Book of Roguish Luck...anyone got it yet?

So, anyone got any more details? I'd love to see a full review.

At this point, I'm mostly just deciding whether to grab the pdf or wait for a print version.
 

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JoeBlank said:
So, anyone got any more details? I'd love to see a full review.

It'll be a little while before I get a review on it done. I'm still working on his Arcana Evolved book, and that's a little time consuming.
 



Let's see,
Chapter 1:New Core Classes;
Bandit: A Rogue with better fighting skill and several abilities that aid the sneak attack and run aspect of a bandit.
Gutter Mage: A Wizard who only gets up to 4th level spells, but makes up for it with sneak attack and Wand & Staff mastery.
Shadowsworn: A Rogue who sells his soul to Shadow and gains spellcasting up to 4th level and several shadow-based abilities.

Chapter 2: Prestige Classes;
Deadheart Gangster(10lvs): An Organized crime-thief with connections.
Fortune Hunter (15lvs): A very lucky thief, one who has learned how to use "luck".
Silvertongue Charmer (10lvs): A thief of hearts and a master diplomat. Gets +5 level spell advancement or up to 5th level spells if not a spellcaster before.

Chapter 3: Sneakier Attacks
This is very good, it takes the basic "Sneak Attack" and greatly expands upon it. Ranged Sneak Attacks based on weapon used, Sneak Attack to Subdue or Disarm, Silent Sneak Attack and Traitorous Sneak Attack.

Chapter 4: Gangs and Guilds

Chapter 5: Gambling

Chapter 6: Luck
This is another great chapter, Luck Points. You can spend them like the Action Points in Eberron, but you can gain them based on class and style. If you take risks, you main gain additional points There are several new feats that allow you to use Luck points in additional ways.

Chapter 7: Roguish Spells
Over 50 new spells, several just for the Gutter Mage, others that affect Luck, thief skills and sneaky combat.

Chapter 8: Feats
Several based on the new Luck points, some to enhance sneak attacks and other rogue abilities and a few Eldrich feats to grant some magical abilities.

Chapter 9: New Equipment and Magic Items
Special arrows, climbing equipment and reversable clothing. Several new magic items for rouges and some based on using Luck points.

Chapter 10: Burglary and Housecracking
The basics of Lockpicking, Learning the Ropes, and Breaking in and getting out.

Chapter 11: Bribes and Contacts
How to bribe, make new friends and get rid of the goods.

Appendix: Conversions to Arcana Unearthed/Evolved.

Edit: Post #666, I am now the Darker Psion. :uhoh:
 
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As much as I liked the Spellthief from the Complete Adventurer, the Sleight of Hand check the Gutter Mage uses to steal spells is how I think the Spellthief's Steal Spell ability should've been designed.
 


I was definitely unimpressed. If you're able to read German, my review is here:

http://www.dnd-gate.de/gate3/page/index.php?id=1056

The mechanics smacked of AD&D to me, and I'll use two or three feats at most, and no spell, PrCl or base class in my campaign. The magic items weren't that impressive, either.

On the fluff side, it was alright, but could have used a lot more space (which was taken up by bad mechanics). When the site linked above gets a review print copy, I'll decline. That should say it all.
 

This is very good, it takes the basic "Sneak Attack" and greatly expands upon it. Ranged Sneak Attacks based on weapon used, Sneak Attack to Subdue or Disarm, Silent Sneak Attack and Traitorous Sneak Attack.
"greatly expands" is not what I would say. First off, the ranged sneak attack range is calculated by 30 ft. + (range increment-30ft)/2, or the original range increment if under 30ft.. That's a clunky mechanic. Then, it differentiates between moving and still targets, when this distinction is imo not only unnecessary, but also will not come up very often.

The "subdual sneak attack" only tells us that with a sap, a rogue can make a sneak attack and deal subdual damage, and the "disarming sneak attack" tells us that if a rogue has Improved disarm, he can forego attack damage to make a disarm attack with a +4 bonus, or in other words, that a rogue can make a disarm attack in place of a sneak attack. Both of these are normal Core Rules applications.
 

Berandor said:
The mechanics smacked of AD&D to me, and I'll use two or three feats at most, and no spell, PrCl or base class in my campaign. The magic items weren't that impressive, either.
Sad to hear. Although it does not surprise me that much, if I take 'Secret College of Necromancy' and the 'Assassin's Handbook' as yardsticks.
 
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