Rogue
Jun 22, 2014 22:24:56 GMT
Post by Tel Vinrae on Jun 22, 2014 22:24:56 GMT
Rogues follow the rules detailed within the 3.5e Player's Handbook.
Starting Gold: 200gp.
Rogues are skilled and competent allies and foes, finding Tel Vinrae akin to a Thieves' Heaven with its seedy locale and Black Markets. They often consider themselves a necessity to those within the city, easily weaselling themselves into various factions and adventuring groups.
Starting Gold: 200gp.
Rogues are skilled and competent allies and foes, finding Tel Vinrae akin to a Thieves' Heaven with its seedy locale and Black Markets. They often consider themselves a necessity to those within the city, easily weaselling themselves into various factions and adventuring groups.
Rogue Variants
We allow the following Rogue Variants:
- Wilderness Rogue
- Feats Rogue
House Variants
Ninja
Ninja
A secretive group of Spies, Scouts, and Assassins, the Ninja are the balancing opposite of the Samurai. Where the Samurai live as the honourable public face of the Chen Kai, the Ninja are the hidden blade of the nobility and common folk alike, striking from the shadows and quickly disappearing, leaving little to no trace, depending on the will of the Village head, and their Patrons.
The Ninja work behind the scenes, and hide the fact that they are what they are. Each Ninja has a different set of specialised skills, though each shares a common skill set as well. Finding two ninja who are trained exactly alike is near impossible, outside of close knit familial clans.
It is rare for an outsider to learn the ways of the Ninja, and even then they are often first made to renounce their old life and then made to take on the oaths given to Clan and Lord, thus being adopted into the clan and a new life as a Ninja (thus, they are no longer outsiders, and may be taught).
Adventuring Ninja are rare, though some clans will send out the young Ninja to allow them to adventure, to gain experience, and to see why it is that they are needed to work from the shadows. Some Ninja adventure at the behest of their respective lords as well, seeking to gain honour and riches for their lords and themselves from the many conquests they are sure to have.
Must be either Chen Kai or trained by a Ninja Rogue, If starting as one, requires a BG even if not Chen Kai.
At every odd level, the Ninja rogue must choose between adding one of the following special abilities ( this replaces the Normal Sneak Attack rules, you do no gain the regular increments of Sneak Attack and these options, not even at level 1. Every odd level an ability has to be chosen, and once chosen, it cannot be changed without HDM consent.
Weapon proficiencies: Lose Rapier, Sap, & Longspear and gain proficiency with Shuriken, Spiked Chain, & Kama
The Ninja work behind the scenes, and hide the fact that they are what they are. Each Ninja has a different set of specialised skills, though each shares a common skill set as well. Finding two ninja who are trained exactly alike is near impossible, outside of close knit familial clans.
It is rare for an outsider to learn the ways of the Ninja, and even then they are often first made to renounce their old life and then made to take on the oaths given to Clan and Lord, thus being adopted into the clan and a new life as a Ninja (thus, they are no longer outsiders, and may be taught).
Adventuring Ninja are rare, though some clans will send out the young Ninja to allow them to adventure, to gain experience, and to see why it is that they are needed to work from the shadows. Some Ninja adventure at the behest of their respective lords as well, seeking to gain honour and riches for their lords and themselves from the many conquests they are sure to have.
Must be either Chen Kai or trained by a Ninja Rogue, If starting as one, requires a BG even if not Chen Kai.
- Replace Appraise and Diplomacy with Survival and Heal
- Replace Trap Sense with Increased Acrobatics: +2 to Jump, Acrobatics, and Climb
At every odd level, the Ninja rogue must choose between adding one of the following special abilities ( this replaces the Normal Sneak Attack rules, you do no gain the regular increments of Sneak Attack and these options, not even at level 1. Every odd level an ability has to be chosen, and once chosen, it cannot be changed without HDM consent.
- +1d6 Sneak Attack damage (can be taken multiple times)
- +2 to Jump and Acrobatics (can be taken twice seperately)
- +2 Stealth (Can be taken twice seperately)
- +1 Dodge Bonus (can only be taken once)
- Poison Use ( can only be taken at or after 5th level)
- +1 to grenade weapon attacks (can only be taken once)
- +2 fort save versus poisons (can be taken once)
Weapon proficiencies: Lose Rapier, Sap, & Longspear and gain proficiency with Shuriken, Spiked Chain, & Kama