Sometimes playing the odds too much leads someone down a rough path where luck alone will not ward off all the consequences. In these cases, an edge of mercenary ruthlessness might be necessary to save a gambler’s skin. Often surfacing in seedy underbellies, these sorts of scoundrels excel at taking dirty jobs and making quick getaways while saving face with their roguish charm and resolve.
The scoundrel is an archetype of the gambler class.
Archetype Main Ability Scores:
The scoundrel mainly focuses on DEX and CHA for combat and CHA for their class features.
Archetype Feature Replacements:
1st – Class Skills (Disguise, Linguistics, and Use Magic Device), Weapon and Armor Proficiencies, Throwing Cards, Gil Toss, Limit Break (Slot Machine). 2nd – Gambler Gambit. 4th – Gambler Gambit, Sharpened Cards. 5th – Professional Gambler, Breaking Even. 6th – Gambler Gambit. 8th – Gambler Gambit. 10th – Gambler Gambit, Gil Rain, Opportunist. 12th – Gambler Gambit. 14th – Gambler Gambit. 16th – Gambler Gambit. 18th – Gambler Gambit. 20th – Gambler Gambit.
Class Skills
The scoundrel adds Knowledge (technology) (Int), Navigate (Int), and Pilot (Dex) to his class skills. The scoundrel loses Disguise, Linguistics, and Use Magic Device as class skills.
Weapon and Armor Proficiency
The scoundrel are proficient with simple weapons and firearms (simple). He is also proficient with light armor, but not with any shields.
This ability replaces the gambler’s starting weapon and armor proficiencies.
Limit Break (Su)
At 1st level, the scoundrel receives the Limit Break (Out of the Blue).
Out of the Blue (Su): This Limit Break allows the scoundrel to perform a series of surprise attacks while deftly evading response. Upon activating this Limit Break, the scoundrel may spend a number of Luck Points up to his Charisma modifier. While this Limit Break is active, the scoundrel’s melee and ranged attacks hit as though his targets were denied their Dexterity bonus to AC, and deal 1d6 points of precision damage for each Luck Point initially spent. In addition, the scoundrel’s actions and movements do not provoke attacks of opportunity the first time he would normally do so in a round (but will provoke them as normal if taken a second time that round). This lasts for a duration of 1 round + 1 per four gambler levels after 1st. This limit break requires only a swift action.
This ability replaces the Limit Break (Slot Machine).
Lucky Shot (Ex)
At 1st level, the scoundrel gains Gunsmithing as bonus feats. Additionally, he also gains a trainee gun identical to the one gained by the gunner.
At 10th level, the scoundrel’s firearm skills grow apace with his luck. By spending a number of luck points up to his Charisma modifier, the scoundrel may attack a number of targets up to the number of luck points spent, as a standard action.
This ability replaces throwing cards and gil toss.
Gunnery Talents (Ex)
As a scoundrel gains experience, he learns a number of talents that aid his marksmanship skills. Starting at 2nd level, a scoundrel gains one gunnery talent or gambler gambit. He gains an additional gunnery talent or gambler gambit for every two levels of gambler attained after 2nd level. A scoundrel must meet the prerequisite of the talent selected and unless specified otherwise, each talent can only be selected once. A scoundrel counts his gambler levels as gunner levels for gunnery talent requirements.
- A complete list of gunnery talents can be found here: Gunnery Talents
This ability may replace gambler gambits.
This Deal’s Getting Better All the Time (Ex)
At 5th level, the scoundrel adds half his scoundrel level to all Bluff, Diplomacy, Intimidate, and Sense Motive skill checks. In addition, the scoundrel may re-roll a result on a failed negotiation a number of times per day equal to his Charisma modifier.
This ability replaces professional gambler.
Scoundrel’s Fortune (Ex)
Starting at 5th level, a scoundrel can ignore a firearm misfire a number of times per day equal to his Charisma bonus. He can use this ability as a free action.
This ability replaces breaking even.
Flying Solo (Ex)
At 10th level, the scoundrel gains the Airship Operation feat. In addition, he may add half his gambler’s level to his Profession (smuggler) and Pilot skill checks. If the scoundrel already has this feat, he may pick another Non-Combat feat for which he meets the prerequisites for.
This ability replaces gil rain.
Shooting First (Ex)
At 10th level, for a number of times per day equal to his Charisma modifier, the scoundrel may, during a surprise round, make a ranged touch attack with a firearm against a target as an immediate action. A successful attack deals 1d6 of precision damage per two gambler levels after first. The target must make a Fortitude save (DC 10 + half of gambler’s level + his Charisma modifier) or be dazed for 1 round.
This ability replaces opportunist.