The Scoundrel presents a more suave version of the Thief. Backstabbing and trap removal toned down, moves related to social interaction put in the foreground. The playbook open with art of a Scoundrel, followed by a few lines of introduction to set the mood and goes into the class. It is my favorite way of opening a playbook, a few words on what this class is and then rules. It works better than just throwing the reader into the class features without any overall idea of what is the intention with this class. Comments from the author occasionally appear under different moves and items, giving a better understanding of the text as written.
Though not poorly done, the artwork confuses me. I get a strange kind of ‘Saga’ magic-mixed-with-technology vibe from the character image, which shows a character in modern looking clothing with a magical scepter (?) strapped to his back. Reading the class I fail to see the relation to the image presented – a small criticism, but something I felt stuck out.
The Scoundrel works for lots of different character concepts. If you want a talker rather than a lock-picking thief this is the character for you. The class does retain some combat moves, mostly related to tricking the opponent I different ways. I will be presenting this to the Thief player in my group as an alternative to the base class, as she always wanted to play a fast-talking face and found the thief class not met up to her expectations.
The book ends with a few pages of new items, compendium classes and a new race, the half-elf. The items are particularly good and fits the mood of the class very well, including various concealed weapons and gear. The wrist crossbow might be my favorite; it gives of an ‘Assassin’s Creed’ kind of feel that goes well with the Scoundrel.
All in all a nice book. You get more than your monies worth, and I do not mind giving it a top grade.