Les
aménagements avancés pour les classes de voleur et d'assassin qui incluent une révision des skills, du backstab, de l'assassinat et de l'utilisation du poison :
Les skills du voleur sont revues en les transposant en base 20 les % des skills de base (en divisant par 5 quoi !). Le système de DC est celui de la 3ème édition.
Le nombre de points de skills du rogue à dépenser par niveau est établi avec une règle de 3 par rapport à ceux donnés dans la 2ème édition pour prendre en compte les nouvelles skills.
Les ajustements de dextérité, de race, ou d'armure sont aussi passés en base 20. Le DM peut rajouter des bonus pour les autres caractéristiques à sa convenance.
Pour l'assassin, l'idée est de cadrer son utilisation journalière du poison ou d'autres substances toxiques pour à la fois permettre au DM d'avoir une visibilité et au joueur de pouvoir utiliser cette fonctionnalité de sa classe sans être empêtrés dans la question de l'approvisionnement. Cette règle reprend le système de progression de sorts en l'appliquant aux substances toxiques. La base retenue, avec une séquence de progression avec 4 niveaux, s'inspire de celle des sorts alloués à l'assassin 3.5.The Rogue The adventurous thief-type is a kind of a jack of all trades : able with a few weapons, skilled with his hands, sure-footed, cunning and sharp-tongued, he can eventually manage a few tricks of magic.
Skills:The rogue's skills are the tools of his trade. He may grow 20 skills, part from street learning, part from strenuous exercise. Among those, 7 of the skills are considered as basic training with which the starting rogue is proficient with. In addition, at 1st level, he receives
30 points to spend in various skills, including the basic ones, to a maximum of 15 spent points for each individual skill. At each new level, he receives another 15 pts to spend (8 max for each skill).
The rogue's skills are:
Pick-pockets (
3) [Dex]
Open Locks (
2) [Dex]
Find/Remove traps (
1) [Int]
Move Silently (
2) [Dex]
Hide in Shadows (
1) [Dex]
Detect Noise (
3) [Wis]
Climb Walls/Roof Walking (
12) [Dex]
-----------------------
Appraise/Identify [Int]
Bluff [Cha]
Detect Secret Doors [Int]
Disguise [Cha]
Fall [Dex]
Gambling [Cha]
Information Gathering [Cha]
X Forgery [Dex]
X Open Magical Locks [Int]
X Read Language [Int]
X Set Traps [Dex]
X Trailing [Wis]
X Tumbling [Dex]
* the number inside parenthesis is the starting rank for each skill
** skills marked with an
X may not be used untrained
*** the associated characteristic is listed between brackets
Dexterity, Racial & Armor adjustments:Sum adjustments on the tables below
Dex PP OL F/RT MS HS
9 -3 -2 -2 -4 -2
10 -2 -1 -2 -3 -1
11 -1 0 -1 -2 0
12 0 0 0 -1 0
13-15 no adjustments
16 0 +1 0 0 0
17 +1 +2 0 +1 +1
18 +2 +3 +1 +2 +2
19 +3 +4 +2 +3 +3
Race PP OL F/RT MS HS DN CW RL
Dwarf 0 -2 -3 0 0 0 +2 +1
Elf -1 +1 0 -1 -2 -2 0 0
Gnome 0 -1 -2 -1 -1 -2 +3
Half-elf -2 0 0 0 -1 0 0 0
Halfling -1 -1 -1 -2 -3 -1 +3 +1
Armor PP OL F/RT MS HS DN CW
No Armor -1 0 0 -2 -1 0 -2
Leather armor no adjustments
Elven Chain +4 +1 +1 +2 +2 +1 +4
Padded or Studded Leather +6 +2 +2 +4 +4 +2 +6
Skill use: To use a skill, the player needs to roll a d20 plus the skill rank opposed to the Difficulty Class (DC) set by the DM. If the result is above or equal to the rogue's success rank, it is successful.
