Rules / Talents / Scoundrel Talents
Scoundrel Talents
The Grit Die (from Scoundrel's Grit) and the dirty tricks that spend it.
| Talent | Tier | Requirements | Benefit |
|---|---|---|---|
| Scoundrel's Grit | 1 | 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). |
| Ambush | 2 | 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 | 2 | 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. |
| Crippling Attack | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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. |
| Disabling Strike | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | Roll your Grit Die (2 RP) and subtract it from the target's next attack roll before the end of its next turn. |
| Distracting Attack | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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. |
| Down But Not Out | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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… |
| Feinting Attack | 2 | 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. |
| Knockout Strike | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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. |
| Preemptive Strike | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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. |
| Showboating Attack | 2 | 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. |
| Trip Attack | 2 | Scoundrel's Grit; 3+ ranks in Sleight of Hand or Deception | 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. |
Scaling Die
| Ranks in the style skill | 2–4 | 5–7 | 8–10 | 11+ |
|---|---|---|---|---|
| Commander, Grit or Panache Die | d6 | d8 | d10 | d12 |
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.