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Path of the Scoundrel
Followers of the Path of the Scoundrel are just that. Highwaymen, waylayers, thugs, and brutes - followers of this Path use the universal language to get what they want: violence. Granted, there are many ways to go about such a method - from poisons to blackjacks to knives, there are no rules of war on the streets. Followers of this Path are often assassins, mercenaries, and dangerous bandits of the wilderness.
Key Skills
When you purchase the Path of Shadows, you gain the following Key Skills:
- Knowledge (Local)
Sneak Attack
- Requirements: BaB 1, Stealth 1, 10 EXP
Your attacks 1d6 deal extra Precision damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you’re flanking a target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. You must attack the target with a light melee weapon to Sneak Attack. Additionally, you may only produce one Sneak Attack against a specific creature per turn.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you can instead make a sneak attack that deals nonlethal damage instead of lethal damage. A character cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Additionally, you cannot sneak attack while striking a creature with concealment.
Every time you increase both your Base Attack Bonus and ranks in Stealth, the precision damage increases by an additional d6, to a maximum of 10d6 at Base Attack Bonus 10 and 10 ranks in Stealth.
This Talent does not stack with any other sources of Sneak Attack.
The Bandit’s Way
Ambush
- Requirements: Stealth 3, Sneak Attack 3d6, 9 EXP
You may act fully in the surprise round (meaning you may use a Move, Swift, and Standard Action).
Careful Guide
- Requirements: Stealth 5, Sneak Attack 5d6, 15 EXP, Ambush
Your party may use your Stealth check, but their movespeed is locked to 5 ft per round.
Assault Leader
- Requirements: Stealth 10, Sneak Attack 7d6, Careful Guide, 25 EXP
One ally of your choice per Sneak Attack Die you possess may move fully in the Surprise Round, as if they possess the Ambush Talent as well.
Butterfly Sting
- Requirements: Bluff 10, Sneak 10d6, Assault Leader, 30 EXP
When you confirm a critical hit, you may instead pass that critical to an ally on their turn, as long as they attack the same creature.
The Scout’s Way
Scout’s Charge
- Requirements: Knowledge Local 5, Sneak Attack 2d6, 15 EXP
When you use the charge action, you may inflict Sneak Attack on your target as if you were flanking them.
Offensive Defense
- Requirements: Scout’s Charge, Bluff 8, Sneak Attack 3d6, 20 EXP
When you hit a creature with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to AC for each sneak attack die rolled, for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself. You may gain this bonus against multiple creatures, provided that you successfully sneak attack them in the same turn.
Skirmisher
- Requirements: Offensive Defense, Sneak Attack 5d6, Knowledge Local 7, 30 EXP
Whenever you move more than 10 ft in a round, and make an attack action, you deal sneak attack as if the target were flat-footed. This only applies to the first of such attacks.
Circling Mongoose
- Requirements: Skirmisher, Sneak Attack 8d6, Knowledge Local 10, 40 EXP
When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.
You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally. Such subsequent attacks allow you to apply Sneak Attack to the targeted creature, exceeding the once per round cap.
The Poisoner’s Way
Poison Training
- Requirements: Craft Alchemy 3, Sneak Attack 1d6, 10 EXP
You never accidentally poison yourself when applying it to a weapon. When you are struck with an attack that would inflict poison, you may make a Reflex saving equal to the poison’s Fortitude save DC + 10 to avoid being poisoned entirely. If you fail this check, you may still roll the Fortitude save as normal to avoid the effects.
Well-applied
- Requirements: Craft Alchemy 5, Sneak Attack 2d6, Poison Training, 15 EXP
Poison on your weapons lasts for a number of attacks equal to your total Sneak Attack die.
Accurate Poison
- Requirements: Craft Alchemy 7, Sneak Attack 3d6, Well-Applied, 18 EXP
Whenever you strike a creature with a poisoned weapon, you may spend TP up to your maximum Sneak Attack dice total to increase the duration of the poison by that amount. For example, if you were to spend 2 TP on a poison that lasts for 6 rounds, it would now last 8 rounds instead. Additionally, whenever you sneak attack with a poisoned weapon, the saving throw to avoid the effects of the poison are increased by an amount equal to your total Sneak Attack die.
Quick Apply
- Requirements: Poison Training, Craft Alchemy 10, Sneak Attack 5d6, 30 EXP
You may now apply poison to a weapon as a Swift Action.
