Runaway Princesses

Tuesday, June 23, 2020

GLOG Rogue: Thief, Assassin, Scoundrel, Void Assassin


The Rogue for Runaway Princesses is done, Archetypes (subclasses) and all! And yes, I've already hopped off the #10levelglog train, but I'm still very much on the Archetype train. I flip flop so much it would send Malcolm Tucker insane.

UPDATE (13/7/2020): Updated Rogue class can be found here.

This turned out surprisingly similar to 5e's Rogue, maybe it's because I've been watching more Critical Role lately. I don't know. Anyway, feedback super appreciated!
Download/Edit Links
(For Runaway Princesses, compatible with any GLOG hacks)
Rogue
Hit Points
Hit Dice: 1d6.
Hit Points at Level 1: 6 + CON.
Hit Points At Higher Levels: 1d6 + CON per Rogue Level after 1st.

Proficiencies

Weapons: Hand crossbows, light weapons, finesse weapons.
Tools: Thieves tools.
Skills: Choose five from: (1) Acrobatics, (2) Athletics, (3) Deception, (4) Insight, (5) Perception, (6) Persuasion, (7) Sleight of Hand, and (8) Stealth.


Equipment

You start with the following equipment, in addition to basic equipment, and any items granted by your background:
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • Shortsword, leather armour, three daggers, thieves tools.

Level
Proficiency Bonus
Sneak Attack
Features
1st
+2
1d6
Expertise, Always Prepared, Sneak Attack, Rogue Archetype
2nd
+2
1d6
Cunning Action, Rogue Archetype
3rd
+2
1d6
Tricky, Rogue Archetype Feature
4th
+2
2d6
Uncanny Evasion, Expertise, Rogue Archetype Feature

Sneak Attack
From 1st level, anytime you attack an unaware creature, or attack with combat advantage, with a light or ranged weapon, you deal an additional +1d6 damage. You can’t perform more than one Sneak Attack per turn.
At 4th level, the damage bonus increases to an additional +2d6 damage as shown in the Sneak Attack column of the Rogue table.

Always Prepared

From 1st level, you have [PB] extra ready slots.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your PB is doubled for any check you make that uses either of the chosen proficiencies.
At 4th level, you can choose two more of your proficiencies to gain this benefit.

Cunning Action

From 1st level, quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to Move, Disengage, or Hide.


Rogue Archetype

At 1st level, choose a Rogue Archetype which best represents what your Rogue’s specialties. Your choice of Archetype grants you features at 1st level and then again each time you gain a Rogue level. 

Tricky

By 3rd level, fighting dirty is the only fighting you know.
  • You don’t trigger opportunity attacks.
  • In the same turn, you can use actions to make both a combat manouevre and an attack.

Uncanny Evasion

By 4th level, you always seem to escape the stickiest of situations.
  • When you are hit with an attack and you can see the attacker, you can use your reaction to take only half damage.
  • When you make a DEX check to take  only half damage, you instead take no damage if you succeed, and only half damage if you fail.
  • Once per long rest, you can re-roll any roll you make to escape or evade any situation (bound, combat, conversation, incoming fireball)


Thief

Nott the Brave (Sam Riegel). 
Art by Becca Hallstedt 
(https://www.artstation.com/beccahallstedt)
Rogue Level
Thief Feature
1st
Unlabelled Package, Tricks of the Trade
2nd
+1 Thief Talent
3rd
+1 Thief Talent
4th
+1 Thief Talent

Unlabelled Package

You always seem to have the right item for the situation.
In town, you can buy an Unlabelled Package for 10sp from one of your underworld contacts.
The Unlabelled Package takes up 2 inventory slots. While you have inventory slots in your Package that haven't yet been filled with defined items, you may produce a mundane tool worth no more than 10sp from your Package. It then takes up one of the inventory slots in your Package. You may clean out and refill your Package when you return to town.

