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Rogue Character Class

Rogues specialize in agility, cunning, and charm.

 

Rogue training: Choose four abilities off the following list. These abilities are used by rolling body unless otherwise stated. You are considered an expert when doing your chosen abilities, however you can attempt other abilities off the list (you just won’t be an expert with them).

  • Melee weapons: You are familiar with the common melee weapons of your cultural region. Example melee weapons from a European human cultural region would be swords, spears, axes, maces, flails, and daggers. You own two of these weapons and are considered an expert when using them to fight. You may take this skill again to be familiar with the melee weapons of a different cultural region. The limitation here is that you need to be holding one of these weapons to use this ability.
  • Ranged weapons: You are familiar with the common ranged weapons of your cultural region. Example ranged weapons from a European human cultural region are bows, crossbows, and throwing daggers. You own one of these weapons (with appropriate ammunition) and are considered an expert when using them to fight. You may take this skill again to be familiar with the ranged weapons of a different cultural region. The limitation here is that you need to be holding one of these weapons to use this ability and that these are two handed weapons.
  • Specialized weapon: You are familiar with the use of a single unusual weapon that has a special advantage. Choose the weapon and its advantage. Examples include strange fantasy weapon like double ended swords (advantage: can attack with both ends as if attacking with two weapons), less common regional weapons like slings (advantage: a ranged weapon that can be used while holding a shield) and bullwhips (advantage: a weapon that can also be used as a tool to grab onto nearby items and people), and fantasy versions of modern weapons like guns (advantage: multiple shots before reloading). You own one of these weapons (along with any applicable ammunition) and are considered an expert when using it to fight. The limitation here is that you need to be holding one of these weapons to use this ability.
  • Unarmed combat: You are an expert at one school of unarmed combat. Fighting techniques may include punching, kicking, head buts, elbow jabs, and other related actions. The limitation here is that unarmed combat is only effective against unarmored areas of your opponent (this means that you need to seek out vulnerabilities in large, well armored opponents).
  • Tripping: You are practiced at tripping opponents. Techniques for this might involve the use of a weapon, your arms, or your legs to trip others. You are considered an expert when you are tripping someone, however opponents without legs cannot be tripped.
  • Disarming: You are an expert at disarming opponents. Techniques for this might involve the use of a weapon, your arms, or your legs to disarm others. The limitation here is that opponents without held objects such as weapons or shields cannot be disarmed.
  • Sundering: You are an expert at damaging the armor of opponents. Techniques for this might involve the use of a weapon, your arms, or your legs to damage the straps and joints holding your opponent’s armor together. The limitation here is that opponents must have armor that is held with straps and joins for this to work (meaning that it will only work on kinds of armor that can be taken off, but it will not work on the natural armor of animals).
  • Dirty fighting: You an expert at using dishonorable fighting techniques that hinder foes by using the situation to your advantage. These can include kicks to the groin, pulling someone’s pants down, knocking over nearby objects, and throwing dust in someone’s eyes. The limitation here is that dirty fighting requires you to find something to exploit, either a thing in the environment or a vulnerability of your opponent.
  • Assassin: You are skilled at taking opponents by surprise. Three times a day you are considered prepared when you attack an opponent who is unaware of your presence, who does not consider you a threat, or who is helpless.
  • Alchemist: You are skilled at crafting poisons, drugs, explosives, and the antidotes to neutralize them. You have a bag full of basic alchemical items, which includes smoke bombs, flasks of grease, bottles of acid, acid-neutralizer, flammable liquids, fire suppressants, sleeping drafts, glue, tar bombs, solvent (dissolves and breaks down things like glue and grease), stink bombs, mild poisons (enough to sicken, but probably not kill a person), and simple antidotes (will cure mild poisons). You are also able craft more advanced alchemical items, including fireworks, animal scents (to lure or repel specific animals), alchemical fire, fire extinguishers, hallucinogens, truth serum, deadly poisons, tricky antitoxins, grenades, and bottled lightning. You own a portable kit for creating alchemical items. The limitation here is that you need both time and alchemical equipment to craft the more elaborate alchemical items. Alchemy is rolled with mind.
  • Magical alchemy: You can create alchemical creations that are imbued with one type of magic. Choose a magical ability off the mage magical training list. You own a portable kit for creating alchemical items and with it and time can create alchemical products imbued with that type of magic. These magical effects can be delivered as both potions and bombs. Alchemy is rolled with mind.
  • Bombardier: You are skilled at throwing objects. You are an expert at throwing bombs and everyday objects. The limitation here is that you must have something to throw and at least one empty hand to throw with.
  • Alert: You notice subtleties in the people and places around you. Three times a day you are considered prepared when you use the insight, perception, or survival skills. You may take this ability twice if you desire. These skills are rolled with mind.
  • Rogue talent: You have natural agility and cunning. Three times a day you are considered prepared when you use the acrobatics, deception, escaping, performance, slight of hand, or stealth skills. Skills are rolled with mind or body as designated in the skill list. You may take this ability twice if you desire.
  • Rogue stealth: You are an expert at stealth. You gain the stealth skill and once per day you may reroll a stealth roll.
  • Trap expert: You are an expert at spotting, disabling, and creating traps. Three times a day you count as prepared when using perception to spot traps, slight of hand to disable traps, or when using craft to create a trap. Skills are rolled with mind or body as designated in the skill list. In addition, once per day you may reroll a trap-related roll.
  • Charismatic: You have a natural talent for social skills. Three times a day you are considered prepared when you use the animal handling, deception, diplomacy, intimidation, and performance skills. These skills are rolled with mind. You may take this ability twice if you desire.
  • Swashbuckling: You are an expert at using daring and flamboyant combat maneuvers. Possibilities include lunges, feints, parries, disarming (only if they have a held weapon or shield), tripping opponents (only opponents with legs), repositioning opponents (only if they are appropriately sized), knocking over nearby objects, and using your environment to your advantage. The limitation here is that you must be attempting something that is daring and flamboyant in order to use this ability.
  • Derring-do: You are practiced at accomplishing feats of derring-do. Three times a day you are considered prepared when you attempt a daring maneuver with the acrobatics, athletics, climbing, escaping, flying, riding, or swimming skills. You may take this ability twice if you desire.
  • Strong as an ox: You are extremely strong. Three times a day you are considered prepared when you use the athletics, climbing, crafting, flying, riding, and swimming skills. You may take this ability twice if you desire.
  • Dexterous: You are extremely dexterous. Three times a day you are considered prepared when you use the acrobatics, escaping, profession, sleight of hand, and stealth skills. You may take this ability twice if you desire.
  • Skillful: Choose two additional skills off the skills list.
  • Arcane training: Choose a magical ability off of the mage arcane training list. In order to use this magic you must also choose a magical limitation. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Martial training: Choose a physical ability off the fighter martial training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Performer: Choose an ability off the bardic training list. If you choose magical performance, you also gain the bardic performance ability (including the accompanying items) with the exception that you do not gain the performance skill. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Divine magic: Choose a magical ability off of the cleric divine magic list. To use this magic you must choose a deity and you cast spells with your holy symbol as clerics do. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Natural sympathy: Choose an ability off the druid training list. This ability is used by rolling mind (unless otherwise stated in the ability). If it is a magical ability, your magic has the same limitation as druid magic (you gain the required symbol or object to cast spells as an expert). You may take this ability twice if you desire.

 

Rogue skills: Chose two skills from the following list: acrobatics, deception, escaping, performance, sleight of hand, and stealth. This is in addition to the skills you choose in step six of character creation.

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