Experienced Smuggler
Feat 1
Traits: General, Skill
Source: Criminal Background
Access: Criminal Background
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items
Well Balanced
Feat 1
Traits: Human, Renarii
Source: Adventures in Valerick
Access: Be a Renarii Heritage Human
Used to the buck and roll of a deck underneath their feet, Renarii humans are often very well balanced, sound on their feet, and very skilled at keeping their footing. Any attempt by any ability or attack trait action to trip them is at a -2 to that roll. This becomes -4 at 9th level and -6 at 18th level.
Outposition Dice
Base Scoundrel Feature
Traits: Ambush, Damage, Scoundrel
Source: Adventures in Valerick
Access: Creating a Level 1 Scoundrel character
This is the Scoundrel's unique bonus dice mechanic, as one of the martial profession when it comes to combat, like many others they have such a mechanic, and their bonus damage comes from what the name suggests, outpositioning a target. They share a little overlap in some cases with the Hunter's Skirmish dice but they share key differences as well. A Scoundrel gets to add Outposition damage to an attack that hits under the following conditions as a basic function of the Outposition ability;
If a target is under the surprised condition/if the Scoundrel has acted and attacked before the target has gotten to do anything.
If the target is flanked (for any sort of attack if the Scoundrel can draw a straight line through the target to a companion in melee range), or in Melee even without flanking if the target is outnumbered (so if enough of the Scoundrels allies are also actively engaging the target in melee, that is they attacked the target or were attacked by the target since the Scoundrel's last turn).
If the target was unaware of you and your presence before you attacked.
This ability does scale at certain milestone levels, but at first level it merely does
1d6 extra damage.
Tempo Pool
Base Scoundrel Feature
Traits: Scoundrel, Tempo
Source: Adventures in Valerick
Access: Character Creation if pick Scoundrel Profession
Profession Resource Pool. Scales as Scoundrel Level + Dexterity Modifier+ Intelligence Modifier. So Alexi's at 1st level is 6/6
Swift Foot
Base Scoundrel Ability
Traits: Scoundrel, Tempo, Movement
Source: Adventures in Valerick
Access: Scoundrel 1st level
So long as you have at least 1 Tempo in your Tempo Pool, your movement speed is increased by 5 feet. This increases to 10 feet at 5th level, 15 feet at 10th level, 20 feet at 15th level and 25 feet at 20th level.
Break Sight
Base Scoundrel Ability
Traits: Scoundrel, Tempo, Movement, Stealth
Source: Adventures in Valerick
Access: Scoundrel Character at 1st level
A Scoundrel with this Tempo ability can, as part of a Movement Action, pay 1 Tempo, and attempt a Stealth check to break line of sight. Naturally they need to utilize some terrain, or a big body or two of allies or enemies, or some other visual barrier to do this on the intended movement trajectory. They roll this Stealth check against a specific target they are trying to break visual contact with. It is rolled against that target's Perception DC (which is basically what their Perception roll would be if they rolled a 10.). Should they critically succeed, the target entirely loses them over the course of the movement, completely losing sight of them. Should they merely succeed, the target loses sight of them but is actively seeking them, and will get to roll a Perception should the Scoundrel move in such a way where the target could potentially reacquire line of sight. Should they fail, so long as they keep objects between themselves and the individual they will be unseen, but the instant the Scoundrel moves back into the target's field of vision they won't be hidden anymore. Should they Scoundrel critically fail, the target tracks them the whole way, never losing them, even predicting their movements behind cover and obstruction it would seem.
Surprise Attack
Scoundrel Base Feature
Traits:Skill, Scoundrel
Source: PF2e Rogue
Access; Scoundrel (they are rogues)
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Stealthy Tools
Scoundrel-Thief Specialization
Traits: Tempo, Scoundrel, Thief, Tools
Source: Adventures in Valerick
Access: Scoundrel who takes Thief specialty at character creation
A thief is very skilled at doing things quietly. They cannot use the Swift and Skilled Feat they can get later with this feat. A thief can spend 1 Tempo to get to use Stealth to pick a lock or disarm a trap, and in doing so they avoid any slight noises, like creaking hinges or other such pitfalls. This can be a combination check as well, where there may be numbers you roll that open the lock, disarm the trap, but were not quite high enough to avoid some of those slight noises, or viceversa, where you fail to open/disarm the object, but don't trip it, or make any noise like a lockpick snapping or some such.
Swift Appraisal
Feat 2
Traits: Scoundrel, Thief, Tempo, Lore
Source: Adventures in Valerick
Access: Thief specialty Scoundrel.
Thieves naturally have the ability to generally, just at a glance, give an object a pretty swift but thorough once over and have a decent idea what it might be worth. A thief can spend a 1 Tempo Point and using an appropriate Lore check, or Investigate perhaps, they can nearly immediately ballpark the value of an object. This check should be rolled in secret almost like a Recall Knowledge type of check. If critically successful, they wisely lowball their assessment, but get impressively close, undercutting by perhaps 10-15%. If successful, they stay that close, but more likely overestimate the object's value by that much. If failed, they still get in the ballpark, maybe off by 20-25%. If critically failed they simply are wildly off in their assessment by as much as 50%. Once they've used this on an object or item, this simply cannot be used on that object again. Thieves are nothing if not confident in their assessments, rightfully or wrongfully, until someone more knowledgeable helps educate them otherwise