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Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Chapter 1: Scoundrels of All Types . . . . . . . . .7 Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .23 Chapter 3: Feats and Skill Tricks . . . . . . . . . .71 Chapter 4: New Spells. . . . . . . . . . . . . . . . . . . . . .91

Chapter 5: Scoundrel Equipment . . . . . . . .107

Chapter 6: Scoundrel Adventures . . . . . . . .121

Scoundrels break rules.

Scoundrels think on their feet.

Scoundrels avoid fair fights.

Scoundrels know their enemies' weaknesses.

Scoundrels don't restrict themselves.

Scoundrels get dirty.

Scoundrels apply them-

selves.

Scoundrels rely on instinct.

Scoundrels are not all corrupt.

Lawful Good:

Lawful Neutral:

Lawful Evil:

Neutral Good:

Neutral:

Neutral Evil:

Chaotic Good:

Chaotic Neutral:

Chaotic Evil:

“My lord, this must be decided now!"

“You can't seriously expect the people of the ancient and noble Duchy of Ird to agree to those terms." “You could always surrender your lands, then, if you feel yourself unfit to sway the opinions of your rabble." “Wh—what did you say? The people of Ird are of a fine and gallant stock. Had you but one grain of wit you'd know that the fathers of our first great king were Irdmen, and their fathers . . ." The two governors bickered on and on, just as they had for nearly an hour. With each new surge of outrage their greasy jowls and round bellies flapped wildly. The king had stopped listening long ago, watching the rolls of quaking flab as though gazing into the ocean surf—but these waves brought only re- newed contempt and revulsion. He raised his hand for silence, but the nobles argued on. A quiet clearing of the throat was similarly ignored. “That's enough!" His Majesty rumbled, his voice loud but not enough to echo in the long hall. That silenced them, though neither of them looked to their liege with respect. “I have heard your dispute. I now seek the counsel of silence. Both of you will wait here for my return." Hefting his thick robes, the king rose and departed his throne room, entering the airy and book- lined space of his personal meeting chamber. His Majesty sat upon one of the overstuffed leather chairs surrounding the hall's large, circular conference table. He doffed his crown and laid his forehead against the cool, polished wood. “I should have the whole lot of them axed," he sighed. “Then who would send you all those shiny bribes—er, gifts?" came a hissing voice. The king didn't even look up until he felt a buffet of air and heard the click of tiny claws upon the table. He rolled his head to behold a reptilian visage covered with deep purple scales, fixing him with a pair of cunning, slitted eyes. The cat-sized dragonling had stretched over his crown, propping its long neck over one bejeweled crest, a snakelike tongue flitting from its wide mouth. “You know I don't care about their baubles." He sighed again. “They keep the best for themselves anyway. The rest of it's just junk they steal from their peasants." The king sat up and flopped against the back of his chair. “I just wish they'd stop fighting and leave. There are better ways for me to waste my time."

“Let them fight," came the sibilant response.

“What?" scoffed the king.

“Go ahead. Why not?"

“They'll be at each other's throats and on to civil war, that's why not." “So? Rivton is an incompetent, and Ird seeks to put his grand- son on the throne. Both are nothing now, but they could soon become threats." The pseudodragon flicked its tongue before continuing. “Let them war against each other. Then, when they're both weakened, sweep them away." The king's knitted brow slowly unfurrowed. Without a word, His Majesty stood and purposefully strode from the chamber. Smiling broadly, the draconic schemer took to the air, looking for a sunny spot to lie.

It was a good day not to be the king.

Barbarians:

Bards:

Clerics:

Druids:

Fighters:

Monks:

Paladins:

Rangers:

Rogues:

Sorcerers

Wizards:

Resourcefulness:

Exploiting Weakness:

A number of character classes from other D&D supplements make excellent choices for scoundrels, and some of these classes are mentioned often in these pages. The following are the most common of these classes and the books in which they appear.

Hexblade:

Complete Warrior 5.

Lurk: Complete Psionic 13.

Ninja: Complete Adventurer 5.

Psion: Expanded Psionics Handbook 19.

Psychic Warrior: Expanded Psionics Handbook 24.

Scout: Complete Adventurer 10.

Spellthief: Complete Adventurer 13.

Swashbuckler: Complete Warrior 11.

Warlock: Complete Arcane 5.

Wilder: Expanded Psionics Handbook 29.

Improvisation:

Alertness:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Multiclass Combination:

Best Prestige Classes:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Multiclass Combination:

Best Prestige Classes:

Variant Options:

Personality:

Strengths:

Weaknesses:

Best Classes: )

Best Skills:

Best Skill Tricks:

Best Feats:

Best Spells:

Best Invocations:

Best Multiclass Combination:

Best Prestige Classes:

Variant Options:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Spells:

Best Multiclass Com-

bination:

Best Prestige Classes:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Spells:

Best Wild Shape Forms:

Best Multiclass Combination:

Best Prestige Classes:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Powers:

Best Multiclass

Combination:

Best Prestige Classes:

Variant Options:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Spells:

Best Wild Shape Forms:

Best Multiclass Combination:

Best Prestige Classes:

Variant Options:

Personality:

Strengths:

Weaknesses:

Best Classes:

Best Skills:

Best Skill Tricks:

Best Feats:

Best Spells:

Best Multiclass Combination:

Best Prestige Classes:

Variant Options:

In addition to the specific feats in this chapter's scoundrel archetype descriptions, a few feats bear mention as good choices for all scoundrels. Regardless of your character's pre- dilection, these feats should be on your short list of options. Dash (Complete Warrior): Every scoundrel has, at one time or another, found himself 5 feet away from his ideal spot. This feat lets you turn those dreams of perfect position into reality. Improved Initiative: Winning initiative is crucial, whether to neutralize an enemy before the fight begins or to flee safely from an unwanted battle. This feat can make the difference between a quick victory and an ugly defeat. Force of Personality (Complete Adventurer): Ironically, scoundrels share a weakness against enemies that mess with their heads. If you're sick of your silver-tongued charmer being controlled by the DM, this feat (which lets you add your Charisma modifier instead of your Wisdom modifier to saves against mind-affecting spells and abilities) might be what you need. In the long run, it's a better option than Iron Will. Open Minded (Complete Adventurer, Expanded Psionics Handbook): If you're trying to play a scoundrel with fewer than 5 or 6 skill points per level, this feat is incredibly useful. Even someone with plenty of skill points can see the value of

5 more.

Weapon Finesse: Scoundrels aren't the strongest characters around, but good Dexterity scores are pretty common. This feat is an efficient way to boost your melee accuracy.

Bad Guys/Good Guys:

Melee:

Ranged:

Magical:

Sneaky:

Support:

Tricky:

Category Prestige Classes

Bad guys Avenging executioner

Good guys Gray guard, malconvoker

Melee Avenging executioner, gray guard

Ranged Spellwarp sniper

Magical Magical trickster, malconvoker, spellwarp sniper

Sneaky Avenging executioner, cloaked dancer,

master of masks, mountebank

Support Combat trapsmith, master of masks,

psibond agent Tricky Battle trickster, fortune's friend, magical trickster, uncanny trickster

Alignment: Any nongood.

Base Attack Bonus: +5.

Skills: Hide 4 ranks, Intimidate 6 ranks, Move Silently 4 ranks. Special: Must have been tragically wronged in some manner.

Bloody Blade (Ex):

POSTED,

by the

Duskgate

Watch

Captain.

The Warbling Blades silversmithy was the scene of a robbery as daring as it is puzzling in today's early morning hours. Owner Temril Tomay and his son reported a waste bin was thrown through the display window of their shop on Redwind Road by an unknown vandal, shattering the glass and laying bare several hundred gold kings' worth of silverwork and jewelry. Remark- ably, nothing was stolen at this point. The city watch was summoned. While the Tomays waited for the patrol, the sound of numerous quick explosions was heard from Duskgate Road a mere block away, followed by the sound of watch whistles being blown. The noise attracted the atten- tion of numerous citizens, including the Tomays, who left their vandalized and only hastily repaired shop to investigate. The patrol heading to the Warbling Blades also diverted to answer the whistles, which are issued exclusively to the city watch. On reaching the scene, the patrol found no source of the explosions and no guards who had sounded the watch whistles. The watch dispersed the crowd and returned with the Tomays to their defaced shop. Upon arriving, they found the shop nearly emptied, with silver merchandise valued at upward of 300 platinum emperors missing. Answers given by the Tomays during questioning suggested few suspects, but watch investigators did discover several abnormally long black feathers at the crime scene. Eyewitnesses also reported that three black-clad figures wearing masks with ridiculously long noses had entered and then swiftly left the Warbling Blades not long after the strange sounds on Duskgate Road. Several vendors on Duskgate also noted a fourth masked and shrouded figure entering a nearby alley from which the strange sounds seemed to emanate not long before the incident. Members of the watch wish to question these masked “bird- men." Anyone seeing figures matching this description should alert the nearest patrol. Base

Attack Fort Ref Will

Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Bloody blade,

sudden strike +1d6

2nd +1 +0 +3 +3 Rapid intimidation

3rd +2 +1 +3 +3 Sudden strike +2d6

4th +3 +1 +4 +4 Dread blade

5th +3 +1 +4 +4 Bloody murder,

sudden strike +3d6 Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Profession, Spot,

Use Rope.

Sudden Strike (Ex):

Rapid Intimidation (Ex):

Dread Blade (Ex):

Bloody Murder (Ex):

Many of the prestige class examples presented in this chapter, as well as new feats presented in Chapter 3, refer to the ninja and scout from the Complete Adventurer supplement. Each of those classes has a signature special attack (sudden strike and skirmish, respectively). For ease of reference, these class features are summarized here. If a ninja can catch an opponent when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexter- ity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels after 1st (to a maximum of 10d6 at 19th level). A ninja can't use sudden strike when flanking an oppo- nent unless that opponent is denied its Dexterity bonus to AC. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can't make a sudden strike while attacking the limbs of a creature whose vitals are out of reach. A ninja can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. For the purpose of qualifying for feats, prestige classes, and similar options that require a minimum number of extra damage dice, treat the ninja's sudden strike ability as the equivalent of sneak attack. A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and

5d6 at 17th level).

The extra damage applies only against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmish- ing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at

15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

DC 10:

DC 15:

DC 20:

DC 30:

EL 10:

Male halfling rogue 7/avenging executioner 3

CN Small humanoid

Init +4; Senses Listen +11, Spot +13

Languages Common, Halfling (cannot speak)

AC 21, touch 15, flat-footed 21; Dodge, Mobility, uncannyquotesdbs_dbs35.pdfusesText_40
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