Scoundrel-Weird PF2e/homebrew thingy

Come one and all, ye ne'er do wells, ye bastard mongrels, ye thieves and thugs. Here we arrive at your professional field, your home, your career paths. The Scoundrels are the Rogue overlay in Valerick, and for Pathfinder 2e, they should, with minimal to moderate effort overlay well enough, if not perfectly, as is how things work with Valerick as a homebrew setting.



Moving and weaving about a crowded area, seen by all but remembered by none, even as you deliver a fatal blow to your mark. Or perhaps shuffling about three playing cards on an old barrel top, hands moving swiftly, gold parting from foolish folk whom believe they can best a rigged game. Maybe an informant, living and working amongst folk whom you are informing on, or even a regular street urchin pick-pocket, swiping coin purses, wallets, and jewelery with abandon. Whatever their roles, whatever path they choose to take, all Scoundrels share a few traits. Nimble, fast moving, quick minds and quicker reflexes. Highly skilled folks whom specialize in out-thinking, out planning, and in those rare circumstances where they've no choice but to fight, outpositioning their rivals or foes.

Career

Career Progression

Key Attribute: Scoundrels pick Dexterity or Intelligence

Hit Point Progression: Scoundrels start play with 2+Constitution Modifier hit points added to their racial hit points at first level and for every level beyond 1st they gain they add 1d8+Constitution Modifier to that total.

Initial Proficiencies



Scoundrels start play at first level with the following proficiencies. Everything else is untrained unless you acquire it some way other way, though your Focus Path (Subclass), background and ancestry may add to this list.

Perception: Scoundrels start play as Expert in Perception.

Saving Throws: Scoundrels start play as Experts in Reflex Saves, as well as Trained in Logic and Ego Saves.

Skills: Scoundrels start play Trained in Stealth and Theivery and choose another 6+Intelligence Modifier Skills.

Attacks

Scoundrels start play Trained with Melee (Basic Hand Weapons), Melee (Fencing) and any two Ranged families of your choice.

Defenses

Scoundrels are Trained in Light Armor and Unarmored Defense.

Profession (Class) DC

Scoundrels start as Trained in their Profession (Class) DC

Profession Progression Table


Level Skill Progression Points Feats/Features Gained Outposition Dice
1 2 Ancestry and Background, Outposition, Tempo, Focus Path Selection, Skill Feat, Surprise Attack (PF2e Rogue ability, just use that), Scoundrel Feat 1d6
2 1 Scoundrel Feat, Skill Feat, Criminal's Stubborness 1d6
3 1 Skill Feat, Deny Advantage (base 2e Rogue carry this over), Speed and Power, General Feat 1d6
4 1 Scoundrel Feat, Skill Feat, Hardened Scoundrel 1d6
5 1 Attribute Growth, Ancestry Feat, Skill Feat, Heightened Awareness 2d6
6 1 Scoundrel Feat, Skill Feat, Criminal Logic 2d6
7 1 Silver-Tongued, Skill Feat, General Feat 2d6
8 1 Scoundrel Feat, Skill Feat, Professional Law-Breaker 2d6
9 1 Ancestry Feat, Skill Feat, Heightened Reflexes, Debilitating Strike (Rogue PF2e ability, use that) 3d6
10 2 Attribute Growth, Scoundrel Feat, Skill Feat, Armaments Expertise 3d6
11 1 Skill Feat, Unarmored (and Light Armored) Expertise, General Feat 3d6
12 1 Scoundrel Feat, Skill Feat, Criminal's Athleticism 3d6
13 1 Ancestry Feat, Criminal Willpower, Skill Feat 4d6
14 1 Scoundrel Feat, Skill Feat, Lightning Reflexes 4d6
15 1 Attribute Growth, Skill Feat, General Feat, Legendary Hyperawareness, Double Debilitation (Rogue PF2e ability, just use that) 4d6
16 1 Scoundrel Feat, Skill Feat, Criminal Mastery 4d6
17 1 Ancestry Feat, Skill Feat, Criminal Intelligence 5d6
18 1 Scoundrel feat, Skill Feat, Smooth Spoken Scoundrel 5d6
19 1 General Feat, Skill Feat, Master Strike (Rogue PF2e ability, just use that) 5d6
20 2 Scoundrel Feat, Skill Feat, Attribute Growth 5d6


Scoundrel Basic Features/Abilities



This section details the basic abilities and general features that Scoundrels recieve. If you are playing with Skill Feats because you overlaid onto Pathfinder 2e base, one thing to note of course is the sheer number of these that the Scoundrel recieves. If any profession is likely to seek some extra skill feats for various craft, lore, perform or other subset families it will be this profession, and so do not be afraid to homebrew up such things if required, as they are not provided within this supplementary material.

