SotDL - Paths of Shadow - Natural Born Scoundrels.pdf

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Natural Born
scoundrels
Paths of Shadow
for
Shadow of the Demon Lord
Writing, Design, and Art Direction:
Robert J. Schwalb
Editing:
Tom Cadorette
Proofreading:
Jay Spight
Layout:
Kara Hamilton
Graphic Design:
Kara Hamilton
and Hal Mangold
Illustrations:
Jack Kaiser, Andre Meister,
Mirco Paganessi, and Kim Van Deun
Playtesters:
William Buxton, Hayden Clapham,
Andrew Dent, James Hallinan, Gemma Hart,
Dan Heinrich, and Pablo Lopes
Natural Born Scoundrels
is © 2018 Schwalb Entertainment, LLC.
All rights reserved.
Shadow of the Demon Lord, Paths of Shadow,
Natural Born Scoundrels,
Schwalb Entertainment,
and their associated logos are trademarks of
Schwalb Entertainment, LLC.
S
chwalb
E
ntErtainmEnt
, llc
~Credits~
PO Box #12548
Murfreesboro, TN 37129
info@schwalbentertainment.com
www.schwalbentertainment.com
Table of Contents
Introduction .................................2 Lawbreaker Story
Development .......................... 16
Becoming a Rogue...................... 3
Level 3 Lawbreaker ....................17
Rogue Story
Development ............................ 5 Level 6 Lawbreaker ...................17
Level 1 Rogue ............................... 5 Level 9 Master Lawbreaker .....17
Level 2 Rogue ............................... 5 Mask .............................................17
Level 5 Expert Rogue .................6 Mask Story
Development ...........................17
Level 8 Master Rogue ................6
Roguery Talents ..........................6 Level 3 Mask ................................17
Expert Paths ................................13 Level 6 Mask............................... 18
Commando................................. 14 Level 9 Master Mask ................ 18
Mastermind ................................ 18
Commando Story
Development .......................... 14 Mastermind Story
Development .......................... 18
Level 3 Commando .................. 14
Level 6 Commando .................. 14 Level 3 Mastermind.................. 18
Level 6 Mastermind ................. 19
Level 9 Master
Commando ............................. 14 Level 9 Master
Mastermind............................. 19
Emissary .......................................15
Tinker .......................................... 19
Emissary Story
Development ...........................15
Tinker Story
Development .......................... 19
Level 3 Emissary.........................15
Level 6 Emissary ....................... 16 Level 3 Tinker ........................... 20
Level 9 Master Emissary ......... 16 Level 6 Tinker ........................... 20
Lawbreaker ................................. 16 Level 9 Master Tinker............. 20
1
Introduction
A goblin slinks out from the shadows to slip a knife into a guard’s kidney.
A tomb robber pores over an ancient grimoire, discovering a dreadful
incantation to tear her foes apart in a spectacularly gory and gruesome
fashion. A pathfinder bounds into the thick of battle, deftly striking at
the hulking monstrosity spawned from magic gone awry, leaping back
just before the horror can counterstrike with its razor-sharp claws. And
a smiling scoundrel happily takes the bag of coins from a sick matron
in exchange for a bottle of brightly colored fluid that falsely promises
restored health.
These archetypes represent but a few of the characters who follow
the path of the rogue. Rogues stand apart from other paths in that they
overcome challenges through a mixture of skill and luck. Whether they
find themselves beset by foes, caught in a tough spot, or otherwise faced
with danger, they can usually find a way to escape and, more importantly,
somehow turn the situation to their advantage. The rogue path presented
in
Shadow
offers players flexibility in developing their character by giving
them a variety of options in how they can put their roguish skills to use. So
if they want to dabble in magic, race around the battlefield, or conquer their
enemies by striking fear into their hearts, the rogue path has them covered.
Natural Born Scoundrels
expands the rogue path by adding to the list of
Roguery talents. In the following pages, you’ll find the old favorites along
with options that allow you to forge pacts with devils, pledge your life to the
gods, expand and develop various areas of knowledge, or pile on the luck
to help you survive in this perilous world. This supplement also introduces
a set of new expert paths, such as the commando, mastermind, and tinker,
in addition to several others. While designed with the rogue in mind, any
character can take these paths and diversify their development options.
As with everything in the
Paths of Shadow
series, the new rules and
concepts presented in this book are optional. You can use what you like
and ignore the rest. For this reason, be sure to consult your Game Master
to ensure these new options are a good fit with the campaign in which you
are playing.
2
Becoming
a Rogue
3
The rogue path appeals
to characters who enjoy
relying on their wits, skills,
and daring to win the day.
They can be adventurers,
criminals, dabblers in the
arcane arts, agents employed
by a religious group or some
other organization, or might
simply be those who like
keeping their options open.
Rogues can follow paths that
continue to build on their
prior experiences, or branch
off by exploring new paths.
After playing through
a starting adventure, you
might have found that
certain professions, actions
undertaken, and experiences
your character had are
pointing you toward the
rogue path. Many rogues
come from criminal
professions, explaining the
various talents for theft and
mayhem rogues tend to
acquire. Burglars, carousers,
thugs, pickpockets, and the
like profit from choosing this
path as they can continue
to develop and exploit their
areas of expertise they’ve
already acquired. Similarly,
many wilderness professions,
such as bandits, hunters,
pioneers, and vagabonds,
might also find the rogue
path attractive because of
their reliance on certain
skills and the ability to use
their environment to their
advantage.
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