Latest Posts | Zaelia - Classes: The Rogue
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Making a Rogue - ( = ) { x } ( = ) { x } ( = ) { x } ( = )
SHORT LIST TO CC & LEVELING: STARTING OFF: = HP / PP max pool of 5 = MIG / AGI / WIS max pool of 5 = Choose TWO 1st level feats under your chosen Path = Level Progression LEVEL 0 . . . = 5 XP (1 HP or 1 PP) . . . = 10 XP - . . . = 15 XP (1 HP or 1 PP) LEVEL 1 . . . = 20 XP (1 Base point AND 1 new LVL 1 feat) . . . = 25 XP - . . . = 30 XP (1 new LVL 1 feat) . . . = 35 XP (1 HP or 1 PP) LEVEL 2 . . . = 40 XP (1 Base point AND 1 new LVL 2 feat or prereq.) . . . = 45 XP (1 HP or 1 PP) . . . = 50 XP (upgrade one LVL 1 feat to LVL 2) . . . = 55 XP (1 HP or 1 PP) LEVEL 3 . . . = 60 XP (1 Base point AND 1 new LVL 3 feat or prereq.) . . . = 65 XP - . . . = 70 XP (1 new LVL 3 feat or prereq.) . . . = 75 XP (1 HP or 1 PP) LEVEL 4 . . . = 80 XP (1 Base point AND 1 new LVL 3 feat or prereq.) . . . = 85 XP (1 HP or 1 PP) . . . = 90 XP (1 new LVL 3 feat or prereq.) . . . = 95 XP (1 HP or 1 PP) LEVEL 5 . . . = 100 XP (2 new LVL 3 feats or prereqs.) ... .. . Mechanics . .. ... Rogues are nimble and quick, and as such, do not typically block attacks when in battle. One-on-one combat suits a rogue, as does gaining the upper hand and attacking unsuspecting foes. However, when the blades and arrows come flying back at you, be prepared to dodge them or run. If cornered and ambushed by multiple foes, you're bound to be hit! Rogues may employ the following in combat or in quests: = Martial Weapons, One-handed = Armor, Light = Tools, Aid Kits, Thieves' Tools Rogues may not employ the following in combat or in quests: = Martial Weapons, Two-handed, Bows . . . = Close work is meant for small weapons. Small weapons make the least noise and allow the greatest satisfaction when used properly. = Armor, Heavy . . . = Heavy armor is clunky and makes you slow. Being slow makes you dead. = Shields, all . . . = Shields are for blocking! Who would WANT to get hit by anything? ... .. . Feats & Levels . .. ...
PATH OF THE THIEF
= Feat Tree (Lower level feats are Prerequisites.) Sneak Attack: Affects Enemies (used ONLY when target is engaged and you have advantage) LVL 1 = Now You See Me: 1 - Bonus to any attack when target is engaged and you have advantage LVL 2 = Now You Don't: 2 - Bonus to any attack when target is engaged and you have advantage LVL 3 = Never Saw Me: 3 - Bonus to any attack when target is engaged and you have advantage Get Off Of Me: Affect Self LVL 1 = Shove Off: 1 - Add to dodge roll, if damage is negated you gain move action LVL 2 = Evade: 2 - Add to dodge roll, if damage is negated you gain move action LVL 3 = Slippery: 3 - Add to dodge roll, if damage is negated you gain move action Expertise: Affect Self (passive. Applies ONLY to cases in which you are using Thieves' Tools) LVL 1 = Entrapment: 1 - Any trap disarm roll can be re rolled, taking the second result LVL 2 = Unlocked: 1 - Any trap or pick roll can be re rolled, taking the second result LVL 3 = That's Mine: 1 - Any trap, pick, or steal roll can be re rolled, taking the second result Commonplace: Affect Self LVL 1 = Act Natural: 1 - Attempt to blend into a crowd or group of enemies LVL 2 = Be One of Them: 2 - Attempt to blend into a crowd or group of enemies LVL 3 = Be Anyone: 3 - Attempt to disguise yourself like anyone you can picture In Plain Sight: Affect Intelligent Races LVL 1 = Drop Guard: 1 - Lower an enemy's guard in casual conversation LVL 2 = At Ease: 2 - Lower an enemy's guard in conversation, casual or heated LVL 3 = None the Wiser: 3 - Lower an enemy's guard with speech any time they are focused on you Master Thief: Affect Self LVL 2 = Reflexive: 2 - Gain a movement or action in the first round of combat with base plus this trait LVL 3 = Stick And Move: 3 - Gain a movement and action in the first round of combat with base plus this trait Masterwork: Affect Enemies LVL 1 = Trickery: 1 - Damage enemy weapons if unnoticed LVL 2 = Foolery: 2 - Damage enemy weapons or armor if unnoticed LVL 3 = Hilarity: 3 - Remove enemy weapons or armor if unnoticed World Traveled: Affect Self LVL 1 = Learned: 1 - Translate any script written by Intelligent hand LVL 2 = Wisened: 2 - Translate any written or spoken speech by Intelligent Races
PATH OF THE ASSASSIN
