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(Mongoose) Quintessential Rogue II - Out This Week!
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<blockquote data-quote="MongooseMatt" data-source="post: 1408004" data-attributes="member: 16996"><p>Hi guys,</p><p></p><p>The Quintessential Rogue II - Advanced Tactics, written by Adrian Bott, is out in your local games stores right now and is packed full of roguish tricks, options and new methods of play.</p><p></p><p>Kicking off with Career Paths, this chapter gives rogue players the chance to subtly specialise their characters without resorting to prestige classes. Options here include the Blagger, Criminal Mastermind, Crowbar Boy, Hardcase, Look-Out, and Nimble-Dabs. Added to these are the paths of prowess which allow a rogue to focus on certain areas of training, as with the Infiltrator, Pouncer, Shadow Sniper, Silencer, Slippery Fish and Sneakthief.</p><p></p><p>Multiclassing demonstrates effective mixing of classes with the rogue, and grants some optional benefits to those who wish to pursue this area seriously. For example, a Rogue/Cleric is a Shadow Priest who can begin mixing rogue class skills with those of his cleric and possibly gain the Trickery domain regardless of his faith.. In addition, he may also be able to consecrate or desecrate as a special ability, allowing the streets to truly become his temple. Options such as this are available for all manner of multiclassing.</p><p></p><p>The Legendary Rogue chapter focuses on truly awesome prestige classes, those that are likely to take a character in Epic levels and beyond. Here, you can pick from the Guv'nor, Spirit of Misrule, Velvet Glove and Walker in Darkness.</p><p></p><p>The Superior Tools chapters from other Quintessential II's are here renamed The Best That (Other People's) money Can Buy - appropriately enough. Here, rogues are treated to a selection of gas capsules, complete contents of a typical thieves tools, and supplementary tools (including sucking clamps, door breakers and the like).</p><p></p><p>The Magical Rogue looks at ways of combining the arcane and divine into the rogue's life, whether he chooses to master the appropriate classes himself or merely relies on the party spellcasters. After all, Silence, Darkness and Spider Climb are spells that obviously benefit a cunning rogue - but what of Glitterdust and Resist Energy? There are many reasons why such spells should be on hand for the accomplished rogue. A section is devoted to uses of familiars for rogues lucky enough to have one and new magic items will soon have rogue players drawing up a list for their party wizard (just make this for me, mate, when you have a second. . .).</p><p></p><p>Tricks of the Trade is a standard chapter among all Quintessentials, designed to flesh out character classes and grant new options that will take the class just a little further. In Rogue II, there are now full rules for fencing stolen goods, no matter what sort of settlement you are in, as well as the need for minders to protect the fence during transactions. Security measures and countermeasures are examined in detail, guaranteeing that raid on the local temple will never be easy again. When working within a party, rogues will now be able to create diversions and distractions, throw items to friends and both create and defeat the most complex locks in the kingdom.</p><p></p><p>Gizmos is a Rogue II only chapter and aims to expand the ability of a rogue's toolkit to new heights. A gizmo is any small mechanical device built by a rogue to achieve a certain task. These may be as simple as a grenade on wheels designed to be pushed down a corridor, to a walking pick lock designed specifically to break through a special door in the local merchant's guild. There are stacks of features detailed that can be crafted into a gizmo, from air bags and armour to flames and timers, giving imaginative players a whole new realm to explore in their rogue's arsenal.</p><p></p><p>Capers and Cons give rogues something meaningful to do in downtime between adventures while wizards craft, clerics study and fighters train. This chapter allows an enterprising rogue to set up various rackets (such as begging, blackmail or, of course, protection), or perform numerous confidence tricks. Full rules for setting up rackets and confidence tricks are provided, as well as the means of bringing them down and perhaps forcing the rogue to leave town (once again).</p><p></p><p>The last chapter, Banks, provides the GM with enough tools to create that most holy of targets for rogues (and, indeed other adventurers), as well as giving the player an idea of what he will be up against. Yes, it is possible to steal thousands of gold pieces - but they won;t just be lying around in sacks. . . Full details are provided for the staff, security, safes and the mysteries of vaults.</p><p></p><p>The Quintessential Rogue II is rounded off with a complete index and character sheet.</p><p></p><p>The Quintessential Rogue II is priced at $21.95 and is available now in all good games stores and bookshops.</p></blockquote><p></p>