Tricks of the Trade

When you choose this archetype 1st Level, you learn the special talents that thieves use to pull off each daring heist. You learn two Thief Talents of your choice.
You learn one additional Thief Talent of your choice at 2nd, 3rd, and 4th level. Each time you learn a new Thief Talent, you can also replace one Thief Talent you know with a different one.

Thief Talents (1d6)

  1. Tricky Fingers: Failed DEX (Sleight of Hand) checks won't alert anyone who isn't already paying attention to you, but if they weren’t paying attention before, they are now. After making an attack against an opponent, or after an opponent makes an attack against you, you can make an attempt to grab a single, specified item from that opponent (within reason - no sword or armour) by succeeding on a DEX (Sleight of Hand) check opposed by the opponent’s WIS (Perception).
  2. Second Story Worker: If a climb needs climbing gear, you can perform the climb without it, but if you have climbing gear, you succeed automatically. You climb as fast as you run.
  3. Hardcore Parkour: If you could parkour through difficult terrain, it isn’t considered difficult terrain for you. Treat every fall and leap as half the distance.
  4. Shadow Dash: When moving stealthily, you can do so at your full movement speed. You can attempt to hide in an area at least partially obscured by shadows, even if being actively observed.
  5. Cat Eyes: You can see in the dark, but only shades of grey.
  6. Appraisal: You always know the worth of mundane items. Knowing the worth of unique, exotic, or magic items would require an INT check. Within 1 week of arriving at a new location, you know where to find a fence willing to buy stolen items.
    Art by Song Yueran (https://www.artstation.com/songyueran).

Assassin

Rogue Level
Assassin Feature
1st
Assassinate, Master of Murder
2nd
+1 Assassin Talent
3rd
+1 Assassin Talent
4th
+1 Assassin Talent


Assassinate

You have +1d6 on attack rolls against any creature who hasn’t taken their turn yet. Hits on surprised enemies are always critical hits.

Master of Murder

When you choose this archetype 1st Level, you learn the special talents that assassins use to make their kill. You learn two Assassin Talents of your choice.
You learn one additional Assassin Talent of your choice at 2nd, 3rd, and 4th level. Each time you learn a new Assassin Talent, you can also replace one Assassin Talent you know with a different one.

Assassin Talents (1d6)

  1. Poisoner: You gain proficiency with the Poisoner’s Kit. You are immune to the effects of common poisons. You automatically succeed at crafting and harvesting common poisons, and have +1d6 on checks to craft or harvest rarer poisons.
  2. Master of Disguise: You gain proficiency with the Disguise Kit. Anyone can put on a disguise, but  you are able to create entire false identities for yourself. You must spend 1 week and 25 sp to establish the history, profession, and affiliations for any identity that doesn’t belong to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
  3. Second Story Worker: If a climb needs climbing gear, you can perform the climb without it, but if you have climbing gear, you succeed automatically. You climb as fast as you run.
  4. Hardcore Parkour: If you could parkour through difficult terrain, it isn’t considered difficult terrain for you. Treat every fall and leap as half the distance.
  5. Shadow Dash: When moving stealthily, you can do so at your full movement speed. You can attempt to hide in an area at least partially obscured by shadows, even if being actively observed.
  6. Assassin Vision: Your senses are so sharp that you can hear all heartbeats within a 30ft radius, even ones on the other side of walls. You can pinpoint the exact position of a creature if you can hear their heartbeat.

Campaign:Trystan Valentine | One Shot Wikia | Fandom
One of my favourite ficitonal characters ever:
Tryst Valentine (John Patrick Coan) 
Art by Marian Churchland (https://marianchurchland.com/)

Scoundrel

Rogue Level
Scoundrel Feature
1st
Fast Talk, Art of the Scheme
2nd
+1 Scoundrel Talent
3rd
+1 Scoundrel Talent
4th
+1 Scoundrel Talent

Fast Talk

So long as no one can verify what you’re saying is wrong and it isn’t clearly implausible, you can lie through your teeth and they’ll believe you for at least d6 minutes. Afterwards, they’ll realize what you were saying to be nonsense and become furious, rendering them immune to future uses of this feature (as long as they can verify it's you).

