Complete Scoundrel.pdf

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C
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D E S I g n E R S
M ike M c A rtor , F. W esley s chneider
S E n I o R A R T D I R E C T o R D & D
s tAcy l onGstreet
A R T D I R E C T o R
k Arin J Aques
C o V E R A R T I S T
W illiAM o’c onnor
I n T E R I o R A R T I S T S
d Avid b irchAM , M iGuel c oiMbrA ,
e d c ox , e ric d eschAMps , c Arl F rAnk ,
r Andy G AlleGos , h oWArd l yon ,
W Arren M Ahy , M ichAel p hillippi ,
F rAnz v ohWinkel , e vA W iderMAnn ,
k ierAn y Anner
C A R T o g R A p h E R
M ike s chley
g R A p h I C D E S I g n E R
k Arin J Aques
g R A p h I C p R o D u C T I o n S p E C I A l I S T S
e rin d orries , A nGelikA l okotz
I M A g E T E C h n I C I A n
c hristinA W iley
A D D I T I o n A l D E S I g n
r obert J. s chWAlb
D E V E l o p E R
A ndy c ollins
E D I T o R S
J enniFer c lArke W ilkes , b eth G riese ,
J ohn t hoMpson
E D I T I n g M A n A g E R
k iM M ohAn
D E S I g n M A n A g E R
c hristopher p erkins
D E V E l o p M E n T M A n A g E R
J esse d ecker
D I R E C T o R o f R p g R & D
b ill s lAvicsek
p R o D u C T I o n M A n A g E R S
J osh F ischer , r AndAll c reWs
Some information in this book is taken from or derived from these sources: “Songsabers of Waterdeep” by Mike Mearls and the
D ragon staff, D ragon Magazine 335, and “The Silver hexameric folio” by greg Marks, D ragon Magazine 338.
Based on the original D ungeons & D ragons ® rules created by E. gary gygax and Dave Arneson, and the new D ungeons & D ragons
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and peter Adkison.
This product uses updated material from the v.3.5 revision.
This W izarDs of the C oast ® game product contains no open game Content. no portion of this work may be reproduced in any
form without written permission. To learn more about the open gaming license and the d20 System license, please visit www.
wizards.com/d20.
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first printing: January 2007
ISBn: 978-0-7869-4152-0
D ungeons & D ragons , D&D, D ungeon M aster , d20, d20 System, W izarDs of the C oast , Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Complete Scoundrel, all
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Poison Master . . . . . . . . . . . . . . . . . . . . . . . . . .80
Psithief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Psychic Luck . . . . . . . . . . . . . . . . . . . . . . . . . .80
Savvy Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Sly Fortune . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Sound of Silence . . . . . . . . . . . . . . . . . . . . . . .81
Sure Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Survivor’s Luck . . . . . . . . . . . . . . . . . . . . . . . .81
Sweet Talker . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Swift Ambusher . . . . . . . . . . . . . . . . . . . . . . . .81
Swift Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Tempting Fate . . . . . . . . . . . . . . . . . . . . . . . . .81
Third Time’s the Charm . . . . . . . . . . . . . . . .81
Throat Punch . . . . . . . . . . . . . . . . . . . . . . . . . .82
Unbelievable Luck . . . . . . . . . . . . . . . . . . . . .82
Victor’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Warning Shout . . . . . . . . . . . . . . . . . . . . . . . .82
Skill Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Acrobatic Backstab . . . . . . . . . . . . . . . . . . . . .84
Assume Quirk . . . . . . . . . . . . . . . . . . . . . . . . .85
Back on Your Feet . . . . . . . . . . . . . . . . . . . . . .85
Clarity of Vision . . . . . . . . . . . . . . . . . . . . . . .85
Clever Improviser . . . . . . . . . . . . . . . . . . . . . .85
Collector of Stories . . . . . . . . . . . . . . . . . . . .85
Conceal Spellcasting . . . . . . . . . . . . . . . . . . .85
Corner Perch . . . . . . . . . . . . . . . . . . . . . . . . . .85
Dismount Attack . . . . . . . . . . . . . . . . . . . . . .86
Easy Escape . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Escape Attack . . . . . . . . . . . . . . . . . . . . . . . . . .86
