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Tiefling Scoundrel enhancements

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer *Requires ultimate edition of Magic of Myth Drannor Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Tiefling Scoundrel enhancements

Tiefling Scoundrel enhancements tree

Core abilities[edit]

Icon Bloodsong I.png
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
Icon Charisma.png
Charisma I: +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Bloodsong
Icon Bloodsong II.png
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
Icon Charisma.png
Charisma II: +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Improved Bloodsong
Icon Bloodsong III.png
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]

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.
  • Icon Infernal Resistance.png Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Icon Infernal Resistance I.png 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 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 Requires: Improved Fiendish Arpeggio
Icon Infernal Resistance.png
Infernal Resistance II: Tieflings are naturally immune to certain elements. Choose the other element.
  • Icon Infernal Resistance.png Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Icon Infernal Resistance I.png 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