BETA — This site is under active development. Data may be incomplete or incorrect.
Scoundrel
Str 0
Dex 0
Con 0
Int 0
Wis 0
Cha +2

Automatic Feats 3

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You gain Fire Resistance equal to your Character Level.
    You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells.
    You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
    You are Immune to Fear.
  • Enchant your fiddle to cast this spell, dealing 1d6 fire damage, plus 1 fire damage per 2 caster levels (max 1d6+10), and 1d6 sonic damage, plus 1 sonic damage per 2 caster levels (max 1d6+10) to a target. The damage repeats itself every 2 seconds for 12 seconds.

    Passive: +18 Spell Points
  • Proficiency: Rapier
    You do not suffer a -4 penalty on attack rolls when using a rapier.

Enhancements Full tree →

The Tiefling Scoundrel tree. Hover a cell for what it does; the full page has every rank and description.

Hellish Rebuke 0/1
Hellish Rebuke
Ranks: 1 Cost: 1 AP Requires: 1 AP
Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power.
Scoundrel's Skills 0/3
Scoundrel's Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Balance, Bluff, and Diplomacy
Dashing Weapons 0/1
Dashing Weapons
Ranks: 1 Cost: 2 AP Requires: 1 AP
You are trained in the art of fine weaponry. You have +1 to Hit and Damage with the following weapons:

Shortsword
Rapier
Handaxe
Light Hammer
Light Crossbow
Innate Protection 0/3
Innate Protection
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Saves vs Spells
Obscuring Darkness 0/1
Obscuring Darkness
Ranks: 1 Cost: 2 AP Requires: 1 AP
You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will for 30 seconds. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies.
Hellish Reverberation 0/1
Hellish Reverberation
Ranks: 1 Cost: 1 AP Requires: 5 AP
While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
Infernal Resistance 0/1
Infernal Resistance
Ranks: 1 Cost: 2 AP Requires: 5 AP
You gain Cold Resistance equal to your Character Level.
Improved Dashing Weapons 0/1
Improved Dashing Weapons
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to Hit and Damage with your Dashing Weapons
Traditionalist Caster 0/3
Traditionalist Caster
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Universal Spell Power while wielding an Orb or Staff
Lasting Darkness 0/1
Lasting Darkness
Ranks: 1 Cost: 1 AP Requires: 5 AP
Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
Ash Imprisonment 0/1
Ash Imprisonment
Ranks: 1 Cost: 1 AP Requires: 10 AP
Your Fiendish Arpeggio attempts to turn your target to burning Ash. This acts similarly to a Flesh to Stone spell, and affects anything your Fascinate can affect. Bosses are Immune, and instead take -4 Armor Class and -25% Fortification for the duration.

DC: (1d20 + Perform Skill) vs Will
Duration: 20 seconds
Infernal Resistance 0/1
Infernal Resistance
Ranks: 1 Cost: 1 AP Requires: 10 AP
You gain Cold Resistance equal to your Character Level.
Greater Dashing Weapons 0/1
Greater Dashing Weapons
Ranks: 1 Cost: 1 AP Requires: 10 AP
+2 to Hit and Damage with your Dashing Weapons, +1 Sneak Attack Die
Scoundrel's Inspiration 0/3
Scoundrel's Inspiration
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Bardic Ballad grants an additional 1 to Attack and 3 to Universal Spell Power.
Dance in the Darkness 0/1
Dance in the Darkness
Ranks: 1 Cost: 2 AP Requires: 10 AP
While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
Staccato Sovereign 0/1
Staccato Sovereign
Ranks: 1 Cost: 2 AP Requires: 15 AP
You use your Fire Spell Power in place of your Sonic Spell Power if it is higher, and vice versa.
Charm Hearts 0/1
Charm Hearts
Ranks: 1 Cost: 2 AP Requires: 15 AP
Enemies that attack you have a 10% chance to be subjegated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
Enthralling Weapons 0/1
Enthralling Weapons
Ranks: 1 Cost: 2 AP Requires: 15 AP
+2 to Hit and Damage, +1 Sneak Attack Die, and +1 Enchantment DC while using a Dashing Weapons
Magic of Melodies 0/1
Magic of Melodies
Ranks: 1 Cost: 2 AP Requires: 15 AP
+1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells
Sonata of Darkness 0/1
Sonata of Darkness
Ranks: 1 Cost: 2 AP Requires: 15 AP
While in Obscuring Darkness, you gain Displacement, +5% Dodge, and +2 Enchantment DCs.
Core Enhancements
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
Imbue Toggle: Your weapon attacks deal an additional 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power.

Passive: +5 Fire and Sonic Spell Power
Charisma 0/1
Charisma
Ranks: 1 Cost: 2 AP
+1 Charisma
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
Your Bloodsong Imbue Toggle is increased to 1d6 Sonic damage against enemies under 50% HP. This damage scales with 100% Spell Power.

Passive: +10 Fire and Sonic Spell Power
Charisma 0/1
Charisma
Ranks: 1 Cost: 2 AP
+1 Charisma
Bloodsong 0/1
Bloodsong
Ranks: 1 Cost: 1 AP
Your Bloodsong Imbue Toggle is increased to 1d8 Sonic damage against enemies under 25% HP. This damage scales with 100% Spell Power.

Passive: +20 Fire and Sonic Spell Power

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +10% Striding per stack of this past life

    Passive Bonus: +1 Reflex Saving Throws per stack of this Past Life feat. This feat can be stacked up to three times.