Extreme Leap . . . . . . . . . . . . . . . . . . . . . . . . . .86
False Theurgy . . . . . . . . . . . . . . . . . . . . . . . . . .86
Group Fake-Out . . . . . . . . . . . . . . . . . . . . . . .87
Healing Hands . . . . . . . . . . . . . . . . . . . . . . . .87
Hidden Blade . . . . . . . . . . . . . . . . . . . . . . . . . .87
Leaping Climber . . . . . . . . . . . . . . . . . . . . . . .87
Listen to This . . . . . . . . . . . . . . . . . . . . . . . . . .87
Magical Appraisal . . . . . . . . . . . . . . . . . . . . . .87
Mosquito’s Bite . . . . . . . . . . . . . . . . . . . . . . . .87
Never Outnumbered . . . . . . . . . . . . . . . . . . .87
Nimble Charge . . . . . . . . . . . . . . . . . . . . . . . .87
Nimble Stand . . . . . . . . . . . . . . . . . . . . . . . . . .88
Opening Tap . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Point It Out . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Quick Escape . . . . . . . . . . . . . . . . . . . . . . . . . .88
Quick Swimmer . . . . . . . . . . . . . . . . . . . . . . .88
Second Impression . . . . . . . . . . . . . . . . . . . .88
Shrouded Dance . . . . . . . . . . . . . . . . . . . . . . .89
Social Recovery . . . . . . . . . . . . . . . . . . . . . . . .89
Slipping Past . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Speedy Ascent . . . . . . . . . . . . . . . . . . . . . . . . .89
Spot the Weak Point . . . . . . . . . . . . . . . . . . .89
Sudden Draw . . . . . . . . . . . . . . . . . . . . . . . . . .89
Swift Concentration . . . . . . . . . . . . . . . . . . .90
Timely Misdirection . . . . . . . . . . . . . . . . . . .90
Tumbling Crawl . . . . . . . . . . . . . . . . . . . . . . .90
Twisted Charge . . . . . . . . . . . . . . . . . . . . . . . .90
Up the Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Walk the Walls . . . . . . . . . . . . . . . . . . . . . . . .90
Wall Jumper . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Whip Climber . . . . . . . . . . . . . . . . . . . . . . . . .90
Chapter 4: New Spells. . . . . . . . . . . . . . . . . . . . . .91
Animate Instrument . . . . . . . . . . . . . . . . . . .94
Aquatic Escape . . . . . . . . . . . . . . . . . . . . . . . . .95
Armor Lock . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Assassin’s Darkness . . . . . . . . . . . . . . . . . . . . .95
Blockade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Catapult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Create Fetch. . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Disobedience . . . . . . . . . . . . . . . . . . . . . . . . . .97
Enlarge Weapon . . . . . . . . . . . . . . . . . . . . . . . .97
Evacuation Rune . . . . . . . . . . . . . . . . . . . . . . .98
Fatal Flame . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Grasping Wall . . . . . . . . . . . . . . . . . . . . . . . . . .99
Harmonic Void . . . . . . . . . . . . . . . . . . . . . . . . .99
Healer’s Vision . . . . . . . . . . . . . . . . . . . . . . . 100
Lucky Streak . . . . . . . . . . . . . . . . . . . . . . . . . 100
Mage Burr . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Manifestation of the Deity . . . . . . . . . . . . .101
Mimicry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Opportune Dodge . . . . . . . . . . . . . . . . . . . . .101
Scry Location . . . . . . . . . . . . . . . . . . . . . . . . .102
Siphon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Smoke Stairs . . . . . . . . . . . . . . . . . . . . . . . . . .103
Spell Theft . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Spore Field . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Spymaster’s Coin . . . . . . . . . . . . . . . . . . . . . 104
Wall of Vermin . . . . . . . . . . . . . . . . . . . . . . . 104
Wand Modulation . . . . . . . . . . . . . . . . . . . . .105
Winged Watcher . . . . . . . . . . . . . . . . . . . . . 106
Chapter 5: Scoundrel Equipment . . . . . . . . 107
Hidden Spaces . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Surprise Weapons . . . . . . . . . . . . . . . . . . . . . . . 109
Alchemical Items . . . . . . . . . . . . . . . . . . . . . . . .110
Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Aspect Mirror . . . . . . . . . . . . . . . . . . . . . . . . .113
Bands of Fortune . . . . . . . . . . . . . . . . . . . . . .114
Bladeshimmer. . . . . . . . . . . . . . . . . . . . . . . . .114
Lucky Charm . . . . . . . . . . . . . . . . . . . . . . . . 115
Panic Button . . . . . . . . . . . . . . . . . . . . . . . . . 115
Rod of Ropes . . . . . . . . . . . . . . . . . . . . . . . . . .116
Shrunken Shrieker . . . . . . . . . . . . . . . . . . . .116
Trinket of Trickery . . . . . . . . . . . . . . . . . . . .117
Wheel of Fortune . . . . . . . . . . . . . . . . . . . . .117
Living Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Green Air Bramble . . . . . . . . . . . . . . . . . . . .118
Gut Mites . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Jabberweed . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Planar Motes . . . . . . . . . . . . . . . . . . . . . . . . . .119
Rust Monster Wand . . . . . . . . . . . . . . . . . . 120
Torch Bug items . . . . . . . . . . . . . . . . . . . . . . 120
Chapter 6: Scoundrel Adventures. . . . . . . . 121
What Are Scoundrel Adventures? . . . . . . . . 121
DMing with Scoundrels . . . . . . . . . . . . . . . . . 125
Themes of Scoundrel Adventures . . . . . . . . 125
Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
The Free League . . . . . . . . . . . . . . . . . . . . . . 128
The Blind Tower . . . . . . . . . . . . . . . . . . . . . . .133
Seven Ravens Clan . . . . . . . . . . . . . . . . . . . 138
Legendary Sites . . . . . . . . . . . . . . . . . . . . . . . . . .142
Legendary Site Descriptions . . . . . . . . . . .142
Bussengeist Haunt . . . . . . . . . . . . . . . . . . . .142
Champion’s Crown . . . . . . . . . . . . . . . . . . . .143
Court of Thieves. . . . . . . . . . . . . . . . . . . . . . 144
The Frog God’s Fane . . . . . . . . . . . . . . . . . . .145
Heward’s Hall . . . . . . . . . . . . . . . . . . . . . . . . .146
The Highest Spire . . . . . . . . . . . . . . . . . . . . .147
Iron Wyrm Vault . . . . . . . . . . . . . . . . . . . . . .149
Olidammara’s Shell . . . . . . . . . . . . . . . . . . . 150
Otyugh Hole . . . . . . . . . . . . . . . . . . . . . . . . . .151
Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
One Hundred Scoundrel Challenges . . . . . 156
Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 1: Scoundrels of All Types . . . . . . . . . 7
What Makes a Scoundrel? . . . . . . . . . . . . . . . . . .7
Scoundrels of Any Alignment . . . . . . . . . . . . . .8
Scoundrels of Any Class . . . . . . . . . . . . . . . . . . .10
Playing a Scoundrel . . . . . . . . . . . . . . . . . . . . . . .11
Making a Scoundrel . . . . . . . . . . . . . . . . . . . . . . .12
Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .23
Choosing a Prestige Class . . . . . . . . . . . . . . . . . .23
Avenging Executioner . . . . . . . . . . . . . . . . . . . . .24
Battle Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Cloaked Dancer . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Combat Trapsmith . . . . . . . . . . . . . . . . . . . . . . . .34
Fortune’s Friend . . . . . . . . . . . . . . . . . . . . . . . . . .38
Gray Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Magical Trickster . . . . . . . . . . . . . . . . . . . . . . . . .45
Malconvoker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Master of Masks . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Mountebank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Psibond Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Spellwarp Sniper . . . . . . . . . . . . . . . . . . . . . . . . . .64
Uncanny Trickster . . . . . . . . . . . . . . . . . . . . . . . .67
Chapter 3: Feats and Skill Tricks . . . . . . . . . .71
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Advantageous Avoidance . . . . . . . . . . . . . .73
Ascetic Stalker . . . . . . . . . . . . . . . . . . . . . . . . .73
Better Lucky than Good . . . . . . . . . . . . . . . .74
Chant of the Long Road . . . . . . . . . . . . . . . .74
Chord of Distraction . . . . . . . . . . . . . . . . . . .75
