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The Swords of Imarr: A low-level swords & sorcery game
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<blockquote data-quote="S'mon" data-source="post: 1690108" data-attributes="member: 463"><p>Rogue Concepts - adapted from Quintessential Rogue. These are most suitable for Rogue-class PCs but may fit other classes too.</p><p></p><p>Assassin: proficient w all simple & martial weapons, shields, light armour. Alchemy class skill. Sneak attack +1d6 vs humanoids. Sense Motive & Use Magic device are cross-class skills. - 8 skill points at 1st level. </p><p></p><p>Beggar: Survival (urban only) as class skill. +2 competence bonus to Bluff & Gather Information. Can panhandle for 3d6+CHA bonus sp/day. Craft, Decipher Script and Profession cross-class. </p><p></p><p>Dilettante (aristocrat): Any 2 non-Rogue skills are Class skills, must spend at least 1 skill point/level on one of them. Two of the following are cross-class: disable device, innuendo, intimidate, sleight of hand. </p><p></p><p>Diplomat: +2 competence bonus Diplomacy checks. One of the following are cross-class: Balance or Use Magic Device </p><p></p><p>Explorer: All Knowledge skills class skills. 2 additional languages. Disguise, Innuendo & Sleight of Hand are cross-class. </p><p></p><p>Pathfinder (guide): 2 additional languages. Survival as class skill. Two of the following are cross-class: bluff, forgery, innuendo, open lock. </p><p></p><p>Reaching-River Pirate: On ship get +2 competency to Balance & +1 to all attacks. +2 competence bonus to Prof (sailor), and counts as class skill. Kno (river lore) class skill. Proficient in cutlass (1d8 dmg, 19-20/x2). Not proficient w heavy mace, morningstar, quarterstaff. Not proficient in any armour. </p><p></p><p>Scout: Ride & Survival (wilderness) as class skills. Aprraise & Sleight of Hand cross-class. </p><p></p><p>Smuggler: May use Move Silently & Hide w vehicle or animal, +2 competency Gather Info roll to find item for sale or locate black market merchants to sell to. Other Gather Info rolls -2 penalty. </p><p></p><p>Spy: +2 Competency to Bluff checks. -2 penalty to Craft checks. </p><p></p><p>Thug: Fighter BAB, proficient w all simple & martial weapons, shields, light armour. 4 skill points/level (not . Decipher Script, Read Lips, Use Magic Device cross-class skills. </p><p></p><p>Treasure Hunter: +4 competence to Appraise, +2 competence to Gather Info rolls to sell looted items. Living costs 50% above standard (eg 300gp/month to live luxuriously). </p><p></p><p>Barbarian/Tribesman: Handle Animal, Ride, Survival class skills. Proficient with simple weapons and one culturally-determined martial weapon, usually spear, axe or longbow. +10' speed when wearing no or light armour (as Barbarian class). Illiterate. On generation may not spend skill points on Forgery, Innuendo & Decipher Script and these remain cross-class. Sense Motive & Bluff cross-class. </p><p></p><p>Inspector (Watchman): +2 competence bonus to Search & to Sense Motive. +2 competence to either Intimidate _or_ Bluff. -1d6 to Sneak Attack (ie +1d6 at 3rd, 2d6 at 5th, etc). Tumble is cross-class skill.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1690108, member: 463"] Rogue Concepts - adapted from Quintessential Rogue. These are most suitable for Rogue-class PCs but may fit other classes too. Assassin: proficient w all simple & martial weapons, shields, light armour. Alchemy class skill. Sneak attack +1d6 vs humanoids. Sense Motive & Use Magic device are cross-class skills. - 8 skill points at 1st level. Beggar: Survival (urban only) as class skill. +2 competence bonus to Bluff & Gather Information. Can panhandle for 3d6+CHA bonus sp/day. Craft, Decipher Script and Profession cross-class. Dilettante (aristocrat): Any 2 non-Rogue skills are Class skills, must spend at least 1 skill point/level on one of them. Two of the following are cross-class: disable device, innuendo, intimidate, sleight of hand. Diplomat: +2 competence bonus Diplomacy checks. One of the following are cross-class: Balance or Use Magic Device Explorer: All Knowledge skills class skills. 2 additional languages. Disguise, Innuendo & Sleight of Hand are cross-class. Pathfinder (guide): 2 additional languages. Survival as class skill. Two of the following are cross-class: bluff, forgery, innuendo, open lock. Reaching-River Pirate: On ship get +2 competency to Balance & +1 to all attacks. +2 competence bonus to Prof (sailor), and counts as class skill. Kno (river lore) class skill. Proficient in cutlass (1d8 dmg, 19-20/x2). Not proficient w heavy mace, morningstar, quarterstaff. Not proficient in any armour. Scout: Ride & Survival (wilderness) as class skills. Aprraise & Sleight of Hand cross-class. Smuggler: May use Move Silently & Hide w vehicle or animal, +2 competency Gather Info roll to find item for sale or locate black market merchants to sell to. Other Gather Info rolls -2 penalty. Spy: +2 Competency to Bluff checks. -2 penalty to