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I'm trying to devise a combat-light Rogue PrC, for use as a general
Thief character type, focused on master thieving skills and/or
abilities. I'm considering these for either a class ability, or
special
feat available to the PrC.
Questions: Is this too weak? Too strong? Would it make a good feat,
or should I leave it as a Special ability of the PrC? Any suggestion on
the order of availability for these (other than the obvious)?
Some Background: The PrC will be designed for city characters, probably
with a split in abilities (like the Ranger TWF/Bow split). One main
branch will be this type of up-close and personal theft (plus
teamwork), while the other would focus on solo B&E heists. Hopefully
you can tell which is which. I'm also open to any other ideas, as this
list will not fill out a 10 level PrC, especially one with 2 paths.
Sneak Attack Sleight-of-Hand (Already mentioned, but included for
completeness.)
Preq: Sneak Attack,Sleight of Hand 5 ranks
When you qualify for a sneak attack against a target, make a single
unarmed attack, and, if you hit, make an immediate Sleight of Hand
check to steal a small item from the target. In this case, the target
does not get a spot check unless you fail your check. Standard DC20
gets you a random small object (coin purse, ring, small weapon)
determined by the GM. For specific items (I want the knife from his
right belt sheath.) have a DC determined by the GM.
Hidden Paths:
Preq: Hide 5 ranks, Move Silently 5 ranks, Gather Information 5 ranks
When the character is in a familiar city, he can travel between any
two public spaces at will, without being seen. Only 2 Hide checks are
required, one to enter and one to exit the Hidden Path. Travel time is
for normal walking speed for the distance traveled. Familiarity begins
at 1 full month of continuous residence, and becomes complete after 6
full months residence. In the interim, the benefits of familiarity
will fade if the character leaves the city for more than a week at a
time. There is no limit to the number of cities that can become
familiar to a well-traveled thief, but no community smaller than a
small city can ever be considered familiar.
In addition, a character with this ability can learn up to 3 routes in
an unfamiliar city. Each route takes 1 full day (8 hours, day or
night) of study, and allows travel as above between two specific points
only. Finally, even without an established route, the character
requires no more than a single Hide check to traverse a full block of
city streets.
Lost in the Crowd: Character can attempt to Hide in plain sight as
long as there are 3 or more creatures of the same size or larger within
10'. Enemies actively pursuing the character do not count toward this
total.
Improved Hidden Paths: Travel time is reduced to running speed for the
distance traveled. In addition, Hidden Paths now extend into otherwise
private (but not specifically guarded, nor magically secure) spaces in
the city. Public spaces no longer require Hide checks for entry into
or exit from the Hidden Path.
Smuggler's Way:
Preq: Hide 5 ranks, Move Silently 5 ranks
Characters with this ability can make a single Hide or Move Silently
check (whichever is greater) to enter or exit a city without being
seen. This avoids any guard checks, and any taxes or tariffs, but not
magical wards. The entry/exit point is determined by the DM.
Character can also transport up to 50 lbs of cargo and/or 1 additional
Medium creature per CL/2.
Live it Up: The character is able to find good food and lodging for
himself and up to CL/2 companions in any city. Such food and lodging
is available for free, and/or requires completion of a minor task of
less than an hours effort and no risk to the character.
Case the Joint: 1 hour of study from 60' away or less confers a +4
bonus to all Balance, Climb, Disable Device, Hide, Move Silently, Open
Lock, Search, and Tumble checks in a 10' square area. Based on Teamwork
Infiltration from Complete Adventurer, but does not apply to allies.
Sharps and Marks:
Preq: Bluff or Perform: 5 ranks, Sleight of Hand: 5 ranks
As part of a team, one character engages the target, while the other
(who must have Sleight of Hand, but does not require this ability)
flanks the target. The original character makes a Bluff or Perform
check, opposed by the target's Sense Motive. Success means the
flanking character gets a Sleight of Hand check at +10, with no chance
of being spotted unless the check fails.
Fast Stealth:
Preqs: Hide 5 ranks, Move Silently 5 ranks, Climb 5 Ranks
Character takes no penalties when moving at full speed when using any
of these skills.
City-Bred Senses: +2 to Listen, Search, and Spot checks made within a
city. Increases to +4 and + 6. (Comes from Races of Destiny, Urban
Soul PrC.)
Other Issues: I'm thinking a 1/2 BAB progression, a Strong Reflex
save, and a split of Strong/Weak for the other two, B&E path gets
Strong Will, Team/SoH Path gets Strong Fort. Standard Rogue skill list
and points/level.
