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Review of Complete Scoundrel


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First Impressions
The cover of a book can tell you a lot about what’s inside, contrary to popular opinion. That’s the thing with the Complete Scoundrel, actually: it’s a lot more than it seems. At first glance a lot of folks can easily dismiss it as the Complete Adventurer 2.0, which would be an unfortunate mistake. This book has a lot going for it.

The cover of this book shows a rather devious looking Gimble holding a few cards. There’s just something about his expression that really caught my eye, and made me pick the book up and actually run through it. And I’m so very glad that I did.

At first glance it’s not all that much more remarkable than any of the other dozens of current Dungeons and Dragons supplements. The artwork is good, but nothing exceptional jumps out at you. The layout is standard wizards fare, and until you start reading it in depth, you’re not going to be all that impressed. But just like a tricky scoundrel, it hides a lot more than you’d think.

Art and Style
As mentioned above, the layout and style of this book isn’t really anything to write home about. It’s got the standard 3.5 borders, with the same text layout and the same high quality artwork. It’s well designed, easy to read, and generally a great layout job. But it’s not inspiring, either. My only one nitpick with the layout comes with the inset stories being printed in a lighter blue color – they can be a bit hard to read for some folks with weaker or color sensitive eyes. It’s a minor nitpick, but if you’re going for standard layout that’s somewhat uninspiring, you should at least make sure everything is as legible as possible.

Introduction
The book starts out with what could have been a standard introduction chapter – but what actually ended up being one of the most helpful sections of the book. You have the standard little intro story, with an amusing interlude between those perennial favorites: Regdar, Hennet, Lidda, and Gimble. It’s well written, and the ending even gave me a little smile.

From here, we get the standard what’s inside and what you need to play sections. That’s not what’s remarkable for this section. The section on Your Scoundrel, immediately after the intro story, actually pulls you in and is helpful to both new and long time players. It’s not long, but the writing clearly shows that the authors have a clear understanding of what a scoundrel really is.

The thing that really impressed me is that the book actually brings back an old tradition: listing resources outside of Dungeons and Dragons. And I have to say, the authors really went out of the way to list some great resources! The cover a few common myths, famous figures from our history (including “Pappy” Boyington of the Black Sheep Squadron). The books suggested are excellent, including Conan, The Hobbit, and Sherlock Holmes. Then we slide into films, which list the standard favorites of Star Wars and The Pirates of the Caribbean (you have to mention Han Solo and Jack Sparrow in a book like this).

What really got me was the section on television shows. They list the crew of Serenity, Blackadder, and Captain Kirk. The biggest surprise: they listed Gregory House. This shows me that the authors really had an open mind on what a scoundrel could really be. They even branch out into suggestions on comic books and video games (yes, Batman and V made the cut. So did Spider Jerusalem.). Heck, even good old Mario is mentioned. All in all, they made sure that almost every single good example of a scoundrel made the cut.

Minor Nitpick: How can you have literary examples of famous scoundrels and leave out Fafhrd and the Grey Mouser? They’re such great examples, and I have a feeling that they’re omission is a mighty sin (and I docked them on substance and style for that).

Style 3/Substance 4

Chapter One: Scoundrel Types
The very first line in this chapter is one by Han Solo “He’s a card player, gambler, scoundrel. You’d like him.” And that one line sets the stage for this chapter. This chapter provides an in depth guide to playing a scoundrel, and just what the word means and details. A decent amount of time is spent detailing just what a scoundrel does and who he is. Then they move on to scoundrels of each alignment and scoundrels of every class. While some people might be up in arms about Batman being suggested as lawful good, by their example that’s where he fits.

The first bits of advice are generally sound, if not horribly revealing or groundbreaking for a long time player. Still, for anyone who hasn’t been around since halfings were hobbits and elf was a class, it’s great and needed advice. We’ve all seen badly played scoundrel types, and this book does a lot to ensure that most of the common pitfalls are avoided.

