Prime attributes: Dexterity 13+, Charisma 13+(+5% experience bonus)
Hit Dice: 1d10/level(gains 3 hp/level after 9th)
Armor/shield permitted: leather armor
Weapons permitted: sword, scimitar, dagger, throwing knife,
Hit Dice: 1d10/level(gains 3 hp/level after 9th)
Armor/shield permitted: leather armor
Weapons permitted: sword, scimitar, dagger, throwing knife,
Scoundrel is a person, who by either his wit, charm or steel
gets what he wants. 
| 
Level | 
Experience | 
Base „to hit” bonus | 
Saving Throw | 
HD(d10) | 
| 
1 | 
0 | 
+0 | 
15 | 
1 | 
| 
2 | 
2000 | 
+0 | 
14 | 
2 | 
| 
3 | 
4000 | 
+1 | 
13 | 
3 | 
| 
4 | 
8000 | 
+2 | 
12 | 
4 | 
| 
5 | 
16000 | 
+2 | 
11 | 
5 | 
| 
6 | 
32000 | 
+3 | 
10 | 
6 | 
| 
7 | 
64000 | 
+4 | 
9 | 
7 | 
| 
8 | 
128000 | 
+5 | 
8 | 
8 | 
| 
9 | 
256000 | 
+6 | 
7 | 
9 | 
| 
10 | 
512000 | 
+7 | 
6 | 
9+3 | 
Luck: ½ level times a day scoundrel can re-roll single saving
throw or attack roll.
Charm: Swashbuckler has a +2 bonus on reaction rolls while dealing
with the opposite sex.
Two-weapon fighting master: Scoundrel gains +2 bonus to attack roll
instead +1 while fighting with two weapons.
Information-gatherer: Scoundrels are well-rounded in social
interactions, thus they roll twice on rumor tables when gathering them. Also
they can try to obtain useful knowledge about people, their whereabouts and
secrets by making a saving throw by discretion of the Referee.
Saving Throw: Scoundrel gains +1 on dexterity-based  saving throws. 
 
 
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