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Class: Rouge.

Posted by GMFor group 0
GM
GM, 4 posts
Thu 29 Mar 2012
at 20:51
  • msg #1

Class: Rouge


Rouge
3D4
Skillpoints: 8 INT modifier (x2 at first level)
Reaction points: 7

1  | Sneakattack +1D6
2  |
3  |
4  |
5  |Dirt in the eyes
6  |
7  |
8  |
9  |
10 | Sneak Attack +2D6
11 |
12 |
13 |
14 |
15 | Sweep the legs
16 |
17 |
18 |
19 |
20 | Sneak Attack +3D6
21 |
22 |
23 |
24 |
25 | Knockout
26 |
27 |
28 |
29 |
30 |Underhanded, Sneak Attack +4D6

Level|tricks known
1 |1
2 |1
3 |2
4 |2
5 |2
6 |3
7 |e
8 |3
9 |4
10|4
11|4
12|5
13|5
14|5
15|6
16|6
17|6
18|7
19|7
20|7
21|8
22|8
23|8
24|9
25|9
26|9
27|10
28|10
29|10
30|11


Tricks:Once learned the bonuses gained by tricks are static. There is know way to forget or be denied these bonuses while conscious. Most tricks can be learned multiple times, learning a trick a second time grands additional bonuses or secondary effects. Some tricks have a limit to the number of times they can be learned

Sneak AttacK: As long as the rouge is hidden from an enemy, he can deal bonus damage dependong on his level.

Dirt in the eyes: once per turn, instead of dealing sneak attack damage you may instead blind a target, the target is blinded for one turn. You may chose to do this after you roll sneak attack damage.

Sweep the legs: once per turn, instead of dealing sneak attack damage you may knock the legs out from under a target knoxking them prone. You may choose to do this after rolling sneak attack damage.

Knockout: once per turn, instead of dealing damage you may stun a target for one turn. You may choose to do this after rolling sneak attack damage.

Underhanded: When using Dirt in the Eyes, Sweep the Legs, or Knockout you may deal half sneak attack damage when using them instead of none.
This message was last edited by the GM at 02:44, Tue 18 Apr 2017.
GM
GM, 18 posts
Mon 2 Apr 2012
at 17:44
  • msg #2

Rouge Stances

Level 1

Stance of hiding: +1D6 sneak attack

Stance of the scout: +2 to perception rolls

Stance of rymes: + 2 to speech rolls

Stance of the tracker: +2 to insight rolls

Stance of forbidden Knowledge: Identify any lvl 1 stance or spell as a standard action.

stance of the ranger: Increase the range of your bows by 10 ft

Stance of shadow: +2 on stealth rolls

Stance of speed: Increase landspeed by 5 ft

Stance of dodge: +2 on armor rolls

Stance of escape: If an enemy attacks and misses, move 5 ft.

Stance of the sniper: when applying dex modifier to damage when using a bow, multiply it by 2(3 if your an elf)

Stance of death: When attacking someone who is prone or stunned, your attack has a +1 bonus to attack rolls and +1 critical multiplier

Stance of criticals: +1 critical range

Stance of immunity: increase the amount of poison damage you take before falling unconscious by 2

Assassin: increase the difficulty of any poisons you use by 2

Stance of the inventor: +2 to all smithing rolls.

Stance pf street smarts: +2 to all lore checks

Counterattack Stance: When an enemy attacks and hits you, you may make an unarmed attack against them at a -8 attack penalty

Distracting strike: When you deal damage with a sneak attack the target also takes a -2 to all general skill rolls until the end of your next turn.

Stunning fist:unarmed attacks gain 1 in 10 chance of stun

Stance of the spellsword: attacks that deal bonus elemental damage deal an extra 1D4 damage of that element

Level 2 stances

Stance of hiding: +2D6 sneak attack

Stance of the scout: +3 to perception rolls

Stance of rymes: + 3 to speech rolls

Stance of the tracker: +3 to insight rolls

Stance of forbidden Knowledge: Identify any lvl 2 stance or spell as a standard action.

stance of the ranger: Increase the range of your bows by 20 ft

Stance of shadow: +3 on stealth rolls

Stance of speed: Increase landspeed by 10 ft

Stance of dodge: +3 on armor rolls

Stance of escape: If an enemy attacks and misses, move 10 ft.

