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Tiefling Scoundrel

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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 in the DDO Store for 1,395 DP.

Racial traits[edit]

(all but Fiendish Arpeggio are identical to Tiefling)

Racial Feats[edit]

  • Fire resistance equal to character level.
  • +2 racial bonus on Balance.
  • +2 bonus to Saves vs Spells.
  • +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders.
  • Fear Immunity
  • 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]

Tiefling Scoundrel enhancements tree

Core abilities[edit]

Bloodsong: Imbue Toggle: 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
Charisma I: +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Bloodsong
Improved Bloodsong: Your Bloodsong Imbue Toggle is increased to 1d6 Sonic damage against enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power
AP Cost: 1 Level: 7 Progression: 3 Requires: Charisma I
Charisma II: +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Improved Bloodsong
Greater Bloodsong: Your Bloodsong Imbue Toggle is increased to 1d8 Sonic damage against enemies under 25% HP. This damage scales with 100% Spell Power. Passive: +20 Fire and Sonic Spell Power
AP Cost: 1 Level: 16 Progression: 6 Requires: Charisma II

Tier One[edit]

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 Cooldown: N/A No requirements
Scoundrel's Skills: +1/2/3 Balance, Bluff and Diplomacy
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
Innate Protection: +1/2/3 to Saves vs Spells
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements

Tier Two[edit]

Requires 5 APs spent in tree

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 Cooldown: N/A Requires: Hellish Rebuke
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 Cooldown: N/A No requirements
Improved Dashing Weapons: +1 to Hit and Damage with your Dashing Weapons.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Dashing Weapons
Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A Requires: Magical Training
Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Obscuring Darkness

Tier Three[edit]

Requires 10 APs spent in tree

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 are 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 Cooldown: N/A Requires: Improved Fiendish Arpeggio
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 Cooldown: N/A Requires: Infernal Resistance I
Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons, +1 sneak attack die
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Improved Dashing Weapons
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 Cooldown: N/A Requires: Bardic Ballad
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 Cooldown: N/A Requires: Lasting Darkness

Tier Four[edit]

Requires 15 APs spent in tree

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 Cooldown: N/A Requires: Ash Imprisonment
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 Cooldown: N/A No requirements
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 Cooldown: N/A Requires: Greater Dashing Weapons
Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A Requires: Dance in the Darkness

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 AcquireBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15, and Race Absolutely Required: Scoundrel items:

(Total ability modifiers = Str +6, Dex +6, Con +7, Cha +7)
Item Race Type Enhancements
Belt of the Scoundrel
Tiefling Scoundrel Belt
Scuffed Scoundrel's Boots
Tiefling Scoundrel Boots
Scoundrel's Bracers
Tiefling Scoundrel Bracers
Fortified Fiddle
Tiefling Scoundrel Buckler shield
Scoundrel's Half-Cloak
Tiefling Scoundrel Cloak
Scoundrel's Leathers
Tiefling Scoundrel Cosmetic Armor
Scuffed Long-Gloves
Tiefling Scoundrel Gloves
Scoundrel's Lenses
Tiefling Scoundrel Goggles
Scoundrel's Feathered Hat
Tiefling Scoundrel Helm
Scoundrel's Duelist's Leathers
Tiefling Scoundrel Leather
Sureshot
Tiefling Scoundrel Light Crossbow
Fanciful Necklace
Tiefling Scoundrel Necklace
Flametouched Fiddle
Any Quiver
Fine Finesse
Tiefling Scoundrel Rapier
Scoundrel's Bangle
Tiefling Scoundrel Ring
Scoundrel's Ring
Tiefling Scoundrel Ring
Lockup Property Log
Tiefling Scoundrel Trinket
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Items are Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15, and Race Absolutely Required: Tiefling Scoundrel, except Flametouched Fiddle.


See also[edit]