Developed Poison Immunity
- Requirements: Poison Training, Craft Alchemy 10, Sneak Attack 3d6, 30 EXP
Choose a number of specific poisons equal to your Secondary Attribute modifier, you are now completely immune to those poisons.
Immediate Onset
- Requirements: Accurate Poison, Craft Alchemy 12, Sneak Attack 7d6, 40 EXP
When you apply poison to a weapon, you may choose whether or not to add reactive agents to it. If you choose to do so, all poison effects applied by that specific application of poison take effect immediately when your target is poisoned. For example, you could make Drow Knockout Poison apply immediately upon a target taking damage and failing the subsequent Fortitude save.
Deadly Poisoner
- Requirements: Immediate Onset, Craft Alchemy 15, Sneak Attack 8d6, 45 EXP
All poisons applied by you have their Saving Throw DC increased by an amount equal to your total Sneak Attack die.
The Goon’s Way
Frightening Presence
- Requirements: Intimidate 3, Sneak Attack 1d6, 10 EXP
Your Intimidate to demoralize a creature lasts 1 extra round for every 5 by which you exceed the DC. If you inflict 2 or more rounds of the shaken condition, the creature may instead be frightened, at your discretion. If you are subject to inflict 4 or more rounds of shaken, you may make the creature panicked or frightened instead.
Grappler
- Requirements: Sneak Attack 2d6, 15 EXP
You never provoke Attacks of Opportunity when Grappling.
Rough Up
- Requirements: Intimidate 5, Sneak Attack 3d6, 20 EXP
When you damage a creature with your Sneak Attack, they are sickened for a number of minutes equal to your secondary attribute modifier.
Practiced Capturer
- Requirements: Sneak Attack 5d6, Rough Up, 25 EXP, Grappler
When you are grappling a creature, you do not take a penalty to your Dexterity, or to your Dexterity bonus to AC. In addition, you are always considered to be flanking a creature which you are grappling.
Abduct
- Requirements: Practiced Capturer, Intimidate 10, 30 EXP
When you deal Sneak Attack damage to a target, you may make an immediate grapple check against them, with a +1 bonus for every Sneak Attack die you possess.
Goodnight
- Requirements: Abduct, Intimidate 12, 35 EXP
As a full round action, you may knock out a creature which you are grappling. Make a single attack against the creature, if you hit, the creature must make a Fortitude save (DC 10 + damage inflicted, including your Sneak Attack) or go unconscious. Creatures that do not need to breathe, are immune to critical hits, or are immune to nonlethal damage are immune to this ability.
Subdue
- Requirements: Abduct, Knowledge Nature 12, 35 EXP
When you successfully use Abduct against a creature and beat their CMD by 10 or more, they are pinned instead of grappled.
Change of Plans
- Requirements: Subdue, Goodnight, Sneak Attack 8d6, 40 EXP
You may attempt to Coup de Grace a creature you have pinned as a Standard Action that provokes Attacks of Opportunity.
The Knifemaster’s Way
Specialized Sneak Attacks
- Requirements: Stealth 3, Sneak Attack 2d6, 10 EXP
Sneak Attacks with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger use D8s instead of D6s. All other weapons use D4s.
Underhanded Tactics
- Requirements: Specialized Sneak Attacks, Bluff 5, Sneak Attack 3d6, 20 EXP
You may Feint a target as a Move Action. When you possess 10 Sneak Attack die, you may Feint as a swift action.
Bleed For Me
- Requirements: Underhanded Tactics, Knowledge Nature 5, Sneak Attack 5d6, 30 EXP
When you damage a creature with Sneak Attack, you may spend 3 TP to deliberately cut along their veins or similar weak points, causing them to take bleed damage equal to your total Sneak Attack die every round until they are attended to by a Heal check (DC 10 + your Base Attack Bonus + your Sneak Attack Dice total). This damage does not stack with itself, and bypasses all DR.
Knifemaster
- Requirements: Specialized Sneak Attacks, Sneak Attack 7d6, 30 EXP
Your knives deal damage as if they were one size category larger.
Deadly Duelist
- Requirements: Underhanded Tactics, Sneak Attack 7d6, 30 EXP
You may Parry and Riposte with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger. Attempting to Parry costs 1 TP, and a follow-up Riposte costs 2 TP more.
Right Behind You
- Requirements: Deadly Duellist, Sneak Attack 8d6, 35 EXP
As long as a target is flat footed against you, you may reroll all 1s and 2s on your sneak attack roll.

