Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New classes and new rule for Thiefy campaign...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Magic Missile" data-source="post: 420078" data-attributes="member: 7916"><p>Hello everyone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I'm planning on running a campaign based loosely on the computer game Thief: The Dark Project.</p><p></p><p>Basically, the players will all start out as human rogues (demihumans/monsters are very rare in this setting) and advance a few levels before being recruited by the shadowy organisation known as the Keepers.</p><p></p><p>I am planning to start out the characters as slightly altered Guild Thieves from the FRCS as a standard class, then multiclass then into a new PrC - the Keepers. So I would appreciate any imput/suggestions for the two classes I have posted below.</p><p></p><p>Keep in mind that, because everyone in the campaign will be taking exactly the same class or combination of these two classes, and not any of the others, it doesn't really matter if they're balanced compared to, say, the Fighter or Wizard. I'm just after comments, opinions, criticism and even sugestions for new abilities. Please be understanding, this is completely new ground for me...</p><p></p><p>Guild Thief: BAB, Saves etc. as Rogue</p><p>Special Abilities at each level:</p><p>1.) Sneak attack +d6, doublespeak (+4 Innuendo checks against members of the Thieves Guild)</p><p>2.) Evasion, Bonus Feat</p><p>3.) Sneak Attack +d6, Uncanny Dodge</p><p>4.) Bonus Feat</p><p>5.) Sneak Attack +d6, Defensive Roll</p><p>6.) Uncanny Dodge, Bonus Feat</p><p></p><p>Keeper: BAB, Saves etc. as Rogue</p><p>Special Abilities at each level:</p><p>1.) Move without Trace, Glyphlore (+4 on all checks regarding glyphs), Keeper Lore (identical to Bardic Knowledge ability)</p><p>2.) Hide in Plain Sight, Low Light Vision, access to use Magic Device skill*</p><p>3.) Uncanny Dodge, Slowfall 20ft</p><p>4.) Evasion, Darkvision 5ft, access to Spellcraft skill*</p><p>5.) Slowfall 30ft, Skill Mastery</p><p>6.) Uncanny Dodge, Darkvision 10ft</p><p></p><p>*use Magic Device and Spellcraft skills are exclusive Keeper skills, to represent the low-magic setting of the campaing world.</p><p></p><p>I'm hoping that players will then choose whether to add Keeper levels to gain the mystical special abilities and magic-related skills, or carry on pursuing the Guild Thief class for the sneak attack and feats, or even a little bit of both.</p><p></p><p>Oh, and another thing: my new rule for knocking people out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>At the moment, to K.O. someone you need to do subdual damage equal to their current hp. But I want a mechanic where a low level rogue can knock a guard unconscious with a single swift blow from a sap, just like in Thief: The Dark Project. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>It's very hard for a level 1 Rogue to do 12-14 subdual damage (typical hp for level 1 fighter) in a single attack, even with the +d6 sneak attack. So here's an alternative, based very loosely on the Garotte rules in Song & Silence:</p><p></p><p>To K.O. an opponent, you must have a subdual damage weapon (normal weapons can be used subdually at -4 attack). Roll a touch attack to hit the target's head; their touch AC is at +2 or more if they have some kind of protective headwear. If the opponent is aware of your presence, this also provokes an AoO; if you take damage from this your attempt to K.O. fails.</p><p></p><p>Assuming you hit with the touch attack, roll subdual damage (plus any applicable sneak attack) normally. If you inflict subdual damage equal to or greater than *half* of the target's current hp, he falls unconscious.</p><p></p><p>It is much easier for a level 1 Rogue to do 6-7hp of damage, and so they can K.O. guards fairly easily if they are unaware of their presence.</p><p></p><p>Again, opinions/criticisms welcome.</p><p></p><p>Wow, sorry this is such a big post, it seemed so much smaller in my head... :-/</p></blockquote><p></p>
[QUOTE="Magic Missile, post: 420078, member: 7916"] Hello everyone. :-) I'm planning on running a campaign based loosely on the computer game Thief: The Dark Project. Basically, the players will all start out as human rogues (demihumans/monsters are very rare in this setting) and advance a few levels before being recruited by the shadowy organisation known as the Keepers. I am planning to start out the characters as slightly altered Guild Thieves from the FRCS as a standard class, then multiclass then into a new PrC - the Keepers. So I would appreciate any imput/suggestions for the two classes I have posted below. Keep in mind that, because everyone in the campaign will be taking exactly the same class or combination of these two classes, and not any of the others, it doesn't really matter if they're balanced compared to, say, the Fighter or Wizard. I'm just after comments, opinions, criticism and even sugestions for new abilities. Please be understanding, this is completely new ground for me... Guild Thief: BAB, Saves etc. as Rogue Special Abilities at each level: 1.) Sneak attack +d6, doublespeak (+4 Innuendo checks against members of the Thieves Guild) 2.) Evasion, Bonus Feat 3.) Sneak Attack +d6, Uncanny Dodge 4.) Bonus Feat 5.) Sneak Attack +d6, Defensive Roll 6.) Uncanny Dodge, Bonus Feat Keeper: BAB, Saves etc. as Rogue Special Abilities at each level: 1.) Move without Trace, Glyphlore (+4 on all checks regarding glyphs), Keeper Lore (identical to Bardic Knowledge ability) 2.) Hide in Plain Sight, Low Light Vision, access to use Magic Device skill* 3.) Uncanny Dodge, Slowfall 20ft 4.) Evasion, Darkvision 5ft, access to Spellcraft skill* 5.) Slowfall 30ft, Skill Mastery 6.) Uncanny Dodge, Darkvision 10ft *use Magic Device and Spellcraft skills are exclusive Keeper skills, to represent the low-magic setting of the campaing world. I'm hoping that players will then choose whether to add Keeper levels to gain the mystical special abilities and magic-related skills, or carry on pursuing the Guild Thief class for the sneak attack and feats, or even a little bit of both. Oh, and another thing: my new rule for knocking people out. :-) At the moment, to K.O. someone you need to do subdual damage equal to their current hp. But I want a mechanic where a low level rogue can knock a guard unconscious with a single swift blow from a sap, just like in Thief: The Dark Project. :-) It's very hard for a level 1 Rogue to do 12-14 subdual damage (typical hp for level 1 fighter) in a single attack, even with the +d6 sneak attack. So here's an alternative, based very loosely on the Garotte rules in Song & Silence: To K.O. an opponent, you must have a subdual damage weapon (normal weapons can be used subdually at -4 attack). Roll a touch attack to hit the target's head; their touch AC is at +2 or more if they have some kind of protective headwear. If the opponent is aware of your presence, this also provokes an AoO; if you take damage from this your attempt to K.O. fails. Assuming you hit with the touch attack, roll subdual damage (plus any applicable sneak attack) normally. If you inflict subdual damage equal to or greater than *half* of the target's current hp, he falls unconscious. It is much easier for a level 1 Rogue to do 6-7hp of damage, and so they can K.O. guards fairly easily if they are unaware of their presence. Again, opinions/criticisms welcome. Wow, sorry this is such a big post, it seemed so much smaller in my head... :-/ [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
New classes and new rule for Thiefy campaign...
Top