by Danny Gourley on Dec 22, 2006
By Ralsu
The Lovable Scoundrel is a bard 7/rogue 5 build designed to take full
advantage of the rogue's knack to removing traps while using the bard's
songs and spells to enhance combat effectiveness. The Scoundrel does
the most damage by joining fights after they've begun, landing Sneak
Attacks and darting along to another foe.
The first couple of levels come as rogue so that the Scoundrel will get
many skills and Evasion. The middle levels focus on bard so that the
Scoundrel can learn useful spells. The finals levels of rogue add
another 1d6 to Sneak Attack, which the Scoundrel can use fairly
effectively because of the Weapon Finesse Feat and plenty of good buffs.
Low Charisma means that the Lovable Scoundrel is poor at crowd control.
Thus, songs and spells that focus on charming enemies are a low
priority. In the end, the Scoundrel provides a party with the utility
of a rogue, a dash of damage, and some very useful buffs.
Race: Human
Starting Abilities:
Strength: 10
Dexterity: 16
Constitution: 10
Intelligence: 16 (+1 at Levels 4, 8, and 12 = 19)
Wisdom: 10
Charisma: 10
Notes:
The Scoundrel will benefit from wearing one item that adds +2 to DEX
and another item that adds +3 to INT. INT is the focused stats so that
Disable Device never fails. DEX is the next most important so that the
Scoundrel can land blows in combat and Open Locks. CHA items are
unnecessary, as the Scoundrel will either learn Eagle's Splendor or
carry wands for the spell.
Hit Points: 92 at Level 12
Saves (Enhancements and Feats
included):
Fortitude: 4
Reflex: 13
Will: 7
Class/Racial Features:
Feats (in the order selected):
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alt="Otto's"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Otto_s_Resistible_Dance.sized.jpg"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">
Dodge
Skill Focus: Disable Device
Weapon Finesse
Extend Spell
Mobility
Luck of Heroes
Notes:
Dodge and Mobility greatly add to the Scoundrel's survival chances
while Weapon Finesse ensures that the Scoundrel can land hits. These
three Feats are crucial to the build. Skill Focus is added insurance to
see to it that the Scoundrel can always
succeed at Disabe Device. Extend Spell makes Rage and Good Hope last
longer, saving on the Scoundrel's modest spell point pool. It could be
exchanged for a combat Feat if desired. Luck of Heroes boosts all
saving throws by +1 and combines with Good Hope to give the Scoundrel
some good protection from those annoying enchantments that incapacitate
players, but other Feats will fit here, too. Use your discretion.
Skills: The most important
Skills are Disable Device, Hide, Move Silently, Open Lock, and Use
Magic Device. These should be maximized at every chance. The Scoundrel
will get ample Skill points for other useful Skills. Balance and Tumble
are good selections. Haggle saves money on wands of Cure spells.
Perform need not be above a 3, the minimum rank fro a bard to use
Inspire Courage. Train in others as you see fit. My Scoundrel ended
with the skills noted below (Ability modifiers, Feats, and Enhancements
included):
Balance 23
Bluff 20
Concentration 18
Diplomacy 10
Disable Device 32
Haggle 20
Heal 5
Hide 28
Intimidate 5
Jump 18
Listen 5
Move Silently 28
Open Lock 28
Perform 8
Repair 9
Search 14
Spot 5
Swim 5
Tumble 13
Use Magic Device 20
Combat:
BAB 8
Bardic Music and Weapon Finesse will have the Scoundrel hitting enough
to contribute to damage, but this build is not a killing machine. Even
with a good selection of items and wands to buff with, the Scoundrel
will be a little bit squishy. Combat should involve stealth and liberal
use of Tumble. Let the fighters hit things first so the Scoundrel can
Sneak Attack them.
Enhancements:
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Human Versatility V (+5 to all Skill checks)
Rogue's Action Boost II (temporary boosts to attack, armor class, or
rogue skills)
Skill Ingenuity III (+5 to Disable Device and Open Lock)
Skill Stealth III (+5 to Hide and Move Silently)
Spells (in the order selcted):
Level 1 Bard Spells: Remove Fear, Cure Light Wounds, Otto's Ressitible
Dance, Expeditious Retreat
Level 2 Bard Spells: Invisibility, Rage, Soundburst, Glitterdust OR
Eagle's Splendor
Level 3 Bard Spells: Cure Serious Wounds, Good Hope
Notes:
The Scoundrel has little business dabbling with crowd control with that
low Charisma score. Still, Otto's might still remove a minotaur from a
battle for a few seconds it the Scoundrel buffs with Eagle's Splendor
first. The low spell points should be just enough to keep up some
useful buffs (Expeditious Retreat, Rage, Good Hope). Once Remove Fear
has ceased to be useful, it can be exchanged--but there isn't a whole
lot that will be more useful.
-Level 1:
-Level 2:
-Level 3:
-Level 4:
href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=redfang_s_chamber&op=modload&name=Gallery&file=index&include=view_photo.php">
alt="redfang's chamber"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/redfang_s_chamber.sized.jpg"
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-Level 5:
-Level 6:
-Level 7:
-Level 8:
-Level 9:
-Level 10:
-Level 11:
-Level 12:
Tactics: Use Bardic Music to add to BAB, especially when the party is
melee-heavy or fighting a hard-to-hit boss. Your bard spells allow for
some healing, but take advantage of your Use Magic Device Skill and use
wands for top-off healing.
You'll want togive your party buffs as much as possible; it's what
makes the Scoundrel "lovable." Combined with the Extend Spell Metamagic
Feat, Remove Fear will be very handy until Level 4 or 5. Expeditious
Retreat, Rage, and Good Hope will be your staples in the higher levels.
With a very low CHA, you may find crowd control spells spotty. Eagle's
Splendor from the 2nd level spell set can give you a +4 CHA boost to
get those tougher mobs with Otto's. Use Soundburst to dirupt enemy
casters or buy yourself some time when swarmed.