Post by Head Moderator on Jan 31, 2013 19:57:28 GMT -5
[Written by A]
Name: [NPC] Typical Rogue (Topaz to Obsidian Ranks)
Alignment: Varies
Race: Any
Racial Skills: Varies
Primary Class: Support
Class Bonus: Two Support Skills
Profession Bonus: "Trap Detection" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Surprise Strike", allowing them upon their first attack in combat, a onetime +5 to Strike. Automatic Skills: Any rogue skill.
Traits & Skill by Rank:
Topaz: 2d35 – 2d44 ( Str [0] / Qck [5] / End [0] / Will [0] / Int [0] / Per [5] / Char [0] )
(profession) Trap Detection
(class) Acrobatic
(class) Alert
(crystal) Magical Affinity
(crystal) Acrobatic Backstab
(crystal) Cheat Death
(crystal) Trackless Step
(crystal) Sidestep
(topaz) Blindfight
(topaz) Disable Device
(topaz) Lockpicking
Amber: 2d48 – 2d56 ( Str [0] / Qck [10] / End [0] / Will [0] / Int [0] / Per [5] / Char [0] )
(amber) Casing the Joint
(amber) Escape
(amber) Dexterous Fighter
Sapphire: 2d60 – 2d68 ( Str [0] / Qck [12] / End [0] / Will [0] / Int [0] / Per [8] / Char [0] )
(sapphire) Evaluate Item
(sapphire) Friends in Low Places
(sapphire) Disabling Strike
Emerald: 2d70 – 2d78 ( Str [0] / Qck [12] / End [1] / Will [0] / Int [0] / Per [10] / Char [2] )
(emerald) Incite to Anger
(emerald) False Shackles
(emerald) Improved Disable Device
Ruby: 2d80 – 2d88 ( Str [0] / Qck [12] / End [4] / Will [2] / Int [0] / Per [10] / Char [2] )
(ruby) Treasure Hunter
(ruby) Alibi
(ruby) Trap Detection
Obsidian: 2d89 – 2d95 ( Str [0] / Qck [12] / End [4] / Will [2] / Int [0] / Per [12] / Char [5] )
(obsidian) Knock Out Blow
(obsidian) Bypass Wards
(obsidian) Thrilling Escape
Weapon: One-handed Weapon
Defenses Vary
Name: [NPC] Typical Rogue (Topaz to Obsidian Ranks)
Alignment: Varies
Race: Any
Racial Skills: Varies
Primary Class: Support
Class Bonus: Two Support Skills
Profession Bonus: "Trap Detection" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Surprise Strike", allowing them upon their first attack in combat, a onetime +5 to Strike. Automatic Skills: Any rogue skill.
Traits & Skill by Rank:
Topaz: 2d35 – 2d44 ( Str [0] / Qck [5] / End [0] / Will [0] / Int [0] / Per [5] / Char [0] )
(profession) Trap Detection
(class) Acrobatic
(class) Alert
(crystal) Magical Affinity
(crystal) Acrobatic Backstab
(crystal) Cheat Death
(crystal) Trackless Step
(crystal) Sidestep
(topaz) Blindfight
(topaz) Disable Device
(topaz) Lockpicking
Amber: 2d48 – 2d56 ( Str [0] / Qck [10] / End [0] / Will [0] / Int [0] / Per [5] / Char [0] )
(amber) Casing the Joint
(amber) Escape
(amber) Dexterous Fighter
Sapphire: 2d60 – 2d68 ( Str [0] / Qck [12] / End [0] / Will [0] / Int [0] / Per [8] / Char [0] )
(sapphire) Evaluate Item
(sapphire) Friends in Low Places
(sapphire) Disabling Strike
Emerald: 2d70 – 2d78 ( Str [0] / Qck [12] / End [1] / Will [0] / Int [0] / Per [10] / Char [2] )
(emerald) Incite to Anger
(emerald) False Shackles
(emerald) Improved Disable Device
Ruby: 2d80 – 2d88 ( Str [0] / Qck [12] / End [4] / Will [2] / Int [0] / Per [10] / Char [2] )
(ruby) Treasure Hunter
(ruby) Alibi
(ruby) Trap Detection
Obsidian: 2d89 – 2d95 ( Str [0] / Qck [12] / End [4] / Will [2] / Int [0] / Per [12] / Char [5] )
(obsidian) Knock Out Blow
(obsidian) Bypass Wards
(obsidian) Thrilling Escape
Weapon: One-handed Weapon
Defenses Vary