I'm trying to devise a combat-light Rogue PrC, for use as a general
Thief character type, focused on master thieving skills and/or
abilities. I'm considering these for either a class ability, or
special
feat available to the PrC.
Questions: Is this too weak? Too strong? Would it make a good feat,
or should I leave it as a Special ability of the PrC? Any suggestion on
the order of availability for these (other than the obvious)?
Some Background: The PrC will be designed for city characters, probably
with a split in abilities (like the Ranger TWF/Bow split). One main
branch will be this type of up-close and personal theft (plus
teamwork), while the other would focus on solo B&E heists. Hopefully
you can tell which is which. I'm also open to any other ideas, as this
list will not fill out a 10 level PrC, especially one with 2 paths.
Sneak Attack Sleight-of-Hand (Already mentioned, but included for
completeness.)
Preq: Sneak Attack,Sleight of Hand 5 ranks
When you qualify for a sneak attack against a target, make a single
unarmed attack, and, if you hit, make an immediate Sleight of Hand
check to steal a small item from the target. In this case, the target
does not get a spot check unless you fail your check. Standard DC20
gets you a random small object (coin purse, ring, small weapon)
determined by the GM. For specific items (I want the knife from his
right belt sheath.) have a DC determined by the GM.
Hidden Paths:
Preq: Hide 5 ranks, Move Silently 5 ranks, Gather Information 5 ranks
When the character is in a familiar city, he can travel between any
two public spaces at will, without being seen. Only 2 Hide checks are
required, one to enter and one to exit the Hidden Path. Travel time is
for normal walking speed for the distance traveled. Familiarity begins
at 1 full month of continuous residence, and becomes complete after 6
full months residence. In the interim, the benefits of familiarity
will fade if the character leaves the city for more than a week at a
time. There is no limit to the number of cities that can become
familiar to a well-traveled thief, but no community smaller than a
small city can ever be considered familiar.
In addition, a character with this ability can learn up to 3 routes in
an unfamiliar city. Each route takes 1 full day (8 hours, day or
night) of study, and allows travel as above between two specific points
only. Finally, even without an established route, the character
requires no more than a single Hide check to traverse a full block of
city streets.
Lost in the Crowd: Character can attempt to Hide in plain sight as
long as there are 3 or more creatures of the same size or larger within
10'. Enemies actively pursuing the character do not count toward this
total.
Improved Hidden Paths: Travel time is reduced to running speed for the
distance traveled. In addition, Hidden Paths now extend into otherwise
private (but not specifically guarded, nor magically secure) spaces in
the city. Public spaces no longer require Hide checks for entry into
or exit from the Hidden Path.
Smuggler's Way:
Preq: Hide 5 ranks, Move Silently 5 ranks
Characters with this ability can make a single Hide or Move Silently
check (whichever is greater) to enter or exit a city without being
seen. This avoids any guard checks, and any taxes or tariffs, but not
magical wards. The entry/exit point is determined by the DM.
Character can also transport up to 50 lbs of cargo and/or 1 additional
Medium creature per CL/2.
Live it Up: The character is able to find good food and lodging for
himself and up to CL/2 companions in any city. Such food and lodging
is available for free, and/or requires completion of a minor task of
less than an hours effort and no risk to the character.
Case the Joint: 1 hour of study from 60' away or less confers a +4
bonus to all Balance, Climb, Disable Device, Hide, Move Silently, Open
Lock, Search, and Tumble checks in a 10' square area. Based on Teamwork
Infiltration from Complete Adventurer, but does not apply to allies.
Sharps and Marks:
Preq: Bluff or Perform: 5 ranks, Sleight of Hand: 5 ranks
As part of a team, one character engages the target, while the other
(who must have Sleight of Hand, but does not require this ability)
flanks the target. The original character makes a Bluff or Perform
check, opposed by the target's Sense Motive. Success means the
flanking character gets a Sleight of Hand check at +10, with no chance
of being spotted unless the check fails.
Fast Stealth:
Preqs: Hide 5 ranks, Move Silently 5 ranks, Climb 5 Ranks
Character takes no penalties when moving at full speed when using any
of these skills.
City-Bred Senses: +2 to Listen, Search, and Spot checks made within a
city. Increases to +4 and + 6. (Comes from Races of Destiny, Urban
Soul PrC.)
Other Issues: I'm thinking a 1/2 BAB progression, a Strong Reflex
save, and a split of Strong/Weak for the other two, B&E path gets
Strong Will, Team/SoH Path gets Strong Fort. Standard Rogue skill list
and points/level.