Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Tiefling Scoundrel

From DDO wiki
(Redirected from Scoundrel)
Jump to: navigation, search

Tiefling Scoundrels are melee focused Bards with an emphasis on Sonic and Fire damage. They gain special powers while in their racial darkness SLA.

Overview[edit]

  • Scoundrel is an iconic variant Tiefling, introduced in Update 41 Patch 4 as a part of Masterminds of Sharn.
  • As all Iconic Heroes, Scoundrels start at level 15 (1,050,000XP).
  • Scoundrels' first level is Bard. Then, they can either take a predefined path, or customize their Bard levels, or reject training and leave the starting area with enough experience to train to level 15.
  • Scoundrels are an Eberron race and start their lives at the City Watch Station in Sharn. They wake up with no memory and the city watch telling them they took a good hit to the head after one of the fiercest tavern brawls they've ever seen. The exit goes to the Clifftop Tower District just east of the banker. They cannot go back to the starting area once they exit.

Availability

  • Scoundrel is NOT free to VIP.
  • It is available with Ultimate Fan Bundle ($129.99) of the Masterminds of Sharn expansion.
  • In September 2019, it should became available in the DDO Store for
    1,395 DP
    .

Racial traits[edit]

Racial Feats[edit]

  • Infernal Ancestry: You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear.
  • Fiendish Arpeggio (SLA): Enchant your fiddle to cast this spell, dealing 1d6 fire damage, plus 1 fire damage per 2 caster levels (max 1d6+10) and 1d6 sonic damage, plus 1 sonic damage per 2 caster levels (max 1d6+10), to a target. The damage repeats itself every 2 seconds for 12 seconds. Passive: +18 Spell Points.

Iconic past life feats[edit]

  • Passive: +1 Reflex Save per time this feat has been acquired up to 3.
  • Toggle: Gain 10/20/30% Enhancement Bonus to Movement Speed (does not stack with Striding/Speed items or Haste).

Deities[edit]

Further information: Deity feats

Enhancements[edit]

Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
AT BE RM FB OS Rav SB SS WC DD RS War NW NP SH AoV BoH War Ken StD Van HeM NiS Shi
Paladin Ranger Rogue Sorcerer Warlock Wizard Other
KotC SaD Van AA DWS Tem Ass Mec TA Air Earth EK Fire Water ES SE TS AM EK PM Fal Har Inq Vis
Free to Play Drow Dwarf ElfAA Halfling Human Reaper enhancements
Premium Races Aasimar Dragonborn Gnome H-ElfW-ElfAA H-Orc Tiefling Warforged
Iconic Heroes Bladeforged Deep Gnome MorninglordAA PDK Scoundrel Scourge Shadar-kai

Tiefling Scoundrel enhancements tree

Core abilities[edit]

Icon Bloodsong I.png
Bloodsong I: Your weapon attacks deal an additional 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire and Sonic Spell Power
AP Cost: 1 Level: 1 Progression: 0 No requirements
Icon Charisma.png
Charisma I: +1 Charisma
AP Cost: 2 Level: 1 Progression: 0 Requires: Bloodsong I
Icon Bloodsong II.png
Bloodsong II: Your weapon attacks deal an additional 1d6 Sonic damage to enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power
AP Cost: 1 Level: 1 Progression: 0 Requires: Charisma I
Icon Charisma.png
Charisma II: +1 Charisma
AP Cost: 2 Level: 1 Progression: 0 Requires: Bloodsong II
Icon Bloodsong III.png
Bloodsong III: Your weapon attacks deal an additional 1d8 Sonic damage to enemies under 25% HP. This damage scales with 200% Spell Power. Passive: +20 Fire and Sonic Spell Power
AP Cost: 1 Level: 1 Progression: 0 Requires: Charisma II

Tier One[edit]

Icon Hellish Rebuke.png
Hellish Rebuke: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power. Duration: 18 minutes at level 15. Cooldown: 12 seconds. Metamagic: Extend, Quicken.
AP Cost: 1 Ranks: 1 Progression: 1 No requirements
Icon Scoundrels Skills.png
Scoundrel's Skills: +1/2/3 Balance, Bluff and Diplomacy
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Dashing Weapons.png
Dashing Weapons: You are trained in the art of fine weaponry.

You have +1 to Hit and Damage with the following weapons:

Shortsword, Rapier, Hand Axe, Light Hammer and Light Crossbow
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Innate Protection.png
Innate Protection: +1/2/3 to Saves vs Spells
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Obscuring Darkness.png
Obscuring Darkness: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies. Lasts 30 seconds, Activation cost: 10 Spell Points. Cooldown: 30 Seconds. Metamagic: Quicken.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Icon Improved Fiendish Arpeggio.png
Hellish Reverberation: While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Hellish Rebuke
Icon Infernal Resistance I.png
Infernal Resistance I: Tieflings are naturally immune to certain elements.
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Improved Dashing Weapons.png
Improved Dashing Weapons: +1 to Hit and Damage with your Dashing Weapons.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Dashing Weapons
Icon Traditionalist Caster.png
Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Magical Training
Icon Lasting Darkness.png
Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Obscuring Darkness

Tier Three[edit]

Requires 10 APs spent in tree

Icon Disarming Coda.png
Ash Imprisonment: Your Fiendish Arpeggio attempts to turn your target to burning Ash. This acts similarly to a Flesh to Stone Spell, and affects anything your Fascinate can affect. Bosses immune and instead take -4 AC and 25% Fortification penalties. DC (1d20+Perform Skill) vs Will. Duration: 20 seconds
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Improved Fiendish Arpeggio
Icon Infernal Resistance.png
Infernal Resistance II: Tieflings are naturally immune to certain elements.. Choose the other element.
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Infernal Resistance I
Icon Greater Dashing Weapons.png
Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons, +1 sneak attack die
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Improved Dashing Weapons
Icon Infernal Songs.png
Scoundrel's Inspiration: Your Bardic Ballad grants an additional +1/2/3 to Attack and +3/6/9 to Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Bardic Ballad
Icon Dance in the Darkness.png
Dance in the Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lasting Darkness

Tier Four[edit]

Requires 15 APs spent in tree

Icon Grand Chord Works.png
Staccato Sovereign: You use your Sonic spell power as if it were your Fire spell power if it is higher, and vice versa.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Ash Imprisonment
Icon Charm Hearts.png
Charm Hearts: Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Icon Dark Weapons.png
Enthralling Weapons: While wielding a Dashing Weapon, you gain +2 hit and damage, 1 Sneak Attack Die, and 1 Enchantment DC.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Greater Dashing Weapons
Icon Magic of Melodies.png
Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Icon Sonata of Darkness.png
Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Dance in the Darkness

https://www.ddo.com/forums/showthread.php/503510-U41-4-Preview-1-Tiefling

Starter equipment[edit]

Upon reaching level 15, you receive a container item called Scoundrel Equipment. Double click in your inventory to open it and receive the following Bound to Character on AcquireIcon tooltip.pngBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15, and Race Absolutely Required: Scoundrel items:

Items are Bound to Character on AcquireIcon tooltip.pngBound to Character on Acquire: This item is Bound to Character on Acquire except where noted, minimum level 15, and Race Absolutely Required: Tiefling Scoundrel.


See also[edit]