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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Talents / Scoundrel Talents

Scoundrel Talents

The Grit Die (from Scoundrel's Grit) and the dirty tricks that spend it.

TalentTierRequirementsBenefit
Scoundrel's Grit12+ ranks in Sleight of Hand or DeceptionGain a Grit Die: its size follows your ranks in your Scheme Style skill (d6 at 2 ranks, d8 at 5, d10 at 8, d12 at 11).
Ambush2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionSpend 1 Strain to add your Grit Die to a Stealth check or Initiative roll.
Blinding Strike2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionWeapon attack at 2 Disadvantage; on a hit add your Grit Die to damage.
Crippling Attack2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionAdd your Grit Die to damage (2 RP). Fortitude save vs DC 10 + half damage taken; failure: Speed halved and 1 Disadvantage on Reflex saves per 3 Scheme ranks until the end of your next turn.
Disabling Strike2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionRoll your Grit Die (2 RP) and subtract it from the target's next attack roll before the end of its next turn.
Distracting Attack2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionAdd your Grit Die to damage (2 RP). The next attack by someone else against the target before your next turn gains 1 Advantage per 3 Scheme ranks.
Down But Not Out2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionWhile Prone (2 RP), either subtract your Grit Die from its attacks against you until the end of your next turn, or trip it (no more than 1 size larger): Might save vs your Scheme check; failure Prone with 0 movement…
Feinting Attack2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionWeapon attack against a creature within 5 ft with 1 Advantage per 3 Scheme ranks; on a hit add your Grit Die to damage.
Knockout Strike2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionAdd your Grit Die to damage (2 RP). Fortitude save vs DC 10 + half damage taken; failure Stunned until the start of your next turn, critical failure unconscious for 1 minute.
Preemptive Strike2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionMelee attack at 2 Disadvantage (2 RP). On a hit, roll your Grit Die: the creature takes Disadvantage equal to half the result (round up) on its next attack against you.
Showboating Attack2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionEach creature (no more than 1 size larger) in a 15-ft cube in front of you makes a Charisma save vs your Scheme check: failure Frightened 1 of you, critical failure Frightened 2, until the end of your next turn.
Trip Attack2Scoundrel's Grit; 3+ ranks in Sleight of Hand or DeceptionAdd your Grit Die to damage (2 RP). A target no more than 1 size larger makes a Might save vs DC 10 + half damage taken or falls Prone.

Scaling Die

Ranks in the style skill2–45–78–1011+
Commander, Grit or Panache Died6d8d10d12

Scoundrel's Grit

Tier 1
Mental, Auditory, Linguistic

Requires: 2+ ranks in Sleight of Hand or Deception

Gain a Grit Die: its size follows your ranks in your Scheme Style skill (d6 at 2 ranks, d8 at 5, d10 at 8, d12 at 11). Choose Sleight of Hand or Deception as your Scheme Style (permanent). Spend 1 Strain to add the Grit Die to a check with that skill.

Ambush

Tier 2 · 1 Strain
Skill

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Spend 1 Strain to add your Grit Die to a Stealth check or Initiative roll.

Blinding Strike

Tier 2 · 2 AP
Attack, Maneuver

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Weapon attack at 2 Disadvantage; on a hit add your Grit Die to damage. The target makes a Fortitude save vs DC 10 + half damage taken: failure Blinded until the end of your next turn; critical failure it loses an eye.

Push: take 1 Strain to use this for 1 AP instead of 2.

Crippling Attack

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: You hit a creature with a weapon attack.

Add your Grit Die to damage (2 RP). Fortitude save vs DC 10 + half damage taken; failure: Speed halved and 1 Disadvantage on Reflex saves per 3 Scheme ranks until the end of your next turn.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Disabling Strike

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: You hit a creature with a weapon attack.

Roll your Grit Die (2 RP) and subtract it from the target's next attack roll before the end of its next turn.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Distracting Attack

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: You hit a creature with a weapon attack.

Add your Grit Die to damage (2 RP). The next attack by someone else against the target before your next turn gains 1 Advantage per 3 Scheme ranks.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Down But Not Out

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: A creature attacks you in melee while you're Prone.

While Prone (2 RP), either subtract your Grit Die from its attacks against you until the end of your next turn, or trip it (no more than 1 size larger): Might save vs your Scheme check; failure Prone with 0 movement for the turn and Grit Die bludgeoning damage.

Feinting Attack

Tier 2 · 2 AP
Attack, Maneuver

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Weapon attack against a creature within 5 ft with 1 Advantage per 3 Scheme ranks; on a hit add your Grit Die to damage.

Push: take 1 Strain to use this for 1 AP instead of 2.

Knockout Strike

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: You hit a creature no more than 1 size larger with a weapon attack.

Add your Grit Die to damage (2 RP). Fortitude save vs DC 10 + half damage taken; failure Stunned until the start of your next turn, critical failure unconscious for 1 minute.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Preemptive Strike

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: A creature in your reach makes a melee attack against you.

Melee attack at 2 Disadvantage (2 RP). On a hit, roll your Grit Die: the creature takes Disadvantage equal to half the result (round up) on its next attack against you.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.

Showboating Attack

Tier 2 · 2 AP
Attack, Maneuver

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Each creature (no more than 1 size larger) in a 15-ft cube in front of you makes a Charisma save vs your Scheme check: failure Frightened 1 of you, critical failure Frightened 2, until the end of your next turn. Your first hit on a creature frightened of you adds your Grit Die.

Push: take 1 Strain to use this for 1 AP instead of 2.

Trip Attack

Tier 2 · Reaction
Maneuver, Reaction

Requires: Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception

Trigger: You hit a creature with a weapon attack.

Add your Grit Die to damage (2 RP). A target no more than 1 size larger makes a Might save vs DC 10 + half damage taken or falls Prone.

Push: take 1 Strain to use this reaction for 1 RP instead of 2.