Art of the Scheme

When you choose this archetype at 1st level, you learn the special talents that scoundrels use to pull off their audacious schemes. You learn two Scoundrel Talents of your choice. You learn one additional Scoundrel Talent of your choice at 2nd, 3rd, and 4th level. Each time you learn a new Scoundrel Talent, you can also replace one Scoundrel Talent you know with a different one.

Scoundrel Talents (1d8)

  1.  Shoot First: You have +1d6 to all initiative rolls. If you succeed on an initiative roll, you can act in the surprise round.
  2. Connected: If you’ve spent at least 1 week in a town, you’ll have built a web of useful contacts. If you want something (items, information, invites to parties, etc) which could possibly be obtained in your location for the right price, then you know someone who can obtain it for you (whether you can afford it or not is another question).
  3. Master of Disguise: You gain proficiency with the Disguise Kit. Anyone can put on a disguise, but  you are able to create entire false identities for yourself. You must spend 1 week and 25 sp to establish the history, profession, and affiliations for any identity that doesn’t belong to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
  4. Misdirect: When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. When a Large or bigger creature misses a melee attack against you, you can use your reaction to force them to make another attack against another creature within melee range (including themselves).
  5. Honey Pot: After 1 hour spent intimately alone with someone, they let valuable information slip. Make a CHA check opposed by their WIS:
    • If you succeed, you can ask the GM [PB] questions about the character (secrets, desires, relationships) caught in your honey pot If you wish, they now consider your relationship intimate. 
    • If you fail, you may still ask the GM one question, but they choose whether they now consider the relationship intimate and there’s a complication (they become infatuated with you, you become infatuated with them, they become furious with you, the information may be incomplete or misleading…) 
  6. Provoke: As an action during combat, you can taunt one creature who can see, hear and understand you. If you win a CHA check opposed by their WIS, the target will do everything they can to attack you (save for making a major tactical error).
  7. The Room Where It Happens: You know how to get yourself into the room where it happens, with the people who make it happen. You gain proficiency with the Disguise Kit and the Forgery Kit. You also learn two languages of your choice. You can unerringly mimic the speech patterns and accent of any creature you’ve seen talk for at least 1 minute.
  8. Tricky Fingers: Failed DEX (Sleight of Hand) checks won't alert anyone who isn't already paying attention to you, but if they weren’t paying attention before, they are now. After making an attack against an opponent, or after an opponent makes an attack against you, you can make an attempt to grab a single, specified item from that opponent (within reason - no weapons or armour) by succeeding on a DEX (Sleight of Hand) check opposed by the opponent’s WIS (Perception).
Void Assassin (yes it is just dishonoured)
To be a Void Assassin and use its features, you must be a devout follower of the deity which rules over the void in your setting. The trickster or shadow deity are also good alternative candidates.

Rogue Level
Void Assassin Feature
1st
Blink, Shadow Kill
2nd
Pull, Void Vision
3rd
Void Echo
4th
Domino

By Sergey Kolesov (https://www.artstation.com/peleng)


Blink

You can teleport to an unoccupied space within 30ft. You have [PB] uses of Blink per rest

Shadow Kill

 If you kill a creature with a sneak attack, you may have their corpse be swallowed in the Void, leaving only ashes where their corpse should be.

Domino

Once per long rest, you may spiritually tether up to [PB] nearby creatures that you can see together. Anything you do to one simultaneously affects the others.

Pull

PB-times per rest, choose one target object or tiny to medium-sized creature within 30ft that  you have an unobstructed line of sight to. 
They are pulled through the void, directly towards you.

Void Echo

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Void Vision


The world is different when you look into the void. You can observe all living beings within a 30ft radius, even ones on the other side of walls. 

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