Rogue
The following changes apply to Rogues from 2nd edition rules.
1. Thieves can learn weapon focus.
2. Thieves always modify initiative rolls with dexterity reaction adjustment, even if group initiative is
used.
3. Thieves gain the running non weapon proficiency as a free slot.
4. Thieves gain the Information gathering non weapon proficiency as a free slot.
5. Thieves gain a new trade skill; - Guile. this trade skill starts at 0% for all races. It can be increased
along side other trade skills when a thief gains new levels. Guile is modified by Intelligence,
Charisma and Comeliness. For every point of Intelligence, Charisma and Comeliness at 15 and above,
add 5%. For every point of Intelligence, Charisma and comeliness at 11 and below, subtract 5%. Guile
allows a thief to rely upon his or her subterfuge, cunning, and duplicity to employ verbal
stratagems. These stratagems will convince others of certain facts, whether or not they are true. A
guile check is negatively modified by 3% for every HD of the target. A successful guile check can
even overcome spells or abilities that detect lies. However, if a target has a detect lie ability or
item, subtract an additional 15%. An unsuccessful guile check does not indicate that the target can
see through the ruse, it only means that the target remains unconvinced.
6. Thieves can potentially learn a rogue trade skill, called shadowstep. This is a short ranged blink.
The thief must have an intelligence of 12 or more, and must also be level 8 or above to unlock
shadowstep. In order to successfully shadow step, the thief must first successfully hide in
shadows. Once the thief has hidden in shadows, Failure does not indicate that they are no longer
hiding in shadows. On the thief's next combat sequence after hiding in shadows, they may attempt
to call upon their limited magical abilities to blink from one shadowy location to the next. A thief
may do this by by rolling their shadowstep percentage. A thief can take no action for a full round
(2 sequences) after shadow stepping. The maximum range of shadow step is 30 feet, plus 1 foot per
level of the thief. The thief must have line of sight to the next location, and their must be a
viable target to backstab at the destination's end. Shadowstep begins at zero percent, and is
modified by intelligence. For every point of intelligence at 14 or higher, add 5% to shadow step. For
every point of intelligence below 14, reduce shadowstep by 5%. Shadow step can otherwise be
improved with trade skill points per level.
7) Rogues will not be subject to action restrictions before and after a double move. they are one of
two classes that can take any action before and after a double move. This would allow a rogue to
(action) climb a wall, (use an item) drop caltrops, like they do in typical fan fiction and video
games.
1. Thieves can learn weapon focus.
2. Thieves always modify initiative rolls with dexterity reaction adjustment, even if group initiative is
used.
3. Thieves gain the running non weapon proficiency as a free slot.
4. Thieves gain the Information gathering non weapon proficiency as a free slot.
5. Thieves gain a new trade skill; - Guile. this trade skill starts at 0% for all races. It can be increased
along side other trade skills when a thief gains new levels. Guile is modified by Intelligence,
Charisma and Comeliness. For every point of Intelligence, Charisma and Comeliness at 15 and above,
add 5%. For every point of Intelligence, Charisma and comeliness at 11 and below, subtract 5%. Guile
allows a thief to rely upon his or her subterfuge, cunning, and duplicity to employ verbal
stratagems. These stratagems will convince others of certain facts, whether or not they are true. A
guile check is negatively modified by 3% for every HD of the target. A successful guile check can
even overcome spells or abilities that detect lies. However, if a target has a detect lie ability or
item, subtract an additional 15%. An unsuccessful guile check does not indicate that the target can
see through the ruse, it only means that the target remains unconvinced.
6. Thieves can potentially learn a rogue trade skill, called shadowstep. This is a short ranged blink.
The thief must have an intelligence of 12 or more, and must also be level 8 or above to unlock
shadowstep. In order to successfully shadow step, the thief must first successfully hide in
shadows. Once the thief has hidden in shadows, Failure does not indicate that they are no longer
hiding in shadows. On the thief's next combat sequence after hiding in shadows, they may attempt
to call upon their limited magical abilities to blink from one shadowy location to the next. A thief
may do this by by rolling their shadowstep percentage. A thief can take no action for a full round
(2 sequences) after shadow stepping. The maximum range of shadow step is 30 feet, plus 1 foot per
level of the thief. The thief must have line of sight to the next location, and their must be a
viable target to backstab at the destination's end. Shadowstep begins at zero percent, and is
modified by intelligence. For every point of intelligence at 14 or higher, add 5% to shadow step. For
every point of intelligence below 14, reduce shadowstep by 5%. Shadow step can otherwise be
improved with trade skill points per level.
7) Rogues will not be subject to action restrictions before and after a double move. they are one of
two classes that can take any action before and after a double move. This would allow a rogue to
(action) climb a wall, (use an item) drop caltrops, like they do in typical fan fiction and video
games.