Stance of the sniper: when applying dex modifier to damage when using a bow, multiply it by 3(4 if your an elf)

Stance of death: When attacking someone who is prone or stunned, your attack has a +2 bonus to attack rolls and +2 critical multiplier

Stance of criticals: +2 critical range

Stance of the ninja: Daggers have a range of 5ft.

Stance of immunity II: 3

Stance of the assassin:increase difficulty by 3

Stance of the inventor: +3 to all crafting rolls

Stance of the poison master: increase the damage of poisons and poisoned weapons by 1 point

Stance pf street smarts: +3 to all lore checks

Counterattack Stance: When an enemy attacks and hits you, you may make an unarmed attack against them at a -6 attack penalty

Distracting strike: When you deal damage with a sneak attack the target also takes a -3 to all general skill rolls until the end of your next turn.

Stunning fist:unarmed attacks gain 2 in 10 chance of stun

Stance of the spellsword: attacks that deal bonus elemental damage deal an extra 2D4 damage of that element


Level 3

Stance of hiding: +3D6 sneak attack

Stance of the scout: +4 to perception rolls

Stance of rymes: + 4 to speech rolls

Stance of the tracker: +4 to insight rolls

Stance of forbidden Knowledge: Identify any lvl 3 stance or spell as a standard action.

stance of the ranger: Increase the range of your bows by 30 ft

Stance of shadow: +4 on stealth rolls

Stance of speed: Increase landspeed by 15 ft

Stance of dodge: +4 on armor rolls

Stance of escape: If an enemy attacks and misses, move 15 ft.

Stance of the sniper: when applying dex modifier to damage when using a bow, multiply it by 4(5 if your an elf)

Stance of death: When attacking someone who is prone or stunned, your attack has a +3 bonus to attack rolls and +3 critical multiplier

Stance of criticals: +3 critical range

Stance of the ninja: Daggers have a range of 10ft.

Stance of immunity: 4

Stance of the assassin: difficulty +4

Stance of the inventor: smithing rolls +4

Stance pf street smarts: +2 to all lore checks

Counterattack Stance: When an enemy attacks and hits you, you may make an unarmed attack against them at a -4 attack penalty

Distracting strike: When you deal damage with a sneak attack the target also takes a -3 to all general skill rolls until the end of your next turn.

Stunning fist:unarmed attacks gain a 3 in 10 chance of stun

Stance of the spellsword: attacks that deal bonus elemental damage deal an extra 3D4 damage of that element


Level 4


Stance of hiding: +4D6 sneak attack

Stance of the scout: +5 to perception rolls

Stance of rymes: + 5 to speech rolls

Stance of the tracker: +5 to insight rolls

Stance of forbidden Knowledge: Identify any lvl 4 stance or spell as a standard action.

stance of the ranger: Increase the range of your bows by 40 ft

Stance of shadow: +5 on stealth rolls

Stance of speed: Increase landspeed by 20 ft

Stance of dodge: +5 on armor rolls

Stance of escape: If an enemy attacks and misses, move 20 ft.

Stance of the sniper: when applying dex modifier to damage when using a bow, multiply it by 5(6 if your an elf)

Stance of death: When attacking someone who is prone or stunned, your attack has a +4 bonus to attack rolls and +4 critical multiplier

Stance of criticals: +4 critical range

Stance of the ninja: Daggers have a range of 15ft.

Stance of immunity: 5

Stance of the assassin: difficulty 5

Stance of the inventor: smithing rolls +5

Stance of the poison master II: +2 poison damage

Ghost stance: whenever an attack misses you make a stealth check at -5 to become hidden. If it is a success then you become invisible for 1 turn.

Stance pf street smarts: +5 to all lore checks

Counterattack Stance: When an enemy attacks and hits you, you may make an unarmed attack against them at a -2 attack penalty

Distracting strike: When you deal damage with a sneak attack the target also takes a -5 to all general skill rolls until the end of your next turn.

