Classes: Rogue





  • Rogue

    Stage: Common

    Usable Weapons: Axe (One-Handed), Dagger, Dart, Mace (OneHanded), Net (Weighted), Sling (Hand), or Sword (One-Handed).

    Typically fops or dandies, rogues are the most common social class, taken at all times to flirtation and gossip. They excel at disguise and any number of unusual talents, such as lockpicking and hiding. Though their skills in combat aren't exceptional, they are quick on foot. Rogues usually associate with each other, moreso than members of any other class.

    Alignment: Any
    Social Class: Lower
    Initial Funds: 70 gp

    Minimum Abilities
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           15        25
    Spell Points          0         0
    To Hit                9         7
    To Cast              21        21
    Magical Save         17        15
    Tactical Save        12        10
    Armor / Speed       0/0       0/0
    

    Learnable Skills:

    • Disarm (I)
    • Feint
    • Intuition (I, II)
    • Luck (I)
    • Reaction Time (I)
    • Stealth (I, II)
    • Vital Strike (I)
    • Weapon Speed (I) for two weapon families
    • Weapon Speed (II) for one weapon family
    • Weapon Training (I, II)
    • Weapon Use for one weapon family
    • 24 BP / 18 RP worth of custom skills

    Mastery Progression:



  • Bandit

    Stage: Heroic

    Usable Weapons: Axe (One-Handed), Bow (Short), Dagger, Dart, Mace (One-Handed), Net (Weighted), Sling (Any), or Sword (One-Handed).

    Bandits are a class of rogue who turn to less-than-lawful means of making a living. They learn to excel at treachery, filching, picking pockets, and robbing shops.

    Alignment: Any
    Social Class: Lower

    Minimum Abilities
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                7         5
    To Cast              21        21
    Magical Save         15        13
    Tactical Save        10         9
    Armor / Speed       0/0       2/0
    

    Learnable Skills:

    • Ambidexterity (I, II)
    • Armor Training (I)
    • Armor Use (I)
    • Backstab (I, II)
    • Blind Fighting
    • Hiding in Shadows
    • Intuition (III, IV)
    • Luck (II)
    • Marksmanship (I)
    • Poison Use (I)
    • Pummeling (I)
    • Stealth (III)
    • Vital Strike (II)
    • Weapon Speed (I) for two additional weapon families (four total)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Vagabond

    Stage: Heroic

    Usable Weapons: Axe (One-Handed), Bow (Short), Crossbow, Dagger, Dart, Mace (One-Handed), Net (Weighted), Pole Axe (Bardiche or Fauchard), Sling (Any), or Sword (One-Handed).

    The errant rogue is called vagabond by many. It can be a term used with derision, or inspired with great adventure. This unusual class caters to the extreme social and anti-social characters.

    Alignment: Any
    Social Class: Lower

    Minimum Abilities
    Intelligence: Average
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                7         5
    To Cast              21        21
    Magical Save         15        13
    Tactical Save        10         9
    Armor / Speed       0/0       4/1
    

    Learnable Skills:

    • Archery (I)
    • Armor Training (I, II)
    • Armor Use (I, II, III)
    • Backstab (I, II)
    • Hiding in Shadows
    • Intuition (III, IV)
    • Luck (II)
    • Marksmanship (I)
    • Poison Use (I)
    • Strength (I)
    • Weapon Speed (I) for two additional weapon families (four total)
    • Weapon Speed (II) for two additional weapon families (three total)
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Outlander

    Stage: Heroic

    Usable Weapons: Axe (Hand), Dagger, Dart, Net (Weighted), Sling (Hand), or Sword (One-Handed).

    Outlanders are strange folk who have travelled far abroad - into "less civilized lands" - to practice arts foreign to mainstream culture. They are practitioners of martial arts, followers of strange religions. Often, they are considered wary and uncouth, even among their own kind. They tend to associate with no one, unless they must.

