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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
Racial traits[edit]
- (all but Fiendish Arpeggio are identical to Tiefling)
- +2 Charisma
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]
- Aureon (Quarterstaff): Follower of AureonYou follow Aureon, member of the Sovereign Host, and use his favored weapon. You are proficient with Quarterstaves and gain +1 to hit with them. → Child of AureonYou follow Aureon. You gain +2 to attack and damage rolls with Quarterstaves. → Aureon's InstructionYou are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Wisdom, +3 to Spell Penetration, +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead. → Beloved of AureonUnknown - Blood of Vol (Dagger): Follower of the Blood of VolYou follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them. → Child of the Blood of VolYou follow the Blood of Vol. You gain +2 to attack and damage rolls with Daggers. → The Blood is The LifeYou are a devoted follower of the Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitude Saves, and PRR and MRR equal to the number of Religious Lore feats you have. While in this state and have a Dagger in your main hand, you also gain Vampirism, stacking with other sources of Vampirism. → Beloved of the Blood of VolYou follow the Blood of Vol. You have +3 to attack and damage rolls with daggers. - Olladra (Sickle): Follower of Olladra → Child of Olladra → Luck of Olladra → Beloved of Olladra
- Onatar (Warhammer): Follower of Onatar → Child of Onatar → Onatar's Forge → Beloved of Onatar
- Silver Flame (Longbow): Follower of the Silver Flame → Child of the Silver Flame → Silver Flame Exorcism → Beloved of the Silver Flame
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of the Sovereign Host → Unyielding Sovereignty → Beloved of the Sovereign Host
Enhancements[edit]
Core abilities[edit]
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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
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Charisma I: +1 Charisma
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Bloodsong | |
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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
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Charisma I | |
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Charisma II: +1 Charisma
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Improved Bloodsong | |
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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
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Charisma II |
Tier One[edit]
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
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Scoundrel's Skills: +1/2/3 Balance, Bluff and Diplomacy
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Innate Protection: +1/2/3 to Saves vs Spells
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Hellish Reverberation: While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Hellish Rebuke | |
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Infernal Resistance I: Tieflings are naturally immune to certain elements.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Improved Dashing Weapons: +1 to Hit and Damage with your Dashing Weapons.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Dashing Weapons | |
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Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Magical Training | |
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Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Obscuring Darkness |
Tier Three[edit]
Requires 10 APs spent in tree
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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
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Improved Fiendish Arpeggio | |
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Infernal Resistance II: Tieflings are naturally immune to certain elements. Choose the other element.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Infernal Resistance I | |
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Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons, +1 sneak attack die
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Improved Dashing Weapons | |
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Scoundrel's Inspiration: Your Bardic Ballad grants an additional +1/2/3 to Attack and +3/6/9 to Universal Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Bardic Ballad | |
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Dance in the Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Lasting Darkness |
Tier Four[edit]
Requires 15 APs spent in tree
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Staccato Sovereign: You use your Sonic spell power as if it were your Fire spell power if it is higher, and vice versa.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Ash Imprisonment | |
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Charm Hearts: Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Enthralling Weapons: While wielding a Dashing Weapon, you gain +2 hit and damage, 1 Sneak Attack Die, and 1 Enchantment DC.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Greater Dashing Weapons | |
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Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | 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 |
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Belt of the Scoundrel | Tiefling Scoundrel | Belt |
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Scuffed Scoundrel's Boots | Tiefling Scoundrel | Boots |
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Scoundrel's Bracers | Tiefling Scoundrel | Bracers |
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Fortified Fiddle | Tiefling Scoundrel | Buckler shield |
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Scoundrel's Half-Cloak | Tiefling Scoundrel | Cloak |
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Scoundrel's Leathers | Tiefling Scoundrel | Cosmetic Armor | |
Scuffed Long-Gloves | Tiefling Scoundrel | Gloves |
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Scoundrel's Lenses | Tiefling Scoundrel | Goggles |
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Scoundrel's Feathered Hat | Tiefling Scoundrel | Helm |
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Scoundrel's Duelist's Leathers | Tiefling Scoundrel | Leather | |
Sureshot | Tiefling Scoundrel | Light Crossbow |
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Fanciful Necklace | Tiefling Scoundrel | Necklace |
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Flametouched Fiddle | Any | Quiver |
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Fine Finesse | Tiefling Scoundrel | Rapier |
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Scoundrel's Ring | Tiefling Scoundrel | Ring |
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Scoundrel's Bangle | Tiefling Scoundrel | Ring |
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Lockup Property Log | Tiefling Scoundrel | Trinket |
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- 30 Elixir of Greater Healing
- 100 Pork Rinds (Unbound
Unbound: This item is Unbound, and may take permanent damage.)
- 100 Bone Bits (Unbound
Unbound: This item is Unbound, and may take permanent damage.)
- 100 Licorice Roots (Unbound
Unbound: This item is Unbound, and may take permanent damage.)
- 100 Small Hard Rods (Unbound
Unbound: This item is Unbound, and may take permanent damage.)
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.