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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