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Complete Scoundrel

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CHAPTER 1<strong>Scoundrel</strong>s ofAll Typesall the ambush feats introduced in Chapter 3 are excellentchoices for a stealthy scoundrel.Best Spells: Although you rarely use spells toaccomplish your missions, you are as unpredictableas any other scoundrel. A high-level wizard, for example,makes a formidable and nigh undetectable stealthyscoundrel.The following spells, particularly the lower-level ones,are vitally important to a spellcasting stealthy scoundrel.However, the ability to cast higher-level spells requires asubstantial commitment to a spellcasting class. Keep inmind that your class choice might prohibit some options.All spells appear in the Player’s Handbook unless otherwisenoted.0—ghost sound: Do not overlook the importance ofdistracting guards with phantom noises.1st—expeditious retreat: You can move only half yourspeed without taking a penalty on Hide and Move Silentlychecks. Why not boost your speed and make that half gofarther?2nd—invisibility: By far the most important spell in astealthy scoundrel’s arsenal, invisibility lets you concentrateon moving soundlessly while remaining comfortablyconcealed behind a veil of magic.3rd—nondetection: Even the stealthiest scoundrel canbe spotted with the aid of magic. This spell helps evenout things a little.4th—greater invisibility: If a little invisibility is good, alot is better. Launch those sneak attacks without fear ofblowing your cover.5th—symbol of sleep: If you fear guards discovering thatyou passed by a certain area, ward it with this excellentnonlethal deterrent.6th—mislead: All the benefits of invisibility plus a built-indistraction.7th—ethereal jaunt: Walls? What walls? The spell alsogrants the benefit of invisibility.8th—greater celerity (PH II): Whether in a desperatefight after being caught or attempting a time-consumingact when time is running low, greater celerity grants youan immediate edge. The drawback (being dazed for around) might mean your doom, however, so use this spellcarefully.9th—etherealness: This spell gives the benefit of etherealjaunt, plus it lasts longer and you can bring backup.Best Multiclass Combination: Spellcasting classescan deliver a vital boost to the capabilities of a stealthyscoundrel, and the wizard excels at the role of stealthyspellcaster. The class’s main strength is flexibility: Awizard can cast a wider variety of spells than a sorcerer,letting you adapt to rapidly changing or worseningconditions. Wizards gain higher-level spells faster thansorcerers as well, so if you merely dabble in wizardry,you need just three class levels to gain the all-importantinvisibility.Best Prestige Classes: Stealth-focused prestige classesabound, from the assassin and shadowdancer in the DungeonMaster’s Guide to the whisperknife from Races of theWild. Any prestige class that focuses on stealth makes anexcellent choice; the difficulty lies not in finding an appropriateprestige class but in finding the one that does exactlywhat you wish to do. In addition to those above, <strong>Complete</strong>Adventurer provides the daggerspell mage, dungeon delver,ghost-faced killer, highland stalker, nightsong enforcer,nightsong infiltrator, shadowbane stalker, shadowmind,spymaster, and thief-acrobat. For a slightly differenttake, turn to <strong>Complete</strong> Warrior’s darkwood stalker orinvisible blade.The avenging executioner, cloaked dancer, and master ofmasks from Chapter 2 all represent a different take on thestealthy scoundrel. Rather than lurking in the shadows,these characters specialize in unexpected strikes madefrom behind a carefully crafted veneer.Variant Options: Clerics with access to the Trickerydomain are surprisingly effective stealthy scoundrels.pqqqqqqqqqqqqqqqqqqqqrs22Five Feats For Every <strong>Scoundrel</strong>In addition to the specific feats in this chapter’s scoundrelarchetype descriptions, a few feats bear mention as goodchoices for all scoundrels. Regardless of your character’s predilection,these feats should be on your short list of options.Dash (<strong>Complete</strong> Warrior): Every scoundrel has, at one timeor another, found himself 5 feet away from his ideal spot.This feat lets you turn those dreams of perfect position intoreality.Improved Initiative: Winning initiative is crucial, whether toneutralize an enemy before the fight begins or to flee safelyfrom an unwanted battle. This feat can make the differencebetween a quick victory and an ugly defeat.Force of Personality (<strong>Complete</strong> Adventurer): Ironically,scoundrels share a weakness against enemies that messwith their heads. If you’re sick of your silver-tongued charmerbeing controlled by the DM, this feat (which lets you add yourCharisma modifier instead of your Wisdom modifier to savesagainst mind-affecting spells and abilities) might be what youneed. In the long run, it’s a better option than Iron Will.Open Minded (<strong>Complete</strong> Adventurer, Expanded PsionicsHandbook): If you’re trying to play a scoundrel with fewerthan 5 or 6 skill points per level, this feat is incredibly useful.Even someone with plenty of skill points can see the value of5 more.Weapon Finesse: <strong>Scoundrel</strong>s aren’t the strongest charactersaround, but good Dexterity scores are pretty common. Thisfeat is an efficient way to boost your melee accuracy.pqqqqqqqqqqqqqqqqqqqqrs

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