[QUOTE="MongooseMatt, post: 1408004, member: 16996"] Hi guys, The Quintessential Rogue II - Advanced Tactics, written by Adrian Bott, is out in your local games stores right now and is packed full of roguish tricks, options and new methods of play. Kicking off with Career Paths, this chapter gives rogue players the chance to subtly specialise their characters without resorting to prestige classes. Options here include the Blagger, Criminal Mastermind, Crowbar Boy, Hardcase, Look-Out, and Nimble-Dabs. Added to these are the paths of prowess which allow a rogue to focus on certain areas of training, as with the Infiltrator, Pouncer, Shadow Sniper, Silencer, Slippery Fish and Sneakthief. Multiclassing demonstrates effective mixing of classes with the rogue, and grants some optional benefits to those who wish to pursue this area seriously. For example, a Rogue/Cleric is a Shadow Priest who can begin mixing rogue class skills with those of his cleric and possibly gain the Trickery domain regardless of his faith.. In addition, he may also be able to consecrate or desecrate as a special ability, allowing the streets to truly become his temple. Options such as this are available for all manner of multiclassing. The Legendary Rogue chapter focuses on truly awesome prestige classes, those that are likely to take a character in Epic levels and beyond. Here, you can pick from the Guv'nor, Spirit of Misrule, Velvet Glove and Walker in Darkness. The Superior Tools chapters from other Quintessential II's are here renamed The Best That (Other People's) money Can Buy - appropriately enough. Here, rogues are treated to a selection of gas capsules, complete contents of a typical thieves tools, and supplementary tools (including sucking clamps, door breakers and the like). The Magical Rogue looks at ways of combining the arcane and divine into the rogue's life, whether he chooses to master the appropriate classes himself or merely relies on the party spellcasters. After all, Silence, Darkness and Spider Climb are spells that obviously benefit a cunning rogue - but what of Glitterdust and Resist Energy? There are many reasons why such spells should be on hand for the accomplished rogue. A section is devoted to uses of familiars for rogues lucky enough to have one and new magic items will soon have rogue players drawing up a list for their party wizard (just make this for me, mate, when you have a second. . .). Tricks of the Trade is a standard chapter among all Quintessentials, designed to flesh out character classes and grant new options that will take the class just a little further. In Rogue II, there are now full rules for fencing stolen goods, no matter what sort of settlement you are in, as well as the need for minders to protect the fence during transactions. Security measures and countermeasures are examined in detail, guaranteeing that raid on the local temple will never be easy again. When working within a party, rogues will now be able to create diversions and distractions, throw items to friends and both create and defeat the most complex locks in the kingdom. Gizmos is a Rogue II only chapter and aims to expand the ability of a rogue's toolkit to new heights. A gizmo is any small mechanical device built by a rogue to achieve a certain task. These may be as simple as a grenade on wheels designed to be pushed down a corridor, to a walking pick lock designed specifically to break through a special door in the local merchant's guild. There are stacks of features detailed that can be crafted into a gizmo, from air bags and armour to flames and timers, giving imaginative players a whole new realm to explore in their rogue's arsenal. Capers and Cons give rogues something meaningful to do in downtime between adventures while wizards craft, clerics study and fighters train. This chapter allows an enterprising rogue to set up various rackets (such as begging, blackmail or, of course, protection), or perform numerous confidence tricks. Full rules for setting up rackets and confidence tricks are provided, as well as the means of bringing them down and perhaps forcing the rogue to leave town (once again). The last chapter, Banks, provides the GM with enough tools to create that most holy of targets for rogues (and, indeed other adventurers), as well as giving the player an idea of what he will be up against. Yes, it is possible to steal thousands of gold pieces - but they won;t just be lying around in sacks. . . Full details are provided for the staff, security, safes and the mysteries of vaults. The Quintessential Rogue II is rounded off with a complete index and character sheet. The Quintessential Rogue II is priced at $21.95 and is available now in all good games stores and bookshops. [/QUOTE]
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