SCOUNDREL — ROGUE

Scoundrel — Rogue

Salorras Path: Scoundrel · 3.5e base class: Rogue The scoundrel is Salorras’s master of guile, stealth, and the precise strike — the spy, thief, duelist, and killer who wins by wit and opportunity rather than brute force or magic. In 3.5e terms the scoundrel is built on the Rogue class. The elite traditions a scoundrel may rise into (the Katjemeran Assassin, the Marooner) are prestige classes entered once the character meets their requirements.

This file is a self-contained 3.5e reference. Mechanics follow the standard D&D 3.5e SRD Rogue; only the framing is Salorras-specific.

Game Rule Information

Abilities. Dexterity powers a scoundrel’s attacks, defense, and many skills. Intelligence rewards their famously broad skill list, and a high score in whichever ability a given scoundrel’s tricks rely on (Charisma for the face, Wisdom for the scout) rounds them out.

Alignment. Any.

Hit Die. d6.

Class Skills

The scoundrel’s class skills (and the key ability for each) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) × 4. Skill Points at Each Additional Level: 8 + Int modifier.

The Scoundrel (Rogue)

LevelBase Attack BonusFortRefWillSpecialSneak Attack
1st+0+0+2+0Sneak attack +1d6, trapfinding+1d6
2nd+1+0+3+0Evasion+1d6
3rd+2+1+3+1Sneak attack +2d6, trap sense +1+2d6
4th+3+1+4+1Uncanny dodge+2d6
5th+3+1+4+1Sneak attack +3d6+3d6
6th+4+2+5+2Trap sense +2+3d6
7th+5+2+5+2Sneak attack +4d6+4d6
8th+6/+1+2+6+2Improved uncanny dodge+4d6
9th+6/+1+3+6+3Sneak attack +5d6, trap sense +3+5d6
10th+7/+2+3+7+3Special ability+5d6
11th+8/+3+3+7+3Sneak attack +6d6+6d6
12th+9/+4+4+8+4Trap sense +4, special ability+6d6
13th+9/+4+4+8+4Sneak attack +7d6+7d6
14th+10/+5+4+9+4+7d6
15th+11/+6/+1+5+9+5Sneak attack +8d6, trap sense +5, special ability+8d6
16th+12/+7/+2+5+10+5+8d6
17th+12/+7/+2+5+10+5Sneak attack +9d6+9d6
18th+13/+8/+3+6+11+6Trap sense +6, special ability+9d6
19th+14/+9/+4+6+11+6Sneak attack +10d6+10d6
20th+15/+10/+5+6+12+6+10d6

Class Features

All of the following are class features of the scoundrel.

Weapon and Armor Proficiency. The scoundrel is proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor but not with shields. Wearing heavier armor or using a shield interferes with many of a scoundrel’s class skills.

Sneak Attack. Whenever a scoundrel’s target is denied its Dexterity bonus to Armor Class (whether it has one or not), or when the scoundrel flanks the target, the attack deals extra damage as shown above, in addition to normal damage. Ranged sneak attacks work only within 30 feet. The extra damage is not multiplied on a critical hit, and a scoundrel can sneak attack only living creatures with discernible anatomy — undead, constructs, oozes, plants, incorporeal creatures, and any creature immune to critical hits are not vulnerable.

Trapfinding. A scoundrel can use Search to locate traps with a Difficulty Class higher than 20, and can use Disable Device to bypass or disarm magic traps.

Evasion (Ex). At 2nd level, if exposed to an effect that allows a Reflex save for half damage, the scoundrel takes no damage on a successful save. Evasion works only in light or no armor; a helpless scoundrel gains no benefit.

Trap Sense (Ex). At 3rd level, a scoundrel gains a +1 bonus on Reflex saves and to Armor Class against attacks made by traps, improving by +1 every three levels thereafter (6th, 9th, 12th, 15th, and 18th).

Uncanny Dodge (Ex). At 4th level, a scoundrel retains their Dexterity bonus to AC even when caught flat-footed or struck by an unseen attacker (they still lose it if immobilized). A scoundrel who already has uncanny dodge from another class instead gains improved uncanny dodge.

Improved Uncanny Dodge (Ex). At 8th level, the scoundrel can no longer be flanked, denying enemies the ability to sneak attack them by flanking — unless the attacker has at least four more rogue levels than the scoundrel has scoundrel levels.

Special Abilities. On attaining 10th level, and again every three levels thereafter (13th, 16th, and 19th), the scoundrel gains a special ability of their choice from the standard list: crippling strike, defensive roll, improved evasion, opportunist, skill mastery, slippery mind, or a bonus feat.

Paragon Prestige Classes (the scoundrel’s elite traditions)

A scoundrel who meets the requirements may enter one of these prestige classes:

  • Katjemeran Assassin — the sworn killer of the Fatal Contracts of Katjemeran, master of poison and the lethal opening strike (patron Nerkan Thak’Ar, as with the Murder-Call Apostle).
  • Marooner — the swashbuckling sword-duelist and corsair of the open archipelago; mobile single-blade fighter and daring skirmisher.
Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 3.5e/3.5e-paths/3.5e-scoundrel-rogue.md

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