This chapter also introduces a common theme throughout the book: short story interludes fitted into sidebars. Each story is well written, interesting, and provides a working example of just how a scoundrel works and acts. None of them are very long, but they’re all interesting and well written. Clever dungeon masters can also use them as story seed ideas, as I managed to think of each one in terms of an adventure seed. It’s a nice little added benefit to the book, and makes reading it cover to cover a lot less arduous.

The largest bulk of this chapter is on making a scoundrel. They cover pretty much every subset of scoundrel, form acrobatic to magical. Each type has the personality, strengths, weaknesses, best classes, best skills, best skill tricks (more on this later), best feats, best multiclass combination, and best prestige classes listed. None of the suggestions will blow your mind with their originality, but if you’re even remotely new to the game (say with less than 1 or 2 years of experience), they’re very useful.

Mostly the mechanical suggestions in this chapter are things that any reasonably intelligent player could figure out with enough time and research. Still, if you have a new player who wants to play a tricky guy, handing this chapter to them can greatly speed up the process. Veterans can generally skip it, but new players will find it very useful. Personally, I find it nice that they’re giving good and general advice to new players even in these later supplements.

Style 2/Substance 3

Chapter Two: Prestige Classes
The obligatory chapter introducing yet more prestige classes to a game already laden with dozens of them! I can hear many of you sighing already, with an equal contingent rubbing their hands in glee. Now, before anyone runs off all in a tizzy, this chapter actually offers some really golden gems among the more common classes.

The chapter starts out with the now common little table organizing all the classes into neat little categories, along with a reprint of the skirmish and sudden strike rules. We also get another little story, this one a straight up adventure hook with flair. This chapter has thirteen prestige classes: Avenging Executioner, Battle Trickster, Cloaked Dancer, Combat Trapsmith, Fortune’s Friend, Gray Guard, Magical Trickster, Malconvoker, Master of Masks, Mountebank, Psibond Agent, Spellwarp Sniper, and Uncanny Trickster.

Roughly half the prestige classes are nothing wholly exceptional, but some of them really stood out and made me take notice. First of all are the three trickster prestige classes (Battle Trickster, Magical Trickster, and Uncanny Trickster). All three of them are only 3 level classes, and each is focused around the new crunchy bit in the book: skill tricks. They’re small, fit into almost any build, and generally have easily met prerequisites.

The first surprising class is the Combat Trapsmith: finally we have a class that lets you set up cunning traps in a short enough time to use them in combat. The class is heavily focused around traps, and knows a number of combat traps much like a sorcerer knows spells. All of them are useful, and they can really let you get extra bang out of traps. None of the traps or greatly overpowered, but they’re useful and clever players will really find this class appealing.

The Gray Guard is another great class: this time focused on the paladin. You wouldn’t think to look for a paladin prestige class in a book about scoundrels, but it’s here. The class actually lessens the restriction on the paladin’s code, giving a paladin some leeway when fighting evil (though you still have to atone with a cost that is greatly lessened). The prestige class really shines in this book, as it would actually let you play a paladin in a group of tricky folks, as you get a lot more wiggle room. The capstone ability is actually worth obtaining as well.

The Malconvoker is another fun class. Basically the class is for conjurers who like tricking evil critters into serving longer than they normally would. It’s a fun idea, the spellcaster who uses evil summoned monsters to actually fight evil. It’s well executed and generally flavorful.

The Master of Masks prestige class lets you take on the various guises of other folks, and each masks gives you some nifty abilities. It’s a lot like the old Chameleon prestige class, only you’re actually more about impersonating specific combat roles. It would be ideally suited for a bard, as it enhances the role of a jack of all trades character.

While the other classes are well written and have some good flavor, none of the rest really stood out in my mind enough to mention specifically. They’re all good, and a lot of players can get use out of them, but they’re not the highlight for this chapter.

Style 2/Substance 3

Chapter Three: Feats and Skill Tricks
This chapter is the meat and potatoes of the book in my opinion. It also offers one of the more innovative ideas in the game for quite a few supplements: skill tricks. The chapter opens in the typical manner, with an explanation of two new types of feats: Ambush (feats that let you do interesting things with sneak attack) and Luck (feats that let you re-roll various things) feats.