Concussion Attack . . . . . . . . . . . . . . . . . . . . .75
Cool Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Daredevil Athlete . . . . . . . . . . . . . . . . . . . . . .76
Daring Outlaw . . . . . . . . . . . . . . . . . . . . . . . . .76
Daring Warrior. . . . . . . . . . . . . . . . . . . . . . . . .76
Deadly Defense . . . . . . . . . . . . . . . . . . . . . . . .76
Deafening Strike . . . . . . . . . . . . . . . . . . . . . .76
Disemboweling Strike . . . . . . . . . . . . . . . . .76
Dumb Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Eldritch Erosion . . . . . . . . . . . . . . . . . . . . . . .77
Expanded Ki Pool . . . . . . . . . . . . . . . . . . . . . .77
Enduring Ki . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Epic of the Lost King . . . . . . . . . . . . . . . . . . .77
Fortuitous Strike . . . . . . . . . . . . . . . . . . . . . .77
Freerunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Good Karma . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Head Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Healer’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . .78
Impeding Attack . . . . . . . . . . . . . . . . . . . . . . .78
Improved Familiar . . . . . . . . . . . . . . . . . . . . .78
Improved Skirmish . . . . . . . . . . . . . . . . . . . . .78
Lucky Break . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Lucky Catch . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Lucky Fingers . . . . . . . . . . . . . . . . . . . . . . . . .79
Lucky Start . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Magical Fortune . . . . . . . . . . . . . . . . . . . . . . .79
Make Your Own Luck . . . . . . . . . . . . . . . . .79
Martial Stalker . . . . . . . . . . . . . . . . . . . . . . . . .79
Master Spellthief . . . . . . . . . . . . . . . . . . . . . . .79
Merciful Strike . . . . . . . . . . . . . . . . . . . . . . . .79
Mind Drain . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Miser’s Fortune . . . . . . . . . . . . . . . . . . . . . . . .80
Persistent Attacker . . . . . . . . . . . . . . . . . . . . .80
Poison Expert . . . . . . . . . . . . . . . . . . . . . . . . . .80
477645085.003.png
Introduction
“It’s locked,” Lidda said, backing away from the heavily bound
iron door. Its hundreds of etched demonic faces leered at her.
“Of course it is. That’s your job. Deal with it,” prodded Regdar,
his armor clanking as he shifted impatiently.
“I can’t. It’s not locked like that. Hennet, you want to give this
one a try?”
“Pardon me,” the sorcerer whispered as he squeezed past Regdar,
whose wide frame illed most of the tight hallway. Stepping
in front of Lidda and gesturing his companions back, Hennet
lamboyantly produced a wand, a limsy thing little more than a
gnarled twig. He closed his eyes and concentrated for a moment
to summon the power inherent in his blood, then focused on the
wand. A silent wave of blue sparks washed over the evil-looking
door, but as they struck its surface they vanished like rain upon
warm stone.
“It’s beyond the wand’s power,” Hennet stated matter-of-
factly as the blue light faded. He turned back, skirting past the
ighter.
Regdar looked to Lidda with an exasperated shrug. “Well, how
do we get by?”
“We look for another way.” Annoyance tinged Lidda’s voice.
“I could try something,” chirped Gimble from the rear. Disbe-
lieving eyes turned toward the brightly dressed bard. With his
hands stretched out ahead of him, the gnome forced his way past
his doubtful companions. He tossed Lidda a jaunty smirk and a
quick raise of his eyebrows as he met her level gaze.
“A little room, please,” Gimble said in serious tones, mocking
Hennet’s dramatic pose. The others stepped back as he put his
back between them and the door. The gnome reached into his
cloak for a split second, then pressed his hands against the door
and began whispering slowly, ominously.
Regdar glanced at Hennet, who arched an eyebrow dubiously.
Their misgivings quickly gave way to surprise, though, as a loud
creaking echoed through the web-strewn hall. The heavy door
swung inward at the gnome’s push.
