![]() DisarmĪ creature can use a weapon attack to knock a weapon or another item from a target’s grasp. Usually, a target can spend an action to rub out their eyes, untie their clothing, or otherwise undo the dirty trick and end this effect early. Depending on the exact dirty trick performed, if you succeed, you could make the creature deafened for 1 minute, knock the target prone, the target’s movement speed is reduced by half for 1 minute, the target is grappled for 1 round, or blind the target for 1 round, or something else similar. The GM determines the exact dirty tricks available depending on what the target is wearing, what is nearby, or how you plan to inhibit it. You must make a Dexterity ability (Sleight of Hand) check contested by that creature’s Strength (Athletics) or Dexterity (Acrobatics) check. You must meet the prerequisites of the talent before you may add its effects.Īs an action, you may attempt to gouge a creature’s eyes, kick dirt in its face, box its ears, tangle its limbs together, tie their clothing in a knot, or any other, similarly underhanded maneuver. You may apply the benefits of a single (trick) talent to a dirty trick or steal. You also gain one (trick) talent of your choice. You may use Steal not only to take objects, but also to take objects from a target’s hand, as if performing a disarm. If you already have proficiency in Sleight of Hand, you instead gain a bonus talent from this sphere. When you gain the Scoundrel sphere, you gain proficiency in Sleight of Hand. This modifies uncanny dodge and improved uncanny dodge.Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. Beginning at 12th level, the eldritch scoundrel can choose to take improved uncanny dodge in place of an advanced talent. Beginning at 4th level, she can take uncanny dodge instead of a rogue talent. Uncanny TrainingĪn eldritch scoundrel does not gain uncanny dodge or improved uncanny dodge. This modifies the normal rogue talent progression and advanced talent. At 12th level, she can select an advanced talent in place of a rogue talent. If a talent functions only if she has ki in her ki pool, it functions as long as she still has a spell of 1st level or higher prepared. If a talent requires her to expend points from her ki pool, she can instead expend a spell slot with a spell level equal to the number of ki points she would normally expend. Rogue TalentsĪt 4th level and every 4 levels thereafter, the eldritch scoundrel gains a rogue or ninja talent for which she meets the prerequisites (treating her rogue level as her ninja level). This modifies the rogue’s normal sneak attack progression. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter. The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap. Alarm Sense (Su)Īt 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. Her base daily spell allotment is the same as the magus class. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype.Īn eldritch scoundrel can cast only a certain number of spells of each spell level per day. An eldritch scoundrel must choose and prepare her spells ahead of time. SpellcastingĪn eldritch scoundrel casts arcane spells drawn from the wizard spell list. She gains Knowledge (arcana) and Spellcraft as class skills, but not Diplomacy and Disguise. Class SkillsĪn eldritch scoundrel gains 4 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level instead of a normal 8. ![]() This alters the rogue’s armor proficiencies. Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail. An eldritch scoundrel is not proficient with any armor or shields.
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