Scaramouche
Originally Posted by The Demented One of the Giant in the Playground Forums.
The Scaramouche are a strange breed of fey. Rogues and swashbucklers, they are skilled fighters, notorious tricksters, and lavish hedonists. Seducing fair ladies, raiding the vaults of wealthy misers, and slicing down wicked foes are just a fragment of the exploits these fey swordsmen are renowned for. Though they are daring and boastful, every Scaramouche has a vein of cowardice in its soul, and is never to proud to flee when it gets in over its head. Scaramouche have thin, elven builds and strange faces that look like masks of black velvet with long, beak-like noses. They prefer to adorn themselves in luxurious clothing, elegant jewelry, and well-crafted weaponry. Though the Scaramouche originated, like most fey, in the forests, many have taken up life in the cities, mingling with high society or common thieves’ guilds.
Scaramouche | |
Medium fey | |
Hit Dice | 8d6+24 (52 hp) |
Initiative | +4 |
Speed | 30 ft. (6 squares) |
Armor Class | 18 (+4 Dexterity, +4 chain shirt), touch 14, flat-footed 14 |
Base Attack/Grapple | +4/+4 |
Attack | rapier +12 melee (1d6+3) or Longbow +8 ranged (1d8) |
Full Attack | rapier +12/+7 melee (1d6+3) or Longbow +8 ranged (1d8) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Master fencer, rapier wit, spell-like abilities |
Special Qualities | Damage reduction 10/cold iron, Low-Light Vision, skill tricks |
Saves | Fort +5, Ref +10, Will +7 |
Abilities | Strength 10, Dexterity 18, Constitution 16, Intelligence 12, Wisdom 12, Charisma 16 |
Skills | Balance +10, Bluff +10, Climb +10, Escape Artist +10, Hide +14, Jump +10, Move Silently +14, Tumble +14 |
Feats | Weapon FinesseB, Combat Reflexes, Quick Draw, Daredevil Athlete |
Environment | Temperate Forests |
Organization | Solitary |
Challenge Rating | 6 |
Treasure | Standard |
Alignment | Always Any Chaotic |
Advancement | By Class Level (Favored Class: Swashbuckler) |
Level Adjustment | +1 |
Combat
In combat, a Scaramouche will make the most of its swordsmanship, charging headlong into melee. They make heavy use of the feint action, and will typically use their group fake-out skill trick to feint against as many enemies as possible. Should a spellcaster or archer harry the Scaramouche, it will typically fall back and return fire with its longbow. If a Scaramouche begins losing a fight, it will attempt to retreat as swiftly as possible.
Master Fencer (Ex) When attacking with a light weapon, or any other weapon which the Weapon Finesse feat applies to, a Scaramouche treats its base attack bonus as being equal to its HD, rather than half its HD. In addition, a Scaramouche may feint in combat as a swift action.
Rapier Wit (Su) A Scaramouche may add its Charisma modifier, rather than its Strength modifier, to damage dealt with a light weapon, or any other weapon which the Weapon Finesse feat applies to.
Spell-Like Abilities
- 3/day- Disguise Self, expeditious retreat, Feather fall;
- 1/day- blur, Spider Climb.
Caster level 4th.
Skill Tricks (Ex) A Scaramouche possesses the following skill tricks:
- Interaction: Group Fake-Out, Timely Misdirection
- Movement: Nimble Charge, Twisted Charge
If you do not have access to Complete Scoundrel, remove the Scaramouche’s skill tricks. Instead, change its skills line as follows: Balance +14, Bluff +13, Escape Artist +11
Plot Hooks
- While wandering through the woods, the PC’s are accosted by a drunken Scaramouche, who attacks them blindly in the belief that they are soul-eating demons.
- An evil Scaramouche has begin running rampant in a city, commiting strings of exotic and gruesome murders. The PC’s are drawn in when a benefactor to them is slain by this foul fey.
- A single Scaramouche has been using his Disguise Self ability to infiltrate the home of a noble. He plans to steal a valuable piece of jewelry, magical item, or rare bottle of wine at the conclusion of a masquerade ball held by the noble, to which the PC’s have been invited.