Scoundrel
Rogue
Rogue
Scoundrels are agents that utilise their strength of wit and dexterity over brute strength. Rogues come in a variety of forms, but each relies on forethought preparations and the ability to think on their feet.
Having often grown up on the streets, or taught by someone with very worldly knowledge, Rogues have a wide spanning skill set that assists them in getting their own way and are never to be under estimated.
A Scoundrel on the side of society may be an agent of the crown, stalking a group of known terrorists through the machinations of the city, through back allies and sewer lines until he finds them at their most vulnerable. He pounces on them, utilising his craft and tinctures to disarm and debilitate his prey, to be taken in for a bountiful reward.
A Scoundrel on the side of greed may be a CEO, tasked by her noble ruling family to guide the corporation into profits through any means possible, she utilises her techniques of skulduggery to find out information on the competition, and snuff them out. Not afraid to her hands, knives or needles dirty, nor her network of like minded disciples.
Click HERE for Rules for Vanilla DND 5e Rogues at Beyond DND
In the world of Aerdeskol in the Tarred Skies setting, Rogues or Scoundrels are those who use their dexterous talents to attain their desires and needs, often rogues of this world utilise these modern tools to distil solutions into useful tinctures to get ahead of their opponents, working smart instead of hard.
Scoundrels are specialists, they experience and indulge in a wide variety of activities to never be unprepared, reading a variety of tinctures or more specialised solutions and gadgets each day to give them an edge in any circumstance.
Scoundrels share their world with Pugilists, one is the brute, one is the nimble. Pugilists make up for the mainstay of thuggish gangs in the underbelly of the Manufactuaries, these act as the foot soldiers with the limited requirement of learning. Where as Scoundrels are often the officers in their gang's cell groups, acting as pools of knowledge and experience to guide their brutish allies.
You gain the ability to craft an amount of thaumetic tinctures that become useful to your craft. These remedies and ailing solutions allow you to be more self sufficient when undertaking dangerous missions, giving you the edge with your wit and skill, amplifying your deadly exploits.
It is the nature of these thaumetic solutions to be volatile, and degrade in quality rapidly after a day. Tinctures may be prepared as part of your long rest, you can make up to 3 for use per Long Rest. You may only make one of each tincture per long rest for free based on what you naturally collect in your travels, additional tinctures require 10g worth of materials each to craft, and will also degrade after 24 hours. Tinctures placed on weapons last a maximum of 10 minutes before they expire if they are not consumed.
Fioreto Srit (Venomous Bush Lawyer). You coat a weapon in a thick poison that allows the next attack with that weapon that hits to deal and additional amount of damage in the same way and amount of a Sneak Attack Damage dice. I.E. when you hit with a poisoned weapon with Fioreto Srit, you roll the same damage you would as if making a Sneak Attack. If the target instead consumes the tincture, the effect deals twice the damage and is not able to be prevented. Multiple tinctures consumed at once deal the same damage.
Sorento Leerm (Flaccid Nettle). You coat a weapon with a thick tincture that when hit, the target must succeed a DC 10 + Proficiency Constitution Saving Throw else have disadvantage on strength and dexterity checks and saving throws for 1 minute. If the target instead consumes the tincture, the effect lasts for 5 minutes and is not able to be prevented.
Agaricum Mus (Ratskul Cap Inchor). You coat a weapon with a thick tincture that when hit, the target must succeed a DC 12 + Proficiency Intelligence Saving Throw else become no longer able to use concentration spells or abilities for 1 minute. If the target instead consumes the tincture, the effect lasts for 5 minutes and is not able to be prevented.
Red Jacket Venom. You coat a weapon with a thick tincture that with hit, the target begins to secrete a substance after 1 minute which continues for up to an hour that hangs in the air. It is odourless and invisible, but may be revealed by burning Foxglove Essence in the vicinity. This substance is carried on the air, and so will blow away in a breeze. The substance stays visible for 1 hour in the air until it degrades to a state no longer traceable. If the target instead consumes the tincture, the effect secretes the substance for up to 2 hours. If the substance is picked up by a Red Jacket Wasp, the target will be hunted by their hive for the duration.
Elepium Madera (Diurna's Foot). You open the tincture vessel to find root blackened by the solution with a goey white core. The Diurna's Foot tincture extracts and neutralises the majority of the toxic elements within Elepium Madera, allowing it's life giving flesh to be consumed with minor side effects. The rogue has built up a resistance to these side effects, but anyone consuming Diurna's Foot other than the rogue must roll a 1d6 and become affected by an inconceivable effect for 1 minute.