Ancestry and Background: This is the same thing as every other profession, at character creation you need to pick your Ancestry, Heritage if you are taking one, and Background. These will provide you with a few other starting benefits and features for your character and at first level you will also take your first Ancestry feat. You will note the Ancestry Feat levels, as always are noted on the profession level tracker.

Outposition: 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.


Of all of these, the first and second do not only apply to one attack for the round, they apply to every attack unless the conditions somehow change between attacks (for example if the target triggers a reaction after being attacked, then if your way to apply Outposition damage was the first clause, that clause is no longer valid, as they target has done something, they've taken some sort of action in the combat and initiative.). The third clause, by its nature however, does only apply to one attack unless you attempt to break line of sight before attacking again because the target will know where you are after being attacked.

Tempo: Tempo is the Scoundrel's Profession unique resource. Their Tempo Pool is calculated thusly. Intelligence Modifier+Dexerity Modifier+Scoundrel Level. They use Tempo for many things, and like many professions there will also be some abilities granted by it when it isn't empty you can acquire as well. To start with a Scoundrel has three distinct Tempo ability options to pick from, and they pick two of them. Tempo as a resource only recovers on a Rest (when you start daily preparations, like all such resources, since some abilities might have you spend some as part of Daily preparations for a full length day benefit). But without some specific feats or abilities such resource pools cannot be replenished in any other way and not during a Regroup. A Scoundrels initial three options of abilities to pick from are as follows;

  • Swift-Footed:
    Traits: Tempo, Scoundrel, Passive
    Maintenance: You must have at least 1 Tempo left in your pool to garner this benefit.
    Effect: 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:
    Traits: Free Action, Scoundrel, Tempo, Movement
    Cost: 1 Tempo
    Requirements: This can only be activated as part of a movement action
    Effect: 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.


  • Aimed Strike:
    Traits: Attack, Accuracy, Free Action, Tempo, Scoundrel
    Cost: 1 Tempo
    Effect: As part of an attack that is triggering Outposition, a Scoundrel before rolling the attack, can spend 1 Tempo and choose to declare it an aimed strike. This allows them to also add a single die roll (that is 1d6 regardless how many outposition dice they have) to the attack roll. If the Scoundrel so chooses they may spend as many Tempo as they have Outposition dice but must decide at the same time they cannot declare 1 at a time, roll them, and then decide to keep paying. Its a singular decision moment.


Focus Path: Known as Rackets in Pathfinder 2e, there are four options in Valerick, and some of them cross over directly with Pathfinder 2e base. When that is the case, utilize whatever rule or hybridization fits best for your table. These four focus paths and their initial effects and benefits will be noted here;

Assassin



Amongst the various well known variety of scoundrels, the one that generally invokes the most fear and distaste conversationally would be those that deal in death and blood. Assassins obviously refer to those whom deal in death for coin, though amongst the professional circles of Scoundrels, this term does not just refer to those sorts. Rather more generally this refers often to those Scoundrels whom are particularly comfortable in combat, and skilled in the field of violence as a whole, be it intimidation, sending a message or just plain old murder for hire. Assassins, that word and term choice, mostly sticks due to the impact, the shock and awe impact of the killing for hire aspect, making it the dominant trait in the minds of most, but that is far from the only application for an Assassin's skill set and abilities.


Deadly Skill: An Assassin picks one weapon family that they are Trained with and becomes Expert with it immediately. When they would later gain Expert with all weapon families, this one becomes Master.

