Sneak Attack: Scoundrels can deal additional damage to creatures where they least expect it. On a successful sneak attack, a scoundrel deals an additional 1d6 + Subterfuge damage. An attack is a sneak attack if:
*You are flanking your target in melee, or…
*At least two of your allies are engaging your target in melee, or…
*Your target is immobile or otherwise unable to properly defend themselves.
Contacts: Scoundrels have connections with the criminal underbelly. Once per day, a scoundrel can make a DC 15 Charisma + Communication check to call on their network of contacts. On a success, they gain one of the following benefits:
*4d6 shins (don’t ask where the money came from.)
*Information about a person, place, or object (this may not necessarily be public information)
*Personal assistance; this can be anything from distracting a pair of guards to actually helping out in combat.
More difficult or risky favors come at a higher difficulty.
Alternate Identity: Scoundrels have a second identity, one they use to perform illegal activities under (or in case they need to change their name and flee the Istorian Empire in a hurry.) Any checks made to gather information on your alter ego will not reveal your true identity, and vice versa, unless there is irrefutable proof that you and your alternate identity are the same person.
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