SCOUNDREL — ROGUE

Salorras Path: Scoundrel · PF1e 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 Pathfinder 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 Pathfinder 1e reference. Mechanics follow the standard PF1e Rogue; only the framing is Salorras-specific.
Role
Scoundrels excel at finding and disarming traps, picking locks, and striking where an enemy is weakest. Their unmatched breadth of skills makes them the most versatile of characters out of combat, and the deadliest of opportunists within it.
Game Rule Information
Alignment. Any.
Hit Die. d8.
Starting Wealth. As the standard PF1e Rogue (4d6 × 10 gp, average 140 gp).
Class Skills
The scoundrel’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
The Scoundrel (Rogue)
| Level | Base Attack Bonus | Fort | Ref | Will | Special | Sneak Attack |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding | +1d6 |
| 2nd | +1 | +0 | +3 | +0 | Evasion, rogue talent | +1d6 |
| 3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1 | +2d6 |
| 4th | +3 | +1 | +4 | +1 | Uncanny dodge, rogue talent | +2d6 |
| 5th | +3 | +1 | +4 | +1 | Sneak attack +3d6 | +3d6 |
| 6th | +4 | +2 | +5 | +2 | Trap sense +2, rogue talent | +3d6 |
| 7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 | +4d6 |
| 8th | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge, rogue talent | +4d6 |
| 9th | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3 | +5d6 |
| 10th | +7/+2 | +3 | +7 | +3 | Advanced talents, rogue talent | +5d6 |
| 11th | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6 | +6d6 |
| 12th | +9/+4 | +4 | +8 | +4 | Trap sense +4, rogue talent | +6d6 |
| 13th | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6 | +7d6 |
| 14th | +10/+5 | +4 | +9 | +4 | Rogue talent | +7d6 |
| 15th | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5 | +8d6 |
| 16th | +12/+7/+2 | +5 | +10 | +5 | Rogue talent | +8d6 |
| 17th | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6 | +9d6 |
| 18th | +13/+8/+3 | +6 | +11 | +6 | Trap sense +6, rogue talent | +9d6 |
| 19th | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6 | +10d6 |
| 20th | +15/+10/+5 | +6 | +12 | +6 | Master strike, rogue talent | +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 adds ½ their level (minimum +1) on Perception checks to locate traps and on Disable Device checks. A scoundrel can use Disable Device to 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.
Rogue Talents. As a scoundrel gains experience, they learn talents that aid them and confound their foes. Starting at 2nd level, a scoundrel gains one rogue talent of their choice, and an additional talent for every 2 levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). A talent cannot be selected more than once unless its description allows it. The standard rogue talent list (such as bleeding attack, combat trick, fast stealth, finesse rogue, ledge walker, minor magic, surprise attack, and trap spotter) is available; the Salorras Paragon prestige classes below extend it with their own poison-craft and corsair talents.
Advanced Talents. At 10th level, and every time a scoundrel could thereafter select a rogue talent, they may instead choose an advanced talent — the more potent options that include crippling strike, defensive roll, improved evasion, opportunist, skill mastery, slippery mind, and feat (a bonus feat). These reproduce, and expand upon, the “special abilities” of the older edition’s rogue.
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.
Master Strike (Ex). At 20th level, the scoundrel becomes incredibly deadly when dealing sneak-attack damage. Each time they sneak-attack a target, they may designate the strike to leave the target dead, paralyzed for 1d6 rounds, or asleep for 1d4 minutes (declared before the roll). The target must succeed on a Fortitude save (DC 10 + ½ scoundrel level + Intelligence modifier) or suffer the chosen effect. A creature that saves cannot be affected by the same scoundrel’s master strike for 24 hours, and creatures immune to sneak attack are immune to this ability.
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.