“How’d you—?” Lidda started.
“Old gnome trick.” Gimble waved his arms toward the entrance
like the most gracious host. “After you.”
As his companions passed by cautiously, Hennet ixed the
gnome with a sidelong look. Gimble hung back a moment. Deftly,
he slipped the palmed stone with its sinister demon face—just
like the ones on the door—back into his cloak. He’d found it a
few rooms back and pocketed it in case it might prove useful, as
it had.
Skipping after his allies, Gimble smiled. They didn’t need to
know. That was the old gnome trick.
Another classic fantasy igure is the witty rogue who lives
by his luck and always comes out on top: the scoundrel.
Scoundrels can be wildly different characters, including
Bilbo Baggins, Robin Hood, Han Solo and Princess Leia,
Sherlock Holmes, Zorro, and Lara Croft. All of them live
by their wits, take chances when they must, and land on
their feet against all odds. Each has a distinct personality
and goals, from solving crimes to committing them, but
these characters’ methods and outlooks, not their profes-
sions or morality, make them scoundrels.
As personas for characters, scoundrels represent a style
of play rather than a class. They’re the sneaks, the cheats,
the bluffers, and the opportunists. They use improvisa-
tion and imagination to gain an advantage, exploiting a
weakness or a hidden beneit in even the worst situation.
Anyone can play a scoundrel. Simply adjust how you
prepare for encounters, react to situations, and interact
with both NPCs and your fellow PCs. Lawful or chaotic,
sword-swinger or spellcaster, scoundrels come in all
types.
Scoundrels are also fun and valuable tools for DMs.
Whether a skilled but unreliable cheat the PCs can never
be sure about, or an entire guild of trained sneaks and
thrill-seekers, the scoundrel archetype might enhance
a campaign in any number of ways. The versatile new
feats, skill tricks, spells, and equipment presented in this
book might be just the way to spark a party’s imagination
and inspire new tactics. By the same token, putting these
features in the hands of an opponent NPC allows you to
confront even the most experienced player with something
never seen before.
WhaT’s InsIde
Like earlier entries in this series, Complete Scoundrel is a
resource for players and DMs who wish to add elements
of this book’s theme to their game.
Chapter 1 introduces the concept of the scoundrel.
What does it mean to play a scoundrel, and how can you
best craft your scoundrel character? This chapter explores
the archetype in detail, giving players and DMs a primer
on incorporating the rest of the book’s elements in their
roleplaying.
The following chapters present new abilities and options
for scoundrels of all sorts. Chapter 2 details prestige classes,
while Chapter 3 offers many new feats to exploit a situation
to the fullest. Chapter 3 also introduces two new rules
subsystems: skin-of-your-teeth luck feats and an exciting
way to enhance your skills with special tricks.
Chapter 4 presents a variety of new spells designed
with the scoundrel in mind. Chapter 5’s selection of new
equipment—including alchemical, magical, mundane,
and even living items—offers an array of useful gear for
characters who seek the right tool for every job.
Chapter 6 discusses the scoundrel adventure or cam-
paign, including how to challenge characters who live
Your sCoundrel
A lot of the fun of the D&D® game lies in playing iconic
individuals and fantasy archetypes: the axe-wielding
barbarian, the wise, staff-bearing wizard, the expert sharp-
shooter elf. All these images hold an identiiable charm.
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by their cleverness and daring. This chapter presents
new organizations and contacts to help scoundrels
participate in the campaign world, as well as new
magical locations to test even the most daring or sneaky
characters.
Boyington of the so-called Black Sheep Squadron and the
legendary German pilot Hans-Ulrich Rudel in World War
II; the “Desert Fox” Erwin Rommel, who ultimately died
for his attempt to assassinate Hitler; Hannibal of Carthage
and Fabius Cunctator, whose delaying tactics weakened
the Carthaginian army; Shaka, the brilliant tactician and
king of the Zulu; Oda Nobunaga, whose cunning, business
acumen, and ruthlessness brought his clan to the brink
of conquering all Japan; China’s irst emperor, Qin, who
united the Three Kingdoms; and the eloquent Shawnee,
Tecumseh.