= Feat Tree (Lower level feats are Prerequisites.) Catch Them Flat Footed: Affect Enemies (passive) LVL 1 = Get the Drop: 1 - Any enemy that has not taken a turn yet receives at least one damage LVL 2 = Catch Them: 2 - Enemies that have not taken turns receive at least two damage, doubled for surprised enemies LVL 3 = En Garde: 3 - Any enemy that has not taken a turn, even if not surprised, takes double damage Get Off Of Me: Affect Self LVL 1 = Shove Off: 1 - Add to dodge roll, if damage is negated you gain move action LVL 2 = Evade: 2 - Add to dodge roll, if damage is negated you gain move action LVL 3 = Slippery: 3 - Add to dodge roll, if damage is negated you gain move action World Traveled: Affect Self LVL 1 = Learned: 1 - Translate any script written by Intelligent hand LVL 2 = Wisened: 2 - Translate any written or spoken speech by Intelligent Races Assassination: Affects Enemies (usable once per in game day. This trait is immune to PP usage) LVL 2 = Assassinate: 3 - Any untouched enemy caught off guard receives quadruple damage with 3 or higher Poison Treatment: Affects Enemies (requires access to Thieves' Kit and poisonous materials. Can be used on ANY object. Poison takes effect as Damage Over Time. This CAN be stacked with other traits from any party member.) LVL 1 = Poison Object: 1 - Poison one object that releases into the body upon touch LVL 2 = Lethal Toxin: 2 - Poison one object with double damage LVL 3 = Malice: 3 = Poison one object with triple damage Bloody Artwork: Affect Self (passive) LVL 1 = Unseen: 1 - Chance that your attacks are unseen by others LVL 2 = Hidden: 2 - Chance that your attacks are unseen by others LVL 3 = Cloaked: 3 - Chance that your attacks are unseen by others Send Them Down: Affect Enemies LVL 1 = Dirty Hit: 1 - Roll twice, first for attack and second for a knockdown LVL 2 = Chin Music: 2 - Roll twice, first for attack and second for a knockdown LVL 3 = Crowd Control: 3 - Roll thrice, first for attack and next two for knockdown(s) Please log in to add a comment. |
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Description
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Slippery Thieves, nimble Burglars, and silent Assassins all share a common bond. The life of a rogue is difficult, though any rogue worth his salt would claim that means you're not living it correctly. Whether one uses their skills and tools for good or for ill, an experienced rogue is someone to fear when against you but keep close when on your side.
While some orders contain written laws and some others contain rules regarding honor and respect, the code of a rogue is anything but. Only one shared feature will expose one rogue to another, and that is the Thieves' Cant, a dialect of common tongue known only among the hustling types of Zaelia.
Rogues, by nature, are adept in taking things. The best rogues in the world are not known by name, but by the items they've stolen. These famous items are used in secret and coveted among the bond of rogues. These "Rogue Totems" are found throughout Zaelia, and occasionally change hands, almost always by means of theft or assassination.
The known Totems of Zaelia are the King's Gloves in Bulund, the Dragonfire Amulet of Dracos, the Mystic's Cowl of Leonidan, the Skeleton Key of Renth, and the Frozen Feet of Svalbard.
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Training & Paths
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THE PATH OF THE THIEF
You've seen plenty of thieves. You've walked right by them in the town square, stood next to them at the vendor's stall, possibly even bumped into them on accident leaving the tavern one evening. You may not have noticed they were thieves, but don't worry, they noticed you just fine. They noticed your jingling pockets as you walked through the square; the placement of your hands on your hips as you perused wares at the stall, and the casual gait of your step as you left the tavern. Now, where did that coin purse go, hmm?
Thieves are experts at blending into a crowd, but they are just as adept at being where they shouldn't, when they shouldn't, and leaving with an armful of valuables without being seen. Get one on your bad side, and you'll see firsthand just how gruesome it feels to be hamstrung as you blindly swing at an aggressor you cannot hit nor fathom how quickly he evades you.
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THE PATH OF THE ASSASSIN
It's cold tonight. Much too cold for the servants to keep the window to their quarters open. Shuffling over polished floorboards and down creaky stairs, you hiss lowly at the housemaids to shut their doors and keep the cold out. With a glare and a few muttered curses, you return up the stairs, light from the lantern you're holding bouncing across the walls, making shadows flee to the corners of your lavish house, built on greed and corruption.
The life of a nobleman is easy, you tell yourself as you slide back into bed beside your equally evil wife. However, she does not welcome you to your bed of lies tonight. As you turn the dial on the lantern, allowing more light to eagerly fill the room, you see her seated in a chair toward the corner, arms and legs bound, mouth gagged. She screams something, the sound muffled as you sit up to release her. And that's when the knife finds its home in the back of your spine. A gloved hand covers your mouth and a soft laugh brushes by your ear.
"You had this coming..." And you can't deny that.