Scoundrel

The Skullduggery tradition provides all kinds of ways to defraud, steal, and get the better of others. Since you’re inclined in this direction anyway, putting a bit more time and effort into expanding your knowledge of such magic can only make you more successful in your criminal ventures. Along the way, you learn a few more tricks to help you get away from whatever situation you find yourself in.

Level 7 Scoundrel

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Skullduggery, Spells: One master
Far Hand (Magical): Objects within 10 yards are eligible targets for your steal attempts. When you would steal an object out of your normal reach, use Intellect in place of Agility for the roll.
Secret Pocket (Magical): You perform a ritual to create a secret pocket. Target one article of clothing you wear. An invisible pocket appears on the target and remains for 24 hours. The pocket can hold 20 items without affecting your carrying limits. No one other than you can find the pocket or retrieve the items it holds. When the effect ends, if the pocket has not been emptied, everything spills out of it and falls to the ground in or under your space.

Level 8 Scoundrel

Health: +6
Spells: One master
Underhanded Tactics (Magical): Whenever you harm a creature, make a luck roll. On a success, the creature becomes vulnerable until the end of your next turn.

Level 10 Scoundrel

Health: +6
Spells: One master
Cheat the System (Magical): You can use a reaction when a creature within 5 yards of you gets a success on an attribute roll or luck roll. You turn the success into a failure, and you gain a cheat. You retain the cheat until you expend it, but you lose it if you become stunned or unconscious. When you get a failure on an attribute roll or luck roll, you can expend your cheat to turn the failure into a success. Once you use this talent, you lose access to it until you expend the cheat. You can use this talent five times. You regain expended uses after you rest.