Con artists, innovators, heads of crime families, and
daring criminals are obvious examples of scoundrels:
Ronnie Biggs of England’s Great Train Robbery, Bonnie
and Clyde, Edward Teach (“Blackbeard”) and any number of
pirates from that period, and Wong Fei Hung, the Chinese
martial arts master and cultural hero portrayed in many
Hong Kong action ilms.
WhaT You need To PlaY
Complete Scoundrel makes use of the information in the
three D&D core rulebooks— Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual . In addition, several of
the new classes presented in other books in this series—
especially the Complete Adventurer supplement—find
support here. Rules from Complete Warrior, Dungeon
Master’s Guide II, Expanded Psionics Handbook, and Player’s
Handbook II are also referenced and expanded upon.
Although possession of any or all of these supplements
can enhance your enjoyment of this book, they are not
necessary.
books
The following short bibliography should familiarize you
with some classic scoundrels of literature.
Bridge of Birds by Barry Hughart. The wily sage Li Kao,
who has “a slight law in his character,” is a marvelous
scoundrel.
The Conan novels by Robert E. Howard. The barbarian
thief and future king is an iconic scoundrel. In a similar
vein is the bloody hero of the Kane novels by Karl Edward
Wagner (for example, Death Angel’s Shadow ).
The Hobbit by J.R.R. Tolkein is the origin of the half-
ling rogue archetype. The Lord of the Rings includes many
scoundrel characters as well, most notably Aragorn, Merry,
and Pippin.
The Icewind Dale trilogy and subsequent series by R.A.
Salvatore. The unlikely drow hero Drizzt do’Urden must
depend on his wits as well as his skill in a world that does
not welcome him. His nemesis, the troubled assassin
Artemis Entreri, and the ever-scheming Jarlaxle of Men-
zoberranzan, are also scoundrelly characters.
The Sherlock Holmes mysteries by Sir Arthur Conan
Doyle, and the Judge Dee novels by Robert van Gulik.
The latter’s Chinese detective character is based on a real
magistrate of the T’ang Dynasty, but the stories are entirely
ictional in the mold of Sherlock Holmes.
Sunshine by Robin McKinley. The title character, who
draws strength from sunlight and must deal with having
freed a vampire, is resourceful, independent, and gifted
with unusual talents.
The Three Musketeers by Alexandre Dumas. All three of
the title characters, as well as d’Artagnan, are excellent
scoundrel archetypes.
Tom Jones. Perhaps the most famous scoundrel of lit-
erature, the young “foundling” travels through the world,
openly indulging his tastes while simultaneously demon-
strating loyalty and virtue.
sCoundrel resourCes
Scoundrels abound in iction and history. If you are look-
ing for inspiration when crafting a scoundrel character,
whether as an adventurer or as a challenging villain,
consider the following sources.
MYTh and legend
Various legendary heroes use their wits as well as their
brawn to survive and become the founders or patrons of
human cultures. Examples include the Sumerian war-
rior-king Gilgamesh as well as his barbarian companion
Enkidu, and heroes of the Trojan War, including Odys-
seus and Diomedes; trickster igures and gods such as
Coyote from Native American legend, Anansi the spider
god of West African myth, and China’s Nv Wa and the
titan Prometheus, both champions of humanity; noble
outlaws such as Robin Hood; unlikely knights such as
Sir Percival of Holy Grail fame, and knights forced to deal
with uncourtly situations, such as Sir Gawain. Modern
myth and legend continue to add to this list, as books,
ilms, comics, and even games introduce new characters
to our shared culture.
faMous fIgures froM hIsTorY
America’s Old West is illed with personalities who it
various scoundrel archetypes, from the ruthless Doc Hol-
liday to the gambler Wild Bill Hickok to the shrewd rebel
leader Cochise. The combination of a wide-open new land,
limited law enforcement, and displaced and persecuted
natives was a recipe for the rough-and-tumble climate in
which scoundrels thrive.
Legendary military leaders sometimes it the deini-
tion of scoundrels, especially those who buck tradition
or employ unorthodox tactics. Examples include “Pappy”
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