The Anarchy of King Stephen
A scoundrel is a character who makes his living by his wits, his charm and his reflexes. Scoundrels cultivate a wide variety of skills, striving to have an answer to every imaginable situation. Scoundrels tend to live by their ability to skirt the boundaries of the law, relying on the kindness of others in order to live the easy life.
A scoundrel benefits from a high DEX and CHA. A good INT allows them to supplement their already-impressive array of skills, and a good CON helps them stay alive when the going gets rough.
Prerequisites: DEX +0
1st level HP: 9 + CON
Hit Die: d6
Skill Tree: 5-up
1st level bonus: Scoundrels at first level gain a +2 bonus to Reflex saves and Thievery and Observation checks.
Weapon and Armor proficiencies: Scoundrels are proficient with light armor. Scoundrels with Brawl are proficient with simple size-S melee weapons. Scoundrels with Melee are proficient with all simple and martial size-S and size-M melee weapons. Scoundrels with Thrown are proficient with all thrown weapons. Scoundrels with Archery are proficient with all simple and martial ranged weapons. Additionally, all scoundrels are proficient with the sap.
Bonus feat: Scoundrels gain a bonus feat at 2nd, 4th, 8th and 10th levels. These bonus feats may be any feat for which the scoundrel qualifies.
The scoundrel gains a talent at every odd-numbered level. Talents must be selected in order, but the scoundrel may switch between trees at any time. The scoundrel’s talent trees are the Dirty Tricks tree, the Sneak Attack tree, and the Fast Talk tree.
Blindside (Ex): Scoundrels with this talent get a +3 to attack creatures who grant them Combat Advantage rather than the customary +2. Additionally, scoundrels who use the Aid Another action in combat grant a +4 bonus rather than +2.
Empty Hand (Ex): The scoundrel gains Improved Feint as a bonus feat.
Opportunist (Ex): The scoundrel may spend a point of Willpower to make an immediate Attack of Opportunity against a creature he threatens that has just been damaged by an ally. This ability may be used only once per round, and counts as the scoundrel’s Attack of Opportunity for that round.
Sneak Attack (Ex): Against creatures that grant him Combat Advantage, the scoundrel deals an additional 1d6 damage.
Improved Sneak Attack (Ex): The additional damage the scoundrel deals against creatures that grant him Combat Advantage increases by 1d6.
Greater Sneak Attack (Ex): As Improved Sneak Attack.
Glibness (Ex): The scoundrel has a way with words. He gains a +2 bonus to Bluff, Gamble and Persuade checks.
Gift of Gab (Ex): The scoundrel has the ability to overwhelm a target with the sheer force of his personality. The target must be able to see, hear and understand the scoundrel, and must have an INT of -4 or higher. The scoundrel makes a CHA + Bluff check as a full-round action against the target’s Resolve; success means the target takes a -2 penalty to attacks, checks and saves for a number of rounds equal to the scoundrel’s class level. Whether or not the check succeeds, the scoundrel may attempt it again on the same target, but each subsequent attempt on the same target confers a cumulative -2 penalty. If attempting this check against a creature actively engaged in combat with the scoundrel, the scoundrel takes a -4 penalty on the check.
Taunt (Ex): As Gift of Gab, except the target is dazed for one round if the check succeeds. Upon recovering, the target must do its utmost to attack the scoundrel on its next attack action.