Rogue

From World of Charun

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Description

Rogues vary wildly depending on their background: the class indicates individuals who have a variety of unusual skills and are competent, if not expert, in combat. (Usually) lacking in either heavy armor or magical power, they live by their skills and by their wits.


Class Features

Hit Die: d8

Stamina: 3 + Constitution score at first level, 5 + Constitution modifier per following level.

Base Attack Bonus: Medium

Base Defense Bonus: Medium

Precision Damage Cap: 1 + 2 per level

High Saves: Reflex

Weapon Proficiencies: Simple and martial weapons

Armor Proficiencies: Light armor.

Skill Points: 10 + Int modifier per level, x4 at first level.

Class Skills: Appraise, Bluff, Concentration, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.

Feat Progression

Two Weapon Defense (1), Evasion (2), Trap Sense +1 (3), Background Feat (3), Mobility (4), Uncanny Dodge (4), Improved Two Weapon Defense (5), Defensive Roll (5), Trap sense +2 (6), Background Feat (6), Improved Uncanny Dodge (8), Trap sense +3 (9), Slippery Mind (10), Skill Mastery (10)

Background Feats

Warriors and Rogues gain additional feats depending upon the cultural background which they have selected, in addition to the feats which rogues receive above. Note that these backgrounds are only selectable by Morail and Humans (including Fearanni): while some other races may multi-class into Rogue, they receive no background feat benefits.

Background Feat Listing

ARTISAN:
Rigorous Maintenance (3):
While anyone can take care of their gear, your artisan's insight into materials and their manufacture has enabled you to develop various tricks and habits which make it much easier for your tools to remain in prime condition.
- The feat hands out a bonus to arms/armor upkeep.

Thick-wristed (6):
You're accustomed to intensively "wielding" a tool-weight hammer for lengths of time that even the most heavily-trained warriors would consider excessive, and when you want to, you can transmit an appalling level of force through one with little or no effort. While not exactly the most effective weapon on Charun, you can use a smithy-hammer to seriously "ring somebody's bell" if you connect. When equipped with a light hammer (and ONLY with a light hammer), the character gains the Stunning Fist ability.


BRAWLER:
Hitting with Buildings (3):
You've learned the hard way how to hit someone with a building, or even the ground, by making putting somebody on the ground head-first, or by propelling them into any handy nearby objects, such as nearby pillars.
- The feat is useable 3 times per day. Bullrush; make an opposed dex check to stun the opponent for 2 rounds).

Soaking it up (6):
Sometimes, if you're lucky, when you're too tired to get out of the way, you've managed to just turtle up and take an impact that would otherwise have knocked you cold.
- The feat is similar to the rogue's defensive roll, which it augments, but requirng a fortitude save rather than reflex save, and it only works against bludgeoning objects.


DEVOTEE:
Higher Purpose (3):
Your devotion sometimes causes others to roll their eyes in disbelief, but that's not a problem. Their disdain merely demonstrates the steadfastness of your belief.
- The character gains -1 diplomacy, +1 will save.

Bloody-Minded (6):
The distractions and dangers of the world have grown to mean less and less; one way or another, your cause will succeed.
- The character gains a +3 save bonus vs fear.


THUG:
Koshing Blow (3):
Here, Mally, he taught me. Don't fight the prat, that might hurt. Come up on his blind side with your cudgel and tap him real hard under the ear like THIS. Man, that hurt, but I learned the lesson real quick.
- If wielding a bludgeoning weapon, the character can inflict daze against a flat-footed opponent.

Use Poison (6)


PIRATE:
Waterman (3):
I swear, after all these years, sometimes I'd rather swim than walk.
- The character gains a +5 bonus to swim checks.

Crow's Nest (6):
That fellow spends more time hanging off of things than he does with his feet on the deck.
- The character gains a +5 bonus to climb checks.


URBAN:
Fighting Fencers (3):
The whole place is cheek-to-jowl with people who think they know how to parry.
- The feat grants Skilled Offense.

Mocker (6):
That man is amazingly good at getting under peoples' skin. - The feat grants a +3 bonus to taunt checks.


SKIRMISHER:
Uncanny Dodge (3)

Opportunist (6)


CARAVANER
(Journeymen Only)

Juggler (3):
The Journeyman is accustomed to using physical tricks to amuse, amaze, and get himself into and out of trouble. - The character gains +2 Sleight of Hand, +2 TumbleĀ“.

Outrageous Liar (6):
The Journeyman has been everywhere and done everything ("Did I ever tell you the time I had dinner with the great dragon Eatemallup?"), inventing egregiously untrue tales on the fly with a straight face, which makes him a delight in a crowd of small children, but also makes it very hard to tell whether he's trying to keep a straight face while telling a lie -- it doesn't seem like he even has a straight face. - The character gains +2 perform, +2 bluff.


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