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Complete Scoundrel

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CHAPTER 1<strong>Scoundrel</strong>s ofAll Types14scoundrel, particularly if taken at 1st level for the big boostin skill points. The extra damage edge from sneak attack orskirmish fits in perfectly with the class’s strengths. While2nd level in either class isn’t terribly exciting, reaching 3rdlevel can be worth the effort.Best Prestige Classes: Prestige classes designed toappeal to fighters work well for aggressive scoundrels.The avenging executioner (page 24) offers one way oflooking at the aggressive scoundrel, while the nightsongenforcer and the streetfighter (both from <strong>Complete</strong>Adventurer) are two more prototypical versions of thischaracter. The outcast champion and the menacingbrute (both from Races of Destiny) present two raciallyoriented aggressive scoundrels. The exotic weaponmaster (<strong>Complete</strong> Warrior) can intimidate foes purelywith martial talent.Variant Options: See the gray guard prestige class (page40) for guidelines on how to use paladins as aggressivescoundrels.Arcane <strong>Scoundrel</strong>Arcane scoundrels rely almost completely on theirspells. The cleverest find creative uses for their familiarsas well.Personality: Arcane scoundrels are often seen as lazyand suspicious, and sometimes as effete or cowardly. Youavoid getting your hands dirty, literally and figuratively.Your spells allow you to distance yourself from your illicitacts. You see nonspellcasters as weak pawns or effectivepatsies, but when they turn against you, you might becomea simpering sycophant.Strengths: The arcane scoundrel is one of the mostflexible character archetypes. You can hide behindillusions, use divination to see what others cannot,alter yourself with transmutation to bypass obstacles,teleport into restricted areas, and perform other simpleand powerful tasks beyond the abilities of your mundaneassociates.Weaknesses: While powerful and adaptable, you lacknonmagical skills and abilities when magic fails. Witha low number of skill points, few other class features,and physical frailty, you lose most of your effectivenesswhen you run out of spells—or worse, are somehowdenied them.Best Classes: The beguiler (from PH II) is the ultimatearcane scoundrel, with much of the bard’s spell selectionbut vastly increased versatility. The spellthief alsocombines arcane spellcasting with significant talents atstealth. Despite their lack of skill points, both wizardsand sorcerers can make good arcane scoundrels; as theformer, you have the freedom to fine-tune your dailyspell selection to fit your immediate needs, while as thelatter you enjoy a high Charisma score to complementmisdirection skills.Best Skills: Your first few skill points in each leveltypically go toward Concentration, Knowledge (arcana),and Spellcraft, since they form the backbone of anarcanist’s knowledge. After that, spend your skill pointsto bolster any skills that you can’t replicate with yourspells, from Hide and Move Silently to Search andDisable Device.Best Skill Tricks: A few skill tricks are particularlyappropriate for the arcane scoundrel.Collector of Stories: What spellcaster wouldn’t appreciateknowing enemies’ weak points?Conceal Spellcasting: This trick is useful for hidingthe sleep spell you’re casting while standing in front ofthe guards.False Theurgy: This can’t be beat for avoiding enemycounterspells.Magical Appraisal: As long as you’re stealing the warlord’sprized magical treasures, you might as well know whatthey do.Best Feats: The following feats are optimal choices forthe arcane scoundrel.Insightful (<strong>Complete</strong> Arcane): The read magic spell-likeability might not add much to an arcane scoundrel, butdetect magic is handy and detect secret doors is one of thearchetype’s more important spells.Point Blank Shot: This feat and those that build on itare valuable to spellcasters who need to kill or disableopponents quickly, whether by bow or by ray.Silent Spell and Still Spell: Cast your spells without othersknowing it. These feats, especially Silent Spell, are vitallyimportant when you are using your magic to sneak around.Their sudden equivalents in the <strong>Complete</strong> Arcane supplementare just as useful (especially Sudden Silent).Spell Hand (<strong>Complete</strong> Arcane): Mage hand and open/closeare by far the most important 0-level spells for an arcanescoundrel. The addition of Tenser’s floating disk is icing onthe cake.Best Spells: As an arcane spellcaster, you rely so heavilyon spells that just deciding which ones to prepare orlearn can be a daunting task. Because you use spells (alimited resource) in place of repeatable skill checks, youmust be sure of the precious few you can cast each day.Learning or preparing the following spells will give youa well-rounded and solid arsenal to choose from. Keepin mind that your class choice might prohibit someoptions. All spells appear in the Player’s Handbook unlessotherwise noted.0—mage hand: Useful for plucking desired items awayfrom elaborately trapped displays or for “grabbing” objectsyou wouldn’t want to actually touch. The open/close spellis only slightly less useful.1st—sleep: Especially good at lower levels when you haveno alternatives, sleep lets you slip past guards unnoticed.Better yet, if you are discovered and a mass of opponentsblocks your escape, this spell can open up a route tofreedom.2nd—knock: This is an immensely valuable spell forinfiltration early in the arcane scoundrel’s career. If you

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