Stunning fist:unarmed attacks gain 4 in 10 change of stun

Stance of the spellsword: attacks that deal bonus elemental damage deal an extra 4D4 damage of that element
This message was last edited by the GM at 21:08, Thu 19 Dec 2013.
GM
GM, 394 posts
That dude who makes
Stuff that dosent work
Fri 11 Dec 2015
at 15:42
  • msg #3

Rouge Tricks.

Streetwise tricks: you gain a +2 to all lore rolls. For every additional time you learn this trick your bonuses improve by +1.

Smooth talker trick: you gain a +2 to all speech rolls. For every additional time you learn this trick your bonuses improve by +1.

Shadow's trick: you gain a +2 to all stealth rolls. For every additional time you learn this trick your bonuses improve by +1.

Trackers trick:you gain a +2 to all perception rolls. For every additional time you learn this trick your bonuses improve by +1.

Investigator's trick:you gain a +2 to all insight rolls. For every additional time you learn this trick your bonuses improve by +1.

Street doctors trick:you gain a +2 to all heal rolls. For every additional time you learn this trick your bonuses improve by +1.

Quick feet trick: improve landspeed by 5 feet. Every additional time you learn this trick increase the speed bonus by 5 feet. You may only learn this trick 4 times

Acrobatic trick:improve jump speed by 5 feet. Every additional time you learn this trick increase the speed bonus by 5 feet. You may only learn this trick 4 times.

Strong hands trick:improve climb speed by 5 feet. Every additional time you learn this trick increase the speed bonus by 5 feet. You may only learn this trick 4 times.

Strong legs trick:improve swimspeed by 5 feet. Every additional time you learn this trick increase the speed bonus by 5 feet. You may only learn this trick 4 times.

Assassin's trick:improve stealth speed by 5 feet. Every additional time you learn this trick increase the speed bonus by 5 feet. You may only learn this trick four times.

Combat trick: you learn one level one stance of your choice. Every additional time you learn an additional stance. At level 10 you may choose one of second level instead and at twenty you may choose a level one, two, or three.

Magic Trick: you learn one level one spell of your choice. Every additional time you learn an additional spell. At level 10 you may choose one of second level instead and at twenty you may choose a level one, two, or three.

Trick dodge: you gain either +2 armor or +2 agility. Every additional time you learn this trick increase your armor or agility by one point. You may only learn this trick five times.

Tripping attack: when you attack an enemy and hit with a natural 20 that eny is knocked prone. Every additional time you learn this trick the chance tobknock prone is increased by 1 in 20.

Evasive trick: when an attacked aimed at you misses and you roll a natural 20 on your armor you may move 5 ft in any direction. Every additional time you learn this trick your chance at moving increases by 1 in 20

Killers trick: you gain +1 to the critical range of one weapon or spell school. Every additional time you learn this trick choose a different school to be affected by it.

Spellswords trick: whenever you deal bonus elemental damage with a melee attack add 1d6 of the same element to the damage. Every additional time you learn this spell the bonus damage increases by 2. You may only learn this spell 6 times

Opportunist's trick: when attacking a stunned or unconious enemy you have +1 attack and +2 damage. Every additional time you learn this trick add an additional +1 attack and +2 damage. You may only Lear this trick 5 times.

Poisoner's trick: increases the difficulty of the poisons you use by onem every additional time you learn this trick increase the difficulty by one.

Ninja's trick: increase the range of any thrown weapon or item by 5ft. Every additional time this trick is Learned increase the range by 5ft. You may only learn this trick 4 times.

Sharpshooters trick: increase the range of your bow by 15ft. Every additional time you learn this trick increase the range by an additional 15 ft.

Thrives trick: when you sucessfully pickpocket someone you get 1D4 additional small items or coins.  Every additibak time you learn this trick you get one additional item or coin.

Actors trick: enemies insight rolls to see through your disgues is lowered by 2. For every additional time you learn this trick the penalty to insight is 1 higher. Which is to say lower, meaning its a -1. Which is like a plus one to disgues. Or. Only different. Haven't slept in days.......

Nimble fingers trick: when you fail to disarm a trap bad enough to set it off there's is a one in ten chance it won't go off. Every additional time you learn this trick this chance is increased by one in ten.

Alchemists trick: whenever you drink a potion you heal 5 HP in addition to the potions normal effects. Every additional time you take this trick the healing effect is 2 points higher.
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