Everyone has a Price Talent: A good assassin knows that part of any well planned job, be it intimidation, grevious injury to send a message, or a murder for hire, is most often avoiding any collateral conflict and damage. They also know Bribery and Coercion are both fine ways to do this. Whenever an assassin is using Bribery, Persuade or Intimidation to try and negotiate or come to an arrangement, settle on a price/contract or to seek out someone to put pressure on in a target's personal circle, they may spend 1 Tempo to add a roll of a single die of 1d6 to their skill roll. They may spend up to X Tempo on this ability where X is their Scoundrel level/5 (minimum 1). But they must spend as many Tempo as they intend to before rolling the skill roll.

Con Artist



Con Artists are those sorts whom specialize in the unique combination of playing off a crowd or individuals, running scams, rigged games of chance, and long form stings, or more individual targeted schemes and scams, even blackmail and extortion. They can be paramours, they can be streetside performers, they can be hustlers, or even the sorts skimming taxes or profits from a business enterprise. What they all have in common is they are not just nimble and smart, but also well spoken, silver tongued, manipulative.


Silver-Tongued Devil Talent: So long as they have at least 1 Tempo point in their pool, Con Artists add a single die (1d6) to any Bribery, Persuade, Intimidate and Deception roll they are making.

Spy



Though most in such a professional sphere are generally at odds with governments and authorities, their does exist one vein, one path where they are backed by at least one nation or organization, even if viewed exceedingly poorly by others. The spy, the mole, the rat. They go by many names, these scoundrels involved with and engaging in espionage and the ever dangerous realm of the intelligence industry. Be it lowly moles and rats planted by one crime lord in another's organization, undercover cops, company moles planted to steal information for competitiors, or simply legitimate spies after secrets and documents and worthwhile intelligence for one nation about another, the field is varied, yet they all utilize very similiar skill sets.


Highly Skilled: Spies generally need a wider range and variety of skill sets than other scoundrels. They start with 3 extra skill ranks to spend, and get one extra rank every 5th level. These extra ranks can never be used to upgrade a skill beyond Expert however, as they are representing a Spy's tendency to dabble in a wide variety of skillsets and tasks to aid with their covers.

Thief



Often the first, and certainly the most common sort of individual most people think of when they think of a Scoundrel, someone whom specializes in burglary, 'locksmithing' and 'liberating objects and coin from those less observant or stringent with security.' Thievery is a common enough....profession such as it is across Valerick, yet comparably few truly deserve the title, and the skill it entails, of thief.


Stealthy Tools: 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.

These are the four focuses for the Scoundrel, their base benefits, a little lore blurb. Moving forward the rest of the base Scoundrel traits, abilities, and benefits before we get into the feats.



Scoundrel Feats: At 1st level, and then every even level thereafter, a Scoundrel gets a profession specific feat, choosing one of appropriate level. As always, at any given level if you were to wish, you could select a feat from a previous level you meet the requirements for as well if there was a feat you wished to have instead.

Surprise Attack: 1st level its the same as the base ability for the Rogue from Pathfinder 2e. If you got to roll Deception or Stealth for initiative, you treat everyone who hasn't acted yet as 'off-guard' for the point of triggering Outposition damage.

Criminal's Stubborness: At 2nd level the Scoundrel becomes Trained with Will Saves.

General Feats: Like all professions, Scoundrels get a General Feat at 3rd level and every 4 levels thereafter.

Speed and Power: At 3rd level Scoundrels become Trained in Power Saves.

Deny Advantage: 3rd level, the same as the Pathfinder 2e base Rogue ability of the same name. As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Hardened Scoundrel: At 4th level Scoundrels become Trained in Fortitude Saves.

Attribute Growths: At 5th level and every 5 levels thereafter you gain 4 attribute points to spend on any of your attributes you wish. Your Dexterity or Intelligence (whichever you choose as primary at first level) also naturally increases by 1 on top of this and this growth ignores the tax rules on going above 18 in an attribute. These attribute points can send your scores above 18, though every point you wish to increase an attribute above 18 costs 2 attribute points, not 1.

Heightened Awareness: At 5th level a Scoundrel becomes Master in Perception.

Criminal Logic: At 6th level a Scoundrel becomes an Expert in Logic Saves.

Silver-Tongued: At 7th level a Scoundrel becomes an Expert in Ego Saves.

