Vissigoth
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Vissigoth's 3.75 Edition
The Rogue
Class Skills
Acrobatics (DEX), Athletics (STR), Appraise (INT), Craft (INT), Investigate (INT), Knowledge (local) (INT), Literacy (INT), Perception (WIS), Security (INT), Speechcraft (CHA), and Stealth (DEX)
Major Skills: 4 + INT Bonus (ranks = class level)
Minor Skills: 6 + INT Bonus (ranks = 1/2 class level)
(Spend one major skill point to make cross class skill a minor skill. Cross class skills cannot be major skills.)
Average Base Attack Bonus
Poor Fortitude Save
Good Reflex Save
Poor Willpower Save
1 - Talent
2 - Evasion
3 - Talent
4 - Bonus Feat
5 - Talent
6 - Uncanny Dodge
7 - Talent
8 - Bonus Feat
9 - Talent
10 - Improved Uncanny Dodge
11 - Talent
12 - Bonus Feat
13 - Talent
14 - Improved Evasion
15 - Talent
16 - Bonus Feat
17 - Talent
18 - Defensive Roll
19 - Talent
20 - Bonus Feat
Sneak Attack Talent Tree
- Sneak Attack +1d6
- Sneak Attack +3d6 (prereq. sneak attack +1d6)
- Sneak Attack +5d6 (prereq. sneak attack +3d6)
- Sneak Attack +7d6 (prereq. sneak attack +5d6)
- Sneak Attack +10d6 (prereq. sneak attack +7d6)
Trapfinding Talent Tree
- Trapsense +2
- Trapsense +4 (prereq. trapsense +2)
- Trapsense +6 (prereq. trapsense +4)
Underworld Talent Tree
- Black Market Access
- Imporved Black Market Access (prereq. black market access)
- Underworld Contact (prereq. black market access)
- Underworld Favor (prereq. underworld contact)
- Underworld Henchmen (prereq. underworld favor)
Rogue Special Abillities Talent Tree
- Crippling Strike (prereq. level 10)
- Opportunist (prereq. level 10)
- Skill Mastery (prereq. level 10)
- Slippery Mind (prereq. level 10)
What do you guys think? I don't have the details worked out just yet. I just wanted to see what my idea's looked like on paper.
| Tequila Sunrise |
The only immediate problem I foresee is players only taking sneak attack talents, so that a 9th level rogue has SA +10d6.
A couple of nitpicks other than that: 1d6, 3d6, 5d6, 7d6, 10d6 is asymmetrical. I'd prefer to see 9d6. I've never liked rogues getting access to the slippery mind feature, and this project seems like the perfect excuse to finally let it go.
Krome
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would like to see dropping prechosen class skills all together. Allow the player to choose what skills are major and what ones are minor from the entire list of skills. Somone might prefer to use the rogue as a swashbuckler and another as a thief and another as a conartist. All three require entirely different skill sets.
Also notice these are entirely new skill sets. Would need to know more about them.
How are Acrobatics and Atheletics different?
Investigae, and Perception and Security and Stealth? How are these different?
Speechcraft and Literacy?
I have my ideas but would like to see what yours are.
Vissigoth
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The skills are as follows:
(Most of these skills combine two or more 3.5 skills. The skills listed below each entry are the 3.5 skills subsumed by the new skill.)
Acrobatics (DEX; Armor check)
-Balance
-Tumble
Athletics (STR; Armor check)
-Climb
-Jump
-swim
Animal Emapathy (CHA)
-Handle Animal
-Ride
Appraise (INT)
Concentration (CON)
Craft (INT)
Heal (WIS)
Knowledge (INT)
Literacy (INT)
-Decipher Script
-Forgery
Perform (CHA)
Profession (WIS)
Speechcraft (CHA)
-Bluff
-Diplomacy
-Intimidate
-Sense Motive
Survival (WIS)
Stealth (DEX; Armor check)
-Disguise
-Hide
-Move Silently
-Sleight of Hand
Investigate (INT)
-Gather Information
-Search
Perception (WIS)
-Listen
-Spot
Security (DEX)
-Disable Device
-Escape Artist
-Open Lock
-Use Rope
Use Magic (see class description)
-Spellcraft
-Use Magic Device
I'm working on a more detailed write up and a website.
Major skills are equal to your class level plus your abillity modifier.
Minor skills are equal to 1/2 your class level plus your abillity modifier.
You can designate a cross-class skill as a minor skill by spending a major skill point.
Example:
A 4th level rouge with an INT of +2 would have 6 major skills and 8 minor skills. He might choose the following:
Major Skills
(4+Ability Mod)
Acrobatics
Appraise
Investigate
Security
Stealth
Minor Skills
(2+Ability Mod)
Athletics
Craft (trapmaking)
Knowledge (local)
Literacy
Perception
Speechcraft
Survival (cc; spent a major skill point)
Learned 2 new languages
| Wayne Ligon |
I would drop the Underworld talent tree; that sort of stuff should come about as part of adventures and roleplaying. Maybe something along the lines of causing a specific kind of damage or condition?
Crippling Strike Talent Tree
Slash - Target is blinded for 2 rounds
Low Blow - Target is Nauseated for 2 rounds
Lame - movement cut by 50%
Paralysis - target cannot move for 1 round and is stunned
etc, etc
| Aero |
The only immediate problem I foresee is players only taking sneak attack talents, so that a 9th level rogue has SA +10d6.
A couple of nitpicks other than that: 1d6, 3d6, 5d6, 7d6, 10d6 is asymmetrical. I'd prefer to see 9d6. I've never liked rogues getting access to the slippery mind feature, and this project seems like the perfect excuse to finally let it go.
An easy solution is to tie minimum skill ranks to the successive levels of Sneak Attack to delay them to the appropriate points. This has an added benefit that it doesn't punish multi-class characters who still want to be strong rogues if that multi-class has access to the same skills. So a 10th level swashbuckler/10th level rogue could spend all his talents on Sneak Attack to have full sneak at the expense of all other rogue abilities.