    Alignment: Any
    Social Class: Lower-Middle

    Minimum Abilities
    Strength: Average
    Wisdom: Average
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                7         5
    To Cast              21        21
    Magical Save         15        13
    Tactical Save        10         9
    Armor / Speed       0/0       2/0
    

    Learnable Skills:

    • Ambidexterity (I, II)
    • Blind Fighting
    • Blocks (I, II)
    • Grappling (I)
    • Heightened Senses
    • Intuition (III, IV)
    • Martial Arts (I, II)
    • Prone Fighting
    • Pummeling (I)
    • Weapon Speed (I) for two additional weapon families (four total)
    • Weapon Speed (II) for two additional weapon families (three total)
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Brigand

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Mace (Any), Net (Weighted or Battle), Sling (Any), or Sword (Any).

    Brigands are well-armed bandits who forcefully rob on the road (highwaymen) or on the seas (pirates). Though little interested in the welfare of others, brigands are at times known to rob their enemies in the interest of a selfless cause.

    Alignment: Any Non-Good
    Social Class: Lower

    Minimum Abilities
    Strength: Tough
    Dexterity: Prompt

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0         0
    To Hit                5         1
    To Cast              21        21
    Magical Save         13        12
    Tactical Save         9         8
    Armor / Speed       2/0       4/1
    

    Learnable Skills:

    • Archery (I)
    • Armor Training (II)
    • Armor Use (II, III)
    • Backstab (III)
    • Horsemanship (I, II, III)
    • Intuition (V)
    • Pummeling (II, III)
    • Strength (I)
    • Weapon Speed (II) for one additional weapon family (two total)
    • Weapon Speed (III) for one additional weapon family (two total)
    • Weapon Training (V, VI, VII, VIII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Thief

    Stage: Ruling

    Usable Weapons: Axe (One-Handed), Bow (Short), Dagger, Dart, Mace (One-Handed), Net (Weighted), Sling (Any), or Sword (One-Handed).

    In fairly broad terms, a thief combines the tact and subtlety of a rogue with the lawlessness of a bandit. Unlike brigandry, a thief aims to steal from the unwitting. He might be a burglar, pickpocket, or swindler. In a pinch, he relies on his speed, luck, and unusual skills.

    Alignment: Any Non-Lawful
    Social Class: Lower-Middle

    Minimum Abilities
    Intelligence: Average
    Dexterity: Quick

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0         0
    To Hit                5         3
    To Cast              21        21
    Magical Save         13        11
    Tactical Save         9         6
    Armor / Speed       2/0       2/0
    

    Learnable Skills:

    • Archery (I)
    • Backstab (III, IV)
    • Disarm (II)
    • Heightened Senses
    • Intuition (V, VI)
    • Luck (III)
    • Reaction Time (II)
    • Split Attack
    • Stealth (IV, V)
    • Vital Strike (III)
    • Weapon Speed (II) for one additional weapon family (two total)
    • Weapon Speed (III) for one additional weapon family (two total)
    • Weapon Training (V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Bard

    Stage: Ruling

    Usable Weapons: Axe (One-Handed), Bow (Short), Crossbow, Dagger, Dart, Mace (One-Handed), Net (Weighted), Pole Axe (Bardiche or Fauchard), Sling (Any), Spear (Any), or Sword (One-Handed).
    Magic Spell Schools of Magic: Divination, Enchantment

    Bards use their social skills to weave tales of fortune and sorrow. Contrary to popular belief, bards are not usually singers or musicians, or even poets. They are wandering tellers of oral history. Much like teachers, they radiate wisdom through drama, storytelling, and quotations. The bard is a jack-of-all-trades.

    Minimum Abilities
    Intelligence: Average
    Wisdom: Shrewd
    Dexterity: Average
    Charisma: Inspirational

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0        15
    To Hit                5         3
    To Cast               9         6
    Magical Save         13        11
    Tactical Save         9         9
    Armor / Speed       4/1       6/0
    

    Learnable Spells:

    • First Level: 3 Magic
    • Second Level: 3 Magic
    • Third Level: 2 Magic
    • Fourth Level: 2 Magic

    Learnable Skills:

    • Armor Training (III)
    • Armor Use (IV)
    • Intuition (V, VI)
    • Magical Training (I, II, III)
    • Shield Use (I)
    • Weapon Speed (III) for two weapon families
    • Weapon Training (V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Bounty Hunter

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Dart, Mace (Any), Net (Weighted or Battle), Pole Axe (Any), Sling (Any), Spear (Any), or Sword (Any).

