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Información general sobre el sistema de gobernanza

B. SISTEMA DE GOBERNANZA

B.1. Información general sobre el sistema de gobernanza

Rogue Feats

APPLY POISON [ BUFF ]

Prerequisite: Rogue, Sleight of Hand 4 Ranks

Benefit: When the rogue applies poison to their weapon, the poison now lasts an extra 1d4 successful attacks. If they have more than one knife, each can have a different poison applied to it separately. Additionally, poison application DCs are reduced by 2.

Normal: Normally when applying a poison to a weapon, the effect only lasts for one successful attack.

BOLD ADVANCE [ STANCE ]

Prerequisite: Rogue, Weapon Attack 4 Ranks

Benefit: While this stance is active the rogue’s attack rolls gain a +1 bonus and another +1 bonus every 5 character levels. In exchange, they suffer a -2 penalty to defensive rolls. Entering and exiting this stance is a standard action. Only one stance can be active at a time.

CHEAP SHOT [ SKILL BONUS ]

Prerequisite: Rogue, Bluff 4 Ranks, Weapon Attack 4 Ranks

Benefit: Instead of attacking, the rogue may take a standard action to feint an attack, distracting their target.

The rogue receive a +5 bonus any attacks made in the same round.

CUNNING ASSAULT [ BUFF ]

Prerequisite: Flurry of Knives, Weapon Attack 10 Ranks

Benefit: After the rogue successfully executes a Flurry of Knives attack, they will do +2 damage on all their attacks for the next five rounds.

CUT ARTERY [ DAMAGE ] Prerequisite: Weapon Attack 6 Ranks

Benefit: As a standard action the rogue may attack normally. If successful, the target begins to bleed (see the status effect section).

Special: When the rogue attains a weapon attack rank of 12 or greater they can take this feat once more changing the bleeding effect to a hemorrhaging effect.

ROB [ MISC ]

Prerequisite: Rogue, Sleight of Hand 6 Ranks

Benefit: As a standard action the rogue may try to rob their target with violent grab. The rogue rolls their

sleight of hand against the target’s defense. The rogue gains a +5 bonus to this roll if the target is unaware of the rogue’s presence. If successful, the rogue steals 1d20+target’s level x 1000 Beli. If the rogue critically succeeds or beats the target’s roll by more than 10, they have a chance of stealing a piece of the target’s armor or their weapon. The rogue may only rob a target once per battle.

EXTENDED POISONS [ BUFF ]

Prerequisite: Apply Poison, Sleight of Hand 8 Ranks.

Benefit: The rogue now rolls a 2d4 to calculate how many successful attacks a poison application lasts.

FANCY FOOTWORK [ STANCE ] Prerequisite: Rogue, Defense 4 Ranks

Benefit: While this stance is active the rogue’s land movement speed increases by +5 and another +5 every 10 character levels. In exchange they suffer a -2 to attack rolls. Entering and exiting this stance is a standard action. Only one stance can be active at a time.

FLURRY OF KNIVES [ DEBUFF ]

Prerequisite: Bold Advance, Weapon Attack 6 Ranks Benefit: Perform a full out attack with your normal weapon attack bonus and apply damage for each attack normally. If any of rogue’s attacks miss, their round ends immediately. If all of their attacks hit successfully, reduce the target’s DR by 2 for the rest of the battle.

HAMSTRING [ DEBUFF ]

Prerequisite: Apply Poison, Sleight of Hand 6 Ranks Benefit: This feat is a full round action. To execute it, first roll a single attack normally. If the rogue’s attack is successful, have the opponent roll a reflex save with a DC of 15 + the Rogue’s level. If their reflex save fails, their hamstring is cut and they can only move at half their normal speed until treated by a surgeon.

INSIDIOUS SHANK [ DEBUFF ]

Prerequisite: Cut Artery, Weapon Attack 8 Ranks Benefit: This is a full round action. Perform a single attack on the target. If the attack is successful, apply damage and have the target roll a will save vs a DC of 15 + the rogue’s level. If the target’s will save fails, they are enraged for 5 minutes.

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KEEN SENSES [ MISC ]

Prerequisite: Muffled Steps, Spot 8 Ranks, Listen 8 Ranks

Benefit: The rogue can now sense when a target is hiding or moving silently within a 30ft sphere around them, even while sleeping. This makes it impossible for the rogue to be sneak attacked and can help them detect camouflaged targets or enemies which are hidden behind secret passageways.