d20 +Rank ≥ DC example DC's are :
0 very easy
5 easy
10 average
15 tough
20 challenging
25 formidable
30 heroic
40 nearly impossible
Some skill explanations:-Appraise/Identify:
the rogue may try to assert the values of goods and even to guess a property of a magic item, based on small hints or personal experience. Basic DC for the later must be at least challenging or formidable.-Fall:
the skill's DC must be set considering the height of the fall. -Read Language:
the rogue can try to decipher any writing, even magical ones. The DC to read magical writings must be set according to the spell's level. Starting from 5th level, a rogue can use any magical or clerical scroll he has successfully deciphered.-Trailing:
a rogue can follow a creature's trail in urban environment much like a ranger's ability in outdoors.-Tumbling:
using this skill, the rogue may evade any single blow that is being intended to him.Thieve’s Abilities:When reaching new levels, the rogue acquires the following capacities :
1st level : Weapon finesse
use Dex bonus instead of Str bonus to hit when using a light weapon (rapier, dagger, short sword, ...)3rd level : Shadow vision
gains low-light vision due to training in darkness. If character already has low-light vision, gains darkvision, and vice versa.5th level : Evasion
No damage on a successful save against an attack that would normally have dealt half damage; ________ Use scrolls (
see Read Language skill).
7th level : Trap senses
+2 to saves against traps ; improves to +4 at level 109th level : Uncanny dodge : Cannot be flanked, excepted by a higher level rogue
11th level : Special ability
13th level : Special ability
15th level : Special ability
17th level : Special ability
19th level : Special ability
Special abilities:Starting from level 11 and every 2 levels thereafter, the rogue gains one special ability from the list bellow or other abilities at Dm's option:
Danger sense:
Surprise check evolution Bleeding strike:
deals (1 hp/Back Stab multiplier) with a successful Back Stab Attack. Bleeding can be stopped with a cure.Defensive roll:
half damage from a lethal blow with a successful Dexterity check, once/day.Skill mastery:
the rogue choses 3 Rogue skills + 1 per point of intelligence over 15 ; he discards any unfavourable circunstance maluses when using these skills as he gains mastery over stress and distraction.Slippery mind:
reroll any failed save against enchantment spell or effect on the following round.Trap spotter:
Intelligence check to spot a trap when the rogue comes 10 ft from itImproved reaction:
+2 to initiative rollCombat:Never a learner of weapons, the rogue's fighting style is more akin to the brawling type. Beginning at 4th level and once per combat sequence, he may attempt to
Bluff his opponent -never on the first combat round- and if successful, go for a backstab with a single attack in the following round. Subsequent damage equals to 1/2 of his backstabbing multiplier rounded up.
Bluff attempts and attacks on a flanked opponent receive a +2 bonus.
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The Assassin Starting at first level, the assassin gains the ability to backstab, assassinate and to use poison.
Skills: Base scores are listed in parenthesis. The assassin receives
12 additional points to spend to a maximum of 6 points for each individual skill. At each new level, he receives another
6 points to spend (3 max for each skill).
- open locks (
1) [Dex]
- find/remove traps (
1) [Dex]
- move silently (
2) [Dex]
- Hide in shadows (
3) [Dex]
- Detect noise (
2) [Int]
- Climb walls/Roof Walking (
12) [Dex]
- Disguise (
3) [Cha]
Abilities: As he reaches new levels, the assassin acquires the following capacities:
1st level : Weapon finesse
use Dex bonus instead of Str bonus to hit when using a light weapon (rapier, dagger, short sword, ...)3rd level : Shadow vision
gains low-light vision due to training in darkness. If character already has low-light vision, gains darkvision, and vice versa.5th level : Precise strike
+1d6 damage from a successful hit on a flanked opponent; +2d6 from 10th level and on.7th level : Evasion
No damage on a successful save against an attack that would normally have dealt half damage. 9th level : Brew poison
11th level : Special ability
13th level : Special ability
15th level : Special ability
17th level : Special ability
19th level : Special ability
Special abilities:Starting from level 11 and every 2 levels thereafter, the assassin gains one special ability from the list bellow or other abilities at Dm's option:
Personal immunity:
the assassin chooses 4 poison types to which he is immune with.Skill mastery:
the assassin can try to overcome magical locks and traps just like mechanical ones.Uncanny dodge:
Cannot be flanked, excepted by a higher level rogue.Critical attack:
once per turn, after the 3rd combat round with a single opponent, roll automatically on the critical hit table with a successful attack.Bleeding strike:
deals (1 hp/Back Stab multiplier) with a successful Back Stab Attack. Bleeding can be stopped with a cure.Defensive roll:
half damage from a lethal blow with a successful Dexterity check, once/day.Hide in plain sight:
the assassin may attempt to hide in shadow while in plain sightImproved reaction:
+2 to initiative rollBackstabbing and assassination:Depending whether he is involved or not in a melee combat, and how he is positioned around his intended victim, the assassin has different options. The assassin's master tool is surprise and how to take advantage from it.