At least half the feats in this chapter are new ambush and luck feats. All of them are more or less well balanced and useful to the right character build. The luck feats seem a little lackluster to me, but then again I’ve never been fond of re-rolls. However, players who like getting a second chance on rolls will love them. The ambush feats give a few more tactical edges to folks with sneak attack or sudden strike.

There are a few nice multiclass feats in this chapter as well, a few of which add some much needed love to the Swashbuckler. One of the feats even lets you stack your levels of Swashbuckler and Rogue for sneak attack dice! Fans of poison also get some love in the form of two new feats. Five new bardic music feats round out the feats section, giving a bit more love to the musically minded characters.

Skill tricks are where this chapter really, really shines. Skill tricks are superficially similar to feats in mechanics, save that they all rely on the use of skills. Finally the rogues, bards, and other skillful characters have a chance to really shine!

Skill tricks are broken down into four categories: Interaction, Manipulation, Mental, and Movement. Interaction skill tricks number the fewest; with Movement tricks number the most. All of them are useful to have; any every single character in the game can pick up at least one or two with enough work. Any character can gain a skill trick by qualifying for them and spending two skill points. A character can learn 1 skill point per 2 class levels (rounded UP!), though some feats and classes can push this cap upwards. You can use a skill trick once very minute or once per combat.

Interaction skill tricks work with the Bluff, Diplomacy, and Intimidate skills. Characters who love disguises have a lot to work with here, and now your fighter can demoralize multiple opponents with the Never Outnumbered trick. Though there are only six of them, the interaction skill tricks are a great boon.

Manipulation tricks deal with the more Dexterity oriented skills. Spellcasters might be overjoyed with Conceal Spellcasting, which actually cloaks your spellcasting under a more mundane occurrence: a huge boon in social situations where spellcasting might otherwise get you hurt! The Whip Climber trick finally lets you pull off that perennial favorite Indiana Jones move with style (and mechanics!).

Mental tricks deal with the more cerebral skills, many of which are useful to spellcasters. One I loved with Listen To This, which lets you perfectly repeat something you’ve heard (even if you don’t understand the language). Swift Concentration is sure to be welcome to many spellcasters, as it lets you maintain concentration on a spell as a swift action.

Movement skill tricks are where things get dialed up to eleven. Ever wanted to pull off that cool trick of bouncing between two walls like Daredevil? Now you can! Ever wanted to run up a wall like those fun speedsters? You got it! Nearly every one of these tricks are chock full of action adventure flavor, and they can really add some fun action scenes to a game.

Overall, the skill tricks are what make the book for me. They’re well written, not terribly hard to qualify for, and best of all, anyone can pick them up with enough ranks in a skill. They’re a much needed way to add some action to a game that was getting a bit too stagnant. For those of you who like making up rules on the fly, these tricks can even give you a great starting point as to how to make rulings on the more insane things your players attempt.

Style 4/Substance 4

Chapter Four: New Spells
The chapter on spells is fairly short, and begins with yet another reprinting of the dreaded polymorph subschool and swift and immediate actions. While it’s helpful for players who don’t know about these actions, I really wish they’d stop reprinting them in about every other supplement.

Most of the spells are well written, but not many of them really jumped out and bit me. I’d say that the fare is solid and a cut above standard, but nothing wholly outstanding. Scry Location is a great spell, but can cause a lot of problems for dungeon masters who want to keep a location hidden. Assassins get a few nice spells as well, including my favorite: smoke stairs (hey, instant staircase!). Overall, this is a short chapter with just enough flavor to add some nice touches to a tricky spellcaster.

Style 2/Substance 3

Chapter Five: Scoundrel Equipment
Another short chapter, this selection of equipment is actually nicely interesting. It opens up with a nice selection of hidden spaces, an old favorite of mine. The prices are reasonable and they cover pretty much all the standards. This leads into a section on surprise weapons, which can be hidden in spaces. In a move that made me smile, they made a simple rule, described the weapon, and then just said it functions as weapon x (usually a dagger or short sword).