The healing recieved from Diurna's Foot begins at 1d4+2. The amount of die rolled is equal to the die rolled for the equivalent level of Sneak Attack Damage, divided in 2, rounded down. I.E. At Level 5, a Rogue has 5d6 Sneak Attack Damage, so a Diurna's foot would provide 2d4+2 healing.
1d6. Result, Description
1. Inflamed Orifice, your tongue and mouth swell to uncomfortable proportions, in result you are no longer able to complete Verbal components of spells, and communicating through speech is nearly impossible.
2. Clouded Sight, your vision clouds and it is no longer possible to clearly make out details, and can only see in broad shapes. You have disadvantage on all attacks.
3. Lingering Haste, your perception of time comes in waves with slow motion in between rapid bursts of speed, the world around you and your actions happen at a normal pace but your ability to react is near impossible. You can no longer use Reactions for the duration.
4. Distorted Acumen, you become affect by a hysteria that changes how you perceive the world. Small objects sometimes seem like they fill the entire room, you perceive enemies as allies, allies as enemies, voices change mid sentence, dangerous circumstances may seem like fluffy and welcoming where as positive effects and areas may seem like dark and foul stinking cesspools. Any perception or insight checks made in the duration fail, providing incorrect and often polar opposite information.
https://www.youtube.com/watch?v=aicfFxaYVyM https://www.youtube.com/watch?v=uOmtVFQ3WF8
5. Jitter Fingers, your body beings to involuntarily shake with your extremities becoming almost completely uncontrollable. For the duration, to pick up items you must succeed a DC15 Dexterity Check, to continue to hold objects you must succeed a DC10 Dexterity Check, you can also continue to hold an object with a DC10 Strength Check, but will crush the item if it is in any way delicate.
6. Perforated Restraint, you lose all in inhibitions as your eyes open wide and you gain a large teethy grin or grimace. You only know how to shout when speaking. You cannot crouch, only stand straight up, unless the situation requires you to move into a enclosed space. You only know how to stomp when walking. Grace fails you and you have disadvantage on charisma checks and dexterity checks. You instantly fail at all attempts to use stealth, and if in stealth you instantly become no longer be hidden.
Talk to your DM if you have an idea for a tincture not listed here, they may be able to design a new tincture with you.
Scoundrels grow up on some hard streets, these streets form them into who they will become.
Taught by their siblings of blood and pavement, they have all the skills they need to exploit anyone they see fit. Growing up they didn't find themselves with a grand strength of stature or back, but instead with an alert mind and a fast body. Instead of fighting, you hid in the shadows, you listened and waited with patience for the right moment to claim your vengeance, and it always paid off.
Some grow up in a situation where Etherjuice has saturated the poor, addicts line the walkways, needles and broken paraphernalia fill the gutters. Often children of these streets become known as Cracktires, having been treated poorly and walked over by the upper classes and their busy men. The addicts of past glory taught these Children unique features of the Etherjuice to enable them fantastic feats of eldritch origin. Though no where near on the level of a Sorcerer or Wizard, or even a Bard, a Cracktire Scoundrel finds his own way to exploit the realm through the Ether Catalyst, as his body becomes littered with track marks.
Growing up with those who live their working days in the factories that give life to the Manufactuaries, some were fortunate enough have an interest taken in them. Old experts in the fine mechanical clockwork arts, with fingers that no longer move as they are instructed, take some children under their wing and expose them to the combination of eldritch and cog work.
Now you spend your time mastering your art and tinkering to create complex and powerful tools to assist you in your passions and tasks.
When they came for you, you ran. You've always been excellent gliding across any surface, your body in tow as your legs fly forward. You were taught of the wilds and of stealth, your survival instincts have always gotten you through any situation, and those you count as friends look to you for their safety. When you can no longer run, can no longer hide, you know the perfect method to out flank.
A once grand tradition before the advent of the ether catalyst and it's refinements, Blackenrotte was a alchemical past time, handed down through family lines, with how miraculous ether substitutes were the demand for Blackenrotte solutions began almost nothing but for those that could not afford the expensive mass produced chemical cocktails. This tradition still lives on with the poor and the elders of communities that refuse to risk the hardships and side effects of this new concoction.
Commonly now nown as Rankn'Rot to the people on the street, those that partake in it's traditions look to become masters of their tinctures, taking home remedies and distillations into the realms of deadly poisons and debilitating illnesses.
Cogtwiddler
May make a device that functions as if the item
Jurysleuth Scout, Tinctures on the benefit side.