Tuesday, November 10, 2015

Classes of Nightwick: The Rogue

It was big in the blogosphere a couple of weeks ago to post your version of the rogue/thief/whatever.  I couldn't find my houserules document until just now... so here's mine.


Rogue
Rogues in the World of Nightwick are ne'er-do-wells who live by their wits. They are, unfortunately for the World and its people, quite common.

Rogue Advancement
XP
Level
HD
ST
Skills
Sneak Attack
0
1
1
15
1-2
x1
1,250
2
2
14
1-2
x1
2,500
3
3
13
1-3
x2
5,000
4
3+1
12
1-3
x2
10,000
5
4
11
1-3
x2
20,000
6
5
10
1-4
x3
40,000
7
6
9
1-4
x3
80,000
8
6+1
8
1-4
x3
160,000
9
7
7
1-5
x4
320,000
10
8
6
1-5
x4

Rogue Class Abilities
Weapon and Armor Restrictions: Rogues can use any weapon and wear any armor; however, they cannot use their skills if wearing armor heavier than leather.

Skills: Rogues possess skills that aid them in their attempts to gain precious lucre.  These include Climb, Hear Noise, Open Doors, Pick Lock, and Search.  The chances given on the chart above are for a d6.  In the case of skills that have their own attribute based chart, such as Open Doors, the rogue uses either the skill chart or the attribute chart - whichever is higher. Rogues also use this x in 6 chance to determine the chance that they surprise an opponent when sneaking off alone.  Note that rogues carrying lit torches or lanterns still cannot surprise monsters in a dungeon.

Sneak Attack: If attacking a surprised or otherwise unaware opponent, a Rogue multiplies any damage dealt with a melee weapon by the number indicated on the chart above.

Saving Throw: Rogues gain a +2 bonus to saves against poison and death effects.

Grave Robber (Rogue Bonus Class)
Grave robbers are those members of Dark Country society that have been forced to make their living through various nefarious means.  As the title says, this typically involves looting the corpses of the dead.

Grave Robber Class Abilities
Prerequisites: Constitution 12+, Charisma 8-

Strike to Stun: If undetected, a Graverobber can attempt to stun a human or humanoid opponent that is vulnerable to such an attack using a blunt instrument.  The Grave robber must make a to hit roll against the opponent they wish to stun.  If the hit is successful, the opponent must make a saving throw or be knocked unconscious for 1d6 turns.

Mountebank (Rogue Bonus Class)
Mountebanks are the flimm-flamm men of the World of Nightwick. While typically more at home in urban areas, they may be found anywhere were gold can be acquired.

Mountebank Class Features
Prerequisites: Wisdom 8-, Charisma 15+

Spell Casting: Mountebanks may attempt to cast spells found on magic user spell scrolls; however, in order to do so successfully they must make a successful saving throw with a penalty equal to the level of the spell.   If the saving throw is failed, the opposite of the intended effect of the spell occurs, usually in a way that is reflected back on the mountebank.  A mountebank may also attempt to cast a spell directly from a spellbook; however, a second saving throw must be made or else the spell disappears permanently from the book. 


Roll 1d10 to determine you're previous career and some of your starting equipment.

Rogue
d10
Career
Equipment
1-2
Beggar
Bottle of cheap whiskey, begging cup
3
Bunko Artist
Deck of cards, hand mirror
4
Cattle Rustler
50' rope, torn burlap mask
5-6
Dung Gatherer
Bag of dung, shovel
7-8
Footpad
Cudgel, 1d6 missing teeth
9
Gambler
Deck of marked cards, loaded dice
10
Minstrel
Lute, puffy shirt
11-12
Outlaw
Bow, 12 arrows, leather armor
13-14
Peasant
Wooden hoe, a pig
15
Pedlar
Small push cart
16-17
Ratter
Stick with 1d6 dead rats tied to it, “trained” potato bear
18
Smuggler
Chest with secret compartment
19-20
Thief
50' rope, black domino mask



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