Next there’s a nice little selection on some new alchemical items, which are great for lower level parties. Most of the items are pretty mundane, though the forger’s paper was probably long overdue. Form here you get a nice little section on poisons, but I would have liked to see a bit more information on them. Still, the ones they provide are suitably deadly and evocative.

There are a few magical items in this section, including one that would make batman himself drool: the Rod of Ropes. This rod is fairly cheap at 4,000 gold, and it almost takes the place of batman’s grapple gun. This will see a lot of use in many urbane campaigns where plays like to imagine they’re the next batman or daredevil.

Finally, you have a section on living items: substances found in the natural world with useful effects. I have to say that they’re pretty imaginative, and none of the effects are too outlandish. Gut Mites have to be my favorite: little nasties that like to burrow into a monsters gullet. Pour them out when you’re swallowed whole and the monster will puke you right back up again! The rust monster wand is also rather clever (and a bit too weird to describe here).

Generally, this chapter has some useful gear for just about anyone, though I think the Rod of Ropes is the clear winner.

Style 3/Substance 4 (Had to bump it for the Rod of Ropes)

Chapter Six: Scoundrel Adventures
The last chapter holds the standard selection of adventure and campaign ideas. The ideas are actually well presented and fairly original, though your thoughts will undoubtedly differ from mine. The one thing I actually enjoyed was that they took riffs on the standard clichés and then turned them on their heads. The Save the Princess one is a particular favorite of mine.

The DMing advice is quite good, even for old hands behind the screen. It provides a lot of very important points, or reminders for those of us who have been DMing a while. The themes are well thought out, and offer a few good adventure ideas as well, if you’re willing to think about it for a while.

The book offers a few new organizations, none of which I found all that appealing to be honest. The free league is almost your standard “live free and be happy” sort of organization who doesn’t bother anyone who’s different and goes out of their way to rescue little kittens stuck in trees (okay, so I exaggerate, it’s not nearly that bad). The Blind Tower is a global glorified thieves guild, one that I didn’t find all that interesting. The Severn Ravens Clan actually reminds me a lot of the League of Shadows (of batman fame), only slightly less evil. Of all the organizations, this is the one I liked the best by far. It had a nice sort of comic book flavor to me, one that seemed to fit well into the book.

A few legendary sites are also detailed, though I’ve personally seen my fill of these sites. I find them interesting as an idea, but I’ve just never really used them in my game. However, I have to say that the ones in this book are pretty chock full of flavor. The Court of Thieves is almost straight out of some old novel, and the Otyugh Hole just tickled my gizzard for some reason (I like the little guys, what can I say?). All in all, a solid offering of magical locations, so if you like them, you’re in luck.

The biggest benefit in this book, at least for me, are the contacts. It has a nice little list of sample characters complete with name, class, and favors. While they’re not expanded on at all (save for a few select individuals), and it’s only about four pages, this page is highly useful for any dungeon master caught in the lurch. If you’re searching for a basic name and idea for an NPC, this is your list!

Finally, the book ends with a table of one hundred scoundrel challenges. They range from the rather obvious (become the leader of a thieves guild) to the rather amusing (convince a barbarian she’s really a sorcerer capable of casting powerful spells). It’s a nice capstone to this book.

Style 3/Substance 3

Final Thoughts
Overall, this is a great book for any player or dungeon master who enjoys playing a more skillful character. I think that less you play a dungeon crawling hack and slash game, the more use you’re going to get out of this book. The skill tricks are just golden, and the writing is clearly filled with love for the subject matter. I honestly think this is one of the better generic supplements to be released in the last six months. I mean, the book actually makes references to Star Wars and Firefly. I mean, how much cooler can you get than that? Even if random pop culture references don’t float your boat, it still has a lot of great material to offer.

This book is also very valuable to newer players who are having a bit of trouble playing a real tricky character that won’t annoy the party or the dungeon master. Even old school players will find something useful in this book. Overall, I have to say that this book is just a great buy, even if for nothing more than the Gray Guard and the skill tricks.

I think Mal sums it up best: “Come a day there won't be room for naughty men like us to slip about at all. This job goes south, there well may not be another. So here is us, on the raggedy edge. Don't push me, and I won't push you. Dong-luh mah?”


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