critical hit, the struck foe is also dazed for one round. A foe dazed in this fashion is immune to the same effect for 1d4 rounds after the effect ends.
Improved Evasion (Ex):
Starting at 14th level, the Scoundrel's evasion ability improves. This ability works like evasion, except that while the Scoundrel still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Scoundrel does not gain the benefit of improved evasion.
Stunning Critical (Ex):
Starting at 15th level, whenever the Scoundrel successfully confirms a critical hit, the struck foe is also stunned for one round. A foe stunned in this fashion is immune to the same effect for 1d4 rounds after the effect ends.
Greater Lightning Strikes (Ex):
At her discretion when using her Lighting Strikes, a Scoundrel of 17th level or higher may instead use this ability. Greater Lightning Strikes functions as Lightning Strikes, except that the Scoundrel may move twice her speed and make two full attacks. After using this ability, the Scoundrel is exhausted for one round and then fatigued for 1d6 rounds. Greater Lightning Strikes cannot be used while the Scoundrel is exhausted or fatigued. If the Scoundrel is immune to either exhaustion or fatigue, Greater Lightning Strikes may instead be used once per encounter.
As a standard action, a Scoundrel of 18th level may may a single melee attack at her highest attack bonus. If the attack hits and threatens a critical, the Scoundrel may forgo confirming the critical threat to instead force the struck foe to make a Fortitude save, DC 10 + ½ class level + Int or Cha modifier or be slain instantly.
Scoundrel's Specialty (Ex):
At 20th level, a Scoundrel gains one of the following abilities based on her Scoundrel's Style.
Cunning Scoundrel: Keen Eye:
Once per round, the Scoundrel may may treat a d20 roll--any roll, including one that has already been rolled--as though she got a twenty on her roll (before modifiers). No other benefits (automatic success, vorpal weapons) of rolling a twenty are gained; only the numeric value. The Scoundrel must choose to use this ability before the results of the roll are determined.
Dashing Scoundrel: Better Lucky Than Good:
Whenever she makes an attack roll, but before she knows the results of the attack, the Scoundrel may reroll the attack. She must abide by the result of this second roll, even if it is worse than the original.