KIDNEY STAB [ DEBUFF ]

Prerequisite: Hamstring, Sleight of Hand 8 Ranks Benefit: The rogue must be flanking their target. This is a full round action. To execute it, first roll a single attack normally. If the attack is successful, have the opponent roll a reflex save with a DC of 15 + the Rogue’s level. If their reflex save fails, the rogue stabs them in the kidney, reducing their defense rolls by 3 until treated by a doctor.

MUFFLED STEPS [ STAT BONUS ]

Prerequisite: Fancy Footwork, Move Silently 6 Ranks Benefit: The rogue can now move at regular speed while moving silently without any penalties.

NO HONOR AMONG THIEVES [ SKILL BONUS ] Prerequisite: Keen Senses, Spot 12 Ranks

Benefit: The rogue gains a +5 bonus when another rogue is attempting to fool them with hide, move silently, sleight of hand, or bluff actions.

PERMANENT TOXICITY [ BUFF ]

Prerequisite: Extended Poisons, Sleight of Hand 15 Ranks

Benefit: When the rogue applies a poison to their knife it becomes a permanent effect. When they apply a new poison, the old poison’s effects are removed. If the rogue has more than one weapon, each can have a different poison applied to it. If the weapon is wielded by someone else, the poison is removed after the first successful attack.

SHADOW STEP [ MISC ]

Prerequisite: Fancy Footwork, Hide 6 Ranks

Benefit: When defending, the rogue may attempt to slip past their attacker rather than dodging, ending up behind the attacker. The rogue must execute a successful Hide check vs the target’s attack roll. If the rogue fails they are hit by the attack. If the rogue succeeds, the attack misses and the rogue is now 5ft behind the attacker. In addition, if the attacker was executing an all-out-attack, the action is immediately cancelled due to the confusion and new positioning.

SHANGHAI [ DEBUFF ]

Prerequisite: Sneak Attack, Weapon Attack 12 Ranks Benefit: A successful sneak attack will now knock the target prone after applying damage. They may attempt a fortitude save vs a DC of 22 to remain standing.

SLIP INTO THE SHADOWS [ MISC ] Prerequisite: Shadow Step, Hide 10 Ranks

Benefit: While in battle, as a full round action, the rogue may attempt to execute a hide check vs a DC of 20. If successful, their enemies will partially forget about the rogue. Instead of searching for the rogue, they’ll turn their attention on a different target which is in close range. To use this ability there must be hiding places and nakama nearby for the enemies to target.

SNEAK ATTACK [ DAMAGE ] Prerequisite: Rogue

Benefit: The rogue gains the ability to strike at the vitals when catching their opponent unaware. As a full round action the rogue deals weapon damage + 1d6 per 4 character levels when flanking an enemy. May be used with ranged shots, but only if the target is within 30 feet.

Special: May be taken a second time, raising the bonus damage to 1d6 per 2 levels (max 10d6 at 20th level).

VISCERATE [ DEBUFF ]

Prerequisite: Shanghai, Weapon Attack 15 Ranks Benefit: This is an alternate form of sneak attack. If successful, apply half the damage your sneak attack would normally inflict. Additionally, roll 1d6 and deduct the result from the target’s dexterity stat until they’re treated by a doctor. This ability can only be used successfully once per target per battle.

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Specialist

Every Specialist is a unique creation. This is the class that specializes in unique weapons which are custom built by the player controlling them. Specialists rely on advanced and customized weapons or armor which they can use in battle.

Using their brains over brawn, specialists constantly keep their enemies guessing about their next move. They keep numerous tricks up their sleeves such as lighting rooms on fire, commanding swarms of insects to attack foes, or throwing bags of money... and explosives. Specialists are usually characters who specialize in non-combat oriented careers. Since they typically lack physical prowess, specialists instead depend on their weapons, tools, and nakama to help and defeat their enemies. Given enough time to strategize and the opportunity to execute a plan, a Specialist could end a battle with a single brilliant attack. However if disarmed or without supplies, a specialist could find themselves in big trouble.

Prerequisites 14 INT or WIS Class Features

• Starts with the following free feats:

o Craft Specialist Weapon o Specialist Weapon Attack o Optimism

• Secondary skills: Climb, Jump, Hide, Invent, Research, Spot, Tumble, Ride

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