Professional Law-Breaker: At 8th level a Scoundrel becomes an Expert in Scoundrel Class DC.

Heightened Reflexes: At 9th level a Scoundrel becomes a Master in Reflex Saves.

Debilitating Strike: At 9th level a Scoundrel gets this Rogue Feature just as the Pathfinder 2e Rogue would. Debilitating Strike Free Action.

Armaments Expertise: At 10th level a Scoundrel becomes Expert in all the weapon families they are trained with (if an assassin, one weapon family becomes Master rank here).

Unarmored and Armored Expertise: At 11th level a Scoundrel becomes an Expert in Unarmored Defense and Light Armor.

Criminal's Athleticism: At 12th level, a Scoundrel becomes Expert with Power Saves.

Criminal's Will: At 13th level a Scoundrel becomes Expert with Will Saves

Lightning Reflexes: At 14th level a Scoundrel becomes Legendary with Reflex Saves.

Legendary Hyperawareness: At 15th level a Scoundrel becomes Legendary in Perception.

Double Debilitation: At 15th level a Scoundrel gets the access to this just as a base Pathfinder 2e Rogue would. Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.

Criminal Mastery: At 16th level a Scoundrel becomes Master in Scoundrel Class DC.

Criminal Intelligence: At 17th level a Scoundrel becomes Master in Logic Saves.

Smooth Spoken Scoundrel: At 18th level a Scoundrel becomes Master in Ego Saves.

Master Strike: At 19th level a Scoundrel gets this ability, just as a base 2e Rogue would in Pathfinder. Master Strike ability

Scoundrel Feats



As always this is far from meant to be an extensive or complete list and should in theory, overlay with the Pathfinder 2e base class equivalent of Rogue in a homebrew fashion, perhaps requiring some minor tweaking in either direction for things like the Focus point system if it applies, or more importantly, naming and such, as base 2e Rogue has a Racket (subclass) called Scoundrel. As well as the fact that this homebrew has three extra saving throws set up within it. However by and large the translation back and forth should not be a difficult process if I have done my job even halfway decently.


Distance Strike

Feat 1


Traits: Tempo, Scoundrel
Source: Adventures in Valerick
Access: Scoundrel
Cost: 1 Tempo, Free Action

This feat allows a Scoundrel to spend 1 Tempo as part of declaring they wish to make a Ranged attack with any Ranged weapon that they are at least Trained with. Making this declaration means they treat the weapon's range profile as doubled for the purposes of this attack, allowing them to target creatures they might otherwise not have been able to target. You cannot use this ability more than once per attack, but may use it multiple times in a round if you so desire.

Defensive Feint

Feat 1


Traits: Tempo, Reaction, Scoundrel
Source: Adventures in Valerick
Access: Scoundrel
Cost: 'X' Tempo, Reaction

This ability grants the Scoundrel a unique reaction to being attacked in melee. So long as they have a free hand or a melee weapon in hand. You declare this Reaction after the attack roll is known but before any damage rolls should be revealed. You spend 'X' Tempo where X is a minimum of 1 and a maximum equal to the number of Outposition dice you have at your current level. You increase your AC against this and all other melee attacks by X+your Intelligence Modifier for the round. The reaction may only be utilized 1/round regardless of if you have the ability to use multiple reactions in a round.

Method Acting

Feat 1


Traits: Spy, Tempo, Scoundrel
Source: Adventures in Valerick
Access: be a Spy

The Spy is very unique in that they come with next to no other feats tied to their focus path on this list, but instead can gain this feat which grants them a most unique ability. For their profession feats, they may choose, within limited capacities, feats from other professions and focus paths. They cannot access arcane spell-casting or divine calling. Any other equivalent (traps, performances, chemicals, etc) they must spend one feat to garner the ability first and then spend General Feats to learn each new recipe or formula. They cannot acquire other resource pools with a similar structure to Tempo, but can acquire feats specifically tied to those resource pools, and use their Tempo to pay for them. However their cost in Tempo is double their natural cost. They can also gain benefits such as, for example, Fury Damage, by taking the Fury feat. Finally, they must spend Scoundrel feats one step higher than the feat they are trying to acquire (so for example, a 1st level feat/feature from another profession requires a 2nd level Scoundrel feat to purchase. An 18th level feat from another profession would cost a 20th level Scoundrel feat.)