- Striking from behind:
the assassin must decide which attack mode he will be using, backstabbing or assassination. Regarding the use of assassination, a surprise roll is needed, and if successful, the strike is made with a +4 bonus. If the Assassin chooses to Bakstab, surprise is not needed.
In both case the victim needs to be unaware of the assassin presence.- Striking with ranged weapons:
while undetected, the assassin may attempt a deadly shot as per the rule for striking from behind. For multiple shot weapons such as darts or bows, only the first attack is subjected to this rule. Maximum range for such attack is 3".Poison and toxins use: - at first level, the apprentice assassin receives an assassin's kit. Base cost of the kit is 100 gp. Each day, the assassin may use the kit to produce a set number of poison or toxin doses depending of his level as shown on the table bellow. The kit is composed of powders, oils and balms, both inert and reactive substances, so only insinuative and gas toxin types can be produced that way ; the resulting concoction is unstable and looses its strength if not used within 24 hours. Therefore, the assassin must concoct his daily uses of toxins the same way a spellcaster must prepare his daily spell memorization. The only difference being that an assassin prepared substance is unique. To use one more than once, he must prepare as many doses he intends to use.
- upon reaching a higher craft mastery, that is at 4th, 6th, and 8th level, the assassin must upgrade his kit at a cost equivalent to the base kit cost multiplied by his assassin level.
- poison and toxin types that could be produced using the assassin's kit are limited to four grades, from A to D. It is up to the DM to provide stronger types. Basic kits include the following substances :
- Kit A : insinuative poison +1d8 dmg (save for none)
sleep, gas (as spell, save to neg.)
flare, gas (as 3rd edition spell, one creature, save to neg.)
- Kit B : insinuative poison +2d8 dmg (save for half)
obscurement, gas (as spell, self, no save)
stinking cloud (as spell, save to leave unaffected)
- Kit C : insinuative poison +3d8 dmg (save for half)
slow, gas or insinuative (as spell, save to neg.)
- Kit D : insinuative poison +4d8 dmg (save for half)
paralysis, insinuative (as ghoul toxin, save to neg.)
*all gas have an area of effect of 10" diameter
- each poison dose needs to be coated on the weapon, which requires time. See poison rules for coating time and number of doses per weapon type.
- each gas dose is encapsulated in tiny vials that can be thrown by hand or with a sling. A successful attack roll is needed to break it on target.
- Upon reaching 9th level, the assassin is able to brew his own stable poison, provided he can afford the concoction cost, which includes components and special brewing kit, and that he earns the poison recipe. Brewed poisons cannot be produced out of a specific lab.
- assassins that have minimum Dex 18 and Int 15 receive a bonus daily use at 1st, 3rd, 5th and 7th level.
Assassin's / kit grade uses per day
level / A B C D
1st / 0
2nd / 1
3rd / 2 0
4th / 3 1
5th / 3 2 0
6th / 3 2 1
7th / 3 3 2 0
8th / 3 3 3 1
9th / 3 3 3 2
10th / 3 3 3 3