    Bounty hunters are feared huntsmen who serves rulers in an unofficial capacity. Once a bounty is offered, they use their skills to track down the subject and return him to the ruler for a reward. Bounty hunters usually feel no special ties to one lord or the next, but may sometimes contract their services out.

    Alignment: Any Non-Chaotic
    Social Class: Lower-Middle

    Minimum Abilities
    Strength: Tough
    Intelligence: Very
    Wisdom: Average
    Dexterity: Average

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0         0
    To Hit                5         1
    To Cast              21        21
    Magical Save         13        11
    Tactical Save         9         8
    Armor / Speed       4/1       6/1
    

    Learnable Skills:

    • Archery (II)
    • Armor Use (IV)
    • Intuition (V, VI)
    • Poison Use (II, III)
    • Stealth (III)
    • Vital Strike (II)
    • Weapon Speed (II) for one additional family (four total)
    • Weapon Speed (III) for two weapon families
    • Weapon Speed (IV) for one weapon family
    • Weapon Training (V, VI, VII, VIII)
    • 128 BP / 48 RP worth of additional custom skills (216 BP / 162 RP total)


  • Mystic

    Stage: Ruling

    Usable Weapons: Axe (One-Handed), Dagger, Dart, Net (Weighted), Sling (Hand), or Sword (One-Handed).
    Magic Spell Schools of Magic: Abjuration, Alteration, Illusion

    Mystics are an unusual class of foreigners who are adept in martial arts. They tend to be hedonistic, follow no particular religion, and are generally shunned by respectable citizenry. Their skill in unarmed combat is considered unmatched, although the fierce gladiators challenge this notion.

    Alignment: Any Non-Lawful
    Social Class: Any (Outcast)

    Minimum Abilities
    Strength: Strong
    Wisdom: Sensible
    Dexterity: Spry
    Constitution: Sturdy

    Statistics        Starting   Master
    Hit Points           35        35
    Spell Points          0        15
    To Hit                5         5
    To Cast               9         5
    Magical Save         13        11
    Tactical Save         9         9
    Armor / Speed       2/0       2/0
    

    Learnable Spells:

    • First Level: 3 Magic
    • Second Level: 2 Magic
    • Third Level: 2 Magic
    • Fourth Level: 2 Magic
    • Fifth Level: 2 Magic

    Learnable Skills:

    • Disarm (II)
    • Instant Stand
    • Intuition (V, VI)
    • Magical Training (I, II, III, IV)
    • Martial Arts (III)
    • Weapon Speed (II) for one additional weapon family (four total)
    • Weapon Speed (III) for two weapon families
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Monk

    Stage: Ruling

    Usable Weapons: Axe (Hand), Dagger, Dart, Mace (One-Handed), Net (Weighted), Sling (Hand), or Sword (One-Handed).

    Monks are wandering warriors, strange disciples known for their fanaticism. They seek a perfection of mind and body, and train rigorously in unusual arts of weaponless combat in order to achieve it. They tend to sequester themselves from society during training periods, and are sometimes mistaken for (or are, in fact) hermits. Monks are members of monastic brotherhoods, and always follow the discipline prescribed by a deity. They follow gods of martial skill, typically embodiments of endurance, battle, or watchfulness. They tolerate and may cooperate with clerics of the same faith. However, such unions are rare, for a single deity usually prefers clerics or monks, not both.

    Alignment: Any Lawful
    Social Class: Lower-Middle

    Minimum Abilities
    Strength: Strong
    Wisdom: Average
    Dexterity: Quick
    Constitution: Sturdy

    Statistics        Starting   Master
    Hit Points           35        45
    Spell Points          0         0
    To Hit                5         2
    To Cast              21        21
    Magical Save         13        13
    Tactical Save         9         9
    Armor / Speed       2/0       4/0
    

    Learnable Skills:

    • Blocks (III, IV)
    • Disarm (II)
    • Grappling (II)
    • Instant Stand
    • Kiai
    • Martial Arts (III)
    • Missile Dodge
    • Split Attack
    • Vital Strike (II)
    • Weapon Speed (III) for two weapon families
    • Weapon Training (V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)

Log in to reply
 

Looks like your connection to What the Daily WTF? was lost, please wait while we try to reconnect.