Swift Apprasial

Feat 1


Traits: Thief Scoundrel, Lore, Tempo
Source: Adventures in Valerick
Access: Thief Scoundrel
Cost: 1 Tempo

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.

Quick Change

Feat 2


Traits: Scoundrel, Tempo
Source: Adventures in Valerick
Access: Scoundrel
Cost: 2 Tempo

A smart Scoundrel knows any type of infilitration is often in large part about looking like one belongs, as well as being able to change that look relatively quickly when you need to disappear. Whenever taking the time and activity to create a disguise, a Scoundrel can spend 2 Tempo points to layer two different disguises one on top of the other with the intent of one of them being quick changeable in the sense of being able to strip and toss the first one swiftly (2 actions) when the time arrives to do so.

Bloody Strike

Feat 2


Traits: Scoundrel, Assassin, Tempo, Attack, Open
Source: Adventures in Valerick
Access: Assassin Scoundrel
Cost: 1 Tempo

When taking the Attack action on an attack that is triggering Outposition damage, an Assassin may spend 1 point of Tempo to declare that it is intended to be a bloody strike. If it connects the target is inflicted with Persistent Bleed damage equal to the Scoundrel's level.

Well Educated, Well Spoken

Feat 2


Traits: Language, Con Artist, Scoundrel
Source: Adventures in Valerick
Access: Con Artist Scoundrel

A Con Artist whom selects this feat learns 2 additonal languages, and then learns an additional language at 6th, 12th and 18th level.

Not just a Performative Art

Feat 2


Traits: Con Artist Scoundrel, Tempo
Source: Adventures in Valerick
Access: Con Artist Scoundrel
Cost: 1 Tempo

At the cost of 1 Tempo, you may utilize Perform (Sleight of Hand) in place of Craft (Locksmith), Craft (Trap-Making) or Thievery to pick a lock or disarm a trap.

Swift Swiping

Feat 4


Traits: Scoundrel, Attack, Tempo, Press
Source: Adventures in Valerick
Access: Scoundrel
Cost: 1 Tempo and 1 action

At the cost of a point of Tempo and 1 action, a Scoundrel with this feat can attempt a Theivery or Perform (Sleight of Hand) skill check as an 'attack' against a target they've already successfully attacked this round. If that target was attacked in a way that triggered Outposition, you do not apply the MAP (Multiple Attack Penalty) to this roll, though it does count as an attack for purposes of calculating your MAP for any later attack trait actions this round. If your Thievery/Perform (Sleight of Hand) roll overcomes their AC, you hit. If you hit, you pickpocket the target of something relatively swipeable, like a coin purse, belt pouch, a potion or other vial or flask on their person. that sort of thing. If you score a critical hit, you instead lift two such objects. If you fail you merely miss. If you critically fail, you miss and the target realizes what you were attempting to do, allowing them to trigger a reaction (such as opportunity attack) if they so wish.

Re-education

Feat 4


Traits: Spy, Scoundrel, Activity
Source: Adventures in Valerick
Access: Spy with Method Acting Feat

This spy feat allows a few effects. They may from here on out make selections from the rules of their Method Acting Feat for their General Feats by level as well. Further more, by taking a week of downtime, a Spy may wipe away all their feats but Ancestry Feats (skill feats included) but this one and Method Acting, and select all new feats, but with the rules of this feat and Method Acting applied.

New Clothes, New You

Feat 4


Traits: Con Artist, Scoundrel
Source: Adventures in Valerick
Access: Con Artist with Quick Change Feat

A Con Artist is a genuine artist when it comes to false identities. You can manufacture them almost on demand, and know how to take the focus off the elements you can't change easily, like your face, and turn it to the elements that change very easily, your outfits, voice, manner of speaking and mannerisms. Whenever you majorly change how you look, what clothing you are wearing, you can utilize skill checks to trick and convince people you are someone entirely new.

Smart Striker

Feat 4


Traits: Assassin, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Assassin Scoundrel

So long as the Assassin has 1 point in their Tempo Pool, they add their Intelligence Modifier to all attack rolls.

Catfall

Feat 4


Traits: Scoundrel, Thief, Tempo
Source: Adventures in Valerick
Access: Thief Scoundrel

Thieves have to be light on their feet, nimble and quite acrobatic. So long as they have 1 Tempo in their Tempo Pool, they ignore the first 10 feet of any fall for the point of Athletics or Acrobatics checks to negate or lessen fall damage, having no risk of taking such damage from 10 feet or less. At 8th level this becomes 15 feet, at 12th it becomes 20 feet, at 16th it becomes 25 feet, and at 20th level it becomes 30 feet.

Jack of all Trades

Feat 6


Traits: Scoundrel, Uncommon
Source: Adventures in Valerick
Access: Scoundrel

A Scoundrel that takes this feat may select either an extra General Feat of a level they meet the requirements for, 3 skills to make Expert proficiency, or alternatively they may grant a pair of their Attributes a two point increase.

Deadly Knowledge

Feat 6


Traits: Assassin, Tempo, Uncommon
Source: Adventures in Valerick
Access: Assassin with the Smart Striker Feat

So long as the Assassin has 1 Tempo left in their pool, they add their Intelligence Modifier to the damage with all attacks.

Smart and Swift

Feat 8


Traits: Scoundrel, Uncommon, Tempo
Source: Adventures in Valerick
Access: Scoundrel

A Scoundrel with this feat, so long as they are not surprised, adds their Intelligence Modifier to any rolls (regardless of skill being used) for Initiative.

Swift and Skilled

Feat 8


Traits: Thief, Scoundrel, Tempo, Uncommon
Source: Adventures in Valerick
Access: Thief
Cost: 1 Tempo, 2 actions

Normally attempting to pick a lock or disarm a trap cannot be done swiftly, on the fly and in combat. However a skilled thief is far from normal. At the cost and with the appropriate number of actions, a Thief may use Thievery or Craft (Locksmith) or Craft (Trap-Making) to attempt to pick a lock or disarm a trap very rapidly. If they critically succeed, they actually properly pick the lock or disarm the trap. If they succeed, they more sort of 'brute' force the object, disarming or unlocking it, but also breaking it where it can't be reset. If they normal fail, they simply fail. They don't break their tools in the key hole or set off the trap. If they critically fail, they do break off a tool in the lock, jamming it, or they do set off the trap in their own face.

Catch your Breath

Feat 10


Traits: Uncommon, Activity, Scoundrel
Source: Adventures in Valerick
Access:Scoundrel

This feat allows a Scoundrel to recover an amount of Tempo equal to their Intelligence Modifier during any Regroup. Doing so does count as taking up 1 of the two tasks they may undertake during a Regroup and they cannot utilize this task twice in the same Regroup.

Brilliant Conversationalist

Feat 10


Traits: Con Artist, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Con Artist Scoundrel

A Con Artist may spend 1 Tempo when they are thinking about initiating a social skill roll (so Bribery, Presuade, Intimidate, or Deception) and if they do so, they get to roll an Intuition skill test against the target's character DC. If critically successful, the Con Artist knows which check is most likely to succeed, and furthermore should have a pretty good idea which tact to take (Like a rough ballpark of the number they should start at for Bribery, or a somewhat specific threat or pressure they can imply for Intimidate.) If a normal success, the Con Artist merely knows which one is most likely to work, but establishes no hints as to the social approach. If failed they are unsure. If critically failed they will actually misread the person and think the option that has the least likelihood to succeed is the best option. Hence this check should be a secret check.

Leave as you Found It

Feat 10


Traits: Scoundrel, Thief, Tempo, Activity
Source: Adventures in Valerick
Access: Thief Scoundrel
Cost: 1 Tempo

A thief generally has to have a short term memory of a steel trap. They reason for this is to insure they leave no extra evidence of the theft, like thrown rooms when possible, unlatched doors, picked locks, etc. Skilled thieves do their best to avoid that unless they do not have the time to properly return things as they were found, less the loot of course. But by spending 1 Tempo, and as much time leaving as you spent getting into the location, a thief can return things, potentially perfectly, to the state they were before the thief arrived. The thief rolls a Logic Save against their own profession DC. If they critically succeed, they do return things to a near perfect state, requiring a near impossible (DC 40-50) Investigate check to really find any trace of their presence. If they regular succeed this drops to DC 15-35, but they are still successful. If they regular fail, the DC is 10-20 so they are still 'successful' but only in the barest sense. If critical failed, no DC to investigate, they simply messed it all up and put most things in the wrong place.

The Old Flip and Twist

Feat 12


Traits: Scoundrel, Uncommon, Reaction, Scoundrel
Source: Adventures in Valerick
Access: Scoundrel with Defensive Feint Feat
Cost: Use Defensive Feint.

When using the Defensive Feint Reaction, if it is successful and causes the attack to miss, the Scoundrel may roll their own attack as part of this reaction with an unarmed strike or a one handed melee weapon. So long as they hit, they disarm the creature if such a thing is possible, sending the weapon spinning off in a random direction, a number of feet equal to their Scoundrel level.

Bloody Tempo

Feat 12


Traits: Assassin, Tempo, Rare, Scoundrel
Source: Adventures in Valerick
Access: Assassin with Catch your Breath feat

Whenever the Assassin successfully kills or puts a target into the Dying (x) condition, they immediately gain 1 Tempo.

Endless Pockets

Feat 12


Traits: Thief, Uncommon, Scoundrel
Source: Adventures in Valerick
Access: Thief

A thief is also generally very well prepared to carry a lot of loot. They count their carry capacity as 1.5 times what it should be.

Master of all Trades

Feat 14


Traits: Scoundrel, Rare
Source: Adventures in Valerick
Access: Scoundrel with Jack of all Trades Feat

A Scoundrel whom takes this ability may select a General Feat they would meet the prerequisites and level for. Alternatively they may progress up to three skills they are Expert or Trained in to Master proficiency. Or they may increase 2 of their attributes by two points each.

Highly Reactive

Feat 16


Traits: Scoundrel, Rare. Tempo
Source: Adventures in Valerick
Access: Scoundrel

A Scoundrel knows how to move like lightning. So long as they have 1 point in their Tempo Pool, they may take 2 reactions every round, plus any other bonus one they may get from Feats or other sources (such as the Hasten condition).

Crippling Blow

Feat 16


Traits: Assassin, Attack, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Assassin
Cost: 1 Tempo

When making an attack roll, an Assassin may spend 1 Tempo to declare the blow is a Crippling Blow. If you score a critical hit, you inflict Slow (3) upon the target. If you normal hit, you inflict Slow (1).

Distracting Banter

Feat 16


Traits: Con Artist, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Con Artist

You are very skilled at shifting attention. So long as you have at least 1 Tempo in your Tempo Pool, whenever operating a game of chance using any Perform skill you are at least 1 rank (Trained) in, you also get to add your Intelligence Modifier to the skill roll as well.

Get in and Get Out

Feat 18


Traits: Scoundrel, Rare, Tempo
Source: Adventures in Valerick
Access: Scoundrel

A Scoundrel with this feat is a true master of getting things done swiftly and efficiently, a good quality in criminal enterprises. So long as they have 1 Tempo in their Tempo Pool, they are under the effects of Hasten (1) condition.

Assassin's Commitment

Feat 18


Traits: Assassin, Rare, Tempo
Source: Adventures in Valerick
Access: Assassin
Cost: 4 Tempo, 1 Action

An Assassin can spend 4 tempo and use 1 action to declare a target their committed mark. For the next 28 hours, or until the target has been elminiated, any attack the assassin makes against that target, if it hits, is automatically a critical hit. Even if you regular miss, you still deal normal damage. Only a critical miss actually misses. However until the 28 hours are over, or the target is dead or incapacitated, the Assassin cannot regain Tempo through any abilities, Regroup, or Rest, and cannot use offensive activated Tempo abilities on any other targets. Defensive and Passive effects tied to the Tempo pool can be used and remain active.

Selling Ignorance

Feat 18


Traits: Con Artist, Scoundrel, Rare, Tempo, Fortune
Source: Adventures in Valerick
Access: Con Artist with Brilliant Conversationalist Feat

So long as you have 1 Tempo in your Tempo Pool, any time you would roll Bribery, Deception, Diplomacy/Persuade, or Intimidate, you roll that with Fortune (rolling twice and taking the best result)

Full Identity Scrub

Feat 18


Traits: Spy, Rare
Source: Adventures in Valerick
Access: Spy, must be Master Proficiency in Deception and Stealth, with Method Acting Feat

The rules for Method Acting Feat even apply to Ancestry Feats, and when you apply disguises, you actually can even change how you look well enough (through mundane means like wigs, makeup, padding, hunching, faking a limp, etc etc.

Knockout Blow

Feat 18


Traits: Thief, Rare, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Thief
Cost: 1 Tempo, 2 Actions

A Thief sometimes will find themselves in the uncomfortable position of needing to, one way or another, remove a creature as an obstacle. Bodies, by and large, are not great in the business of theft. Murder is a far more serious crime and generally there would be more effort put into its investigation. For 1 Tempo and 2 actions, a thief can attempt a knockout blow on a target they have under threat of Outposition Damage. They instead add their Outposition dice to the attack roll, and should they score a critical hit, they knock the individual unconscious, and this state will last until someone gives them medical treatment (DC 35) or for hours equal to 1/2 the Scoundrel's level. If they merely hit, they still knockout the individual, but the Medical check to wake them is only DC 20 and they will only be out for 1 hour. If they miss, they simply score a critical hit but the damage is non-lethal. If they critically miss, they deal normal damage, non lethal.

Always in Tempo

Feat 20


Traits: Scoundrel, Tempo, Rare
Source: Adventures in Valerick
Access: Scoundrel

A Scoundrel caught and forced into confrontation always seems able to tap into their Tempo, even when they should have none left. Whenever made to roll initiative, if they have an empty Tempo Pool, they immediately gain 1d4+Intelligence Modifier points in their Tempo Pool.

Death Blow

Feat 20


Traits: Assassin, Tempo, Attack, Open, Real
Source: Adventures in Valerick
Access: Assassin with Assassin's Commitment feat.
Cost: 8 Tempo, 3 Actions

An Assassin with a committed mark may pay the cost and make a special attack, a Death Blow, against that target. The Assassin adds the roll of their Outposition Dice to the attack roll and to damage if needed. If the attack scores a critical hit, the target dies immediately. If it merely is a normal hit, the target must roll a Fortitude Save against your Profession DC. If they critically succeed, they merely take critical damage. If they merely succeed, they take critical damage and fall to Dying (1). If they fail, they fall to Dying (2) and if they critically fail, they still die. If your attack 'misses' it still is a critcal hit. If you critically miss, you deal normal damage.

Feign Death

Feat 20


Traits: Con Artist, Rare, Tempo, Activity
Source: Adventures in Valerick
Access: Con Artist whom is Master Proficiency in Perform (Acting)
Cost: 6 Tempo, and 14 hours.

The ultimate end to many a con of specific types, whether for yourself or someone else. You spend the time and Tempo bringing the plan together, which in and of itself may involve some skil rolls and acquiring of materials or ingredients. However when that is done, you are ready and able to fake your own death or someone else's, and it will be very convincing indeed. DC 40 Con across the board.

Spymaster's Change

Feat 20


Traits: Rare, Scoundrel, Spy, Tempo
Source: Adventures in Valerick
Access: Spy with Method Acting Feat
Cost: 3 Tempo, 2 activities

A Spy with this feat does not need a week any longer, and can choose to completely alter any disguises and their full feat list as activities even during a Regroup.

A Worthwhile Reputation

Feat 20


Traits: Thief, Rare, Scoundrel, Tempo
Source: Adventures in Valerick
Access: Thief Cost: 1 Tempo, 1 Hour

By this point a thief has a worthy reputation amongst their contacts, and has a wide web of connections and informants. By spending 1 Tempo and 1 Hour in any town or city, a thief can find a fence that'll pay 65% instead of the normal 45% you'd get for 'hot merchandise' (stolen goods), as well as make contact with, and be invited into the fold of any local thieves guild or the like.


Cover image: Alexi Tomlinson Portrait by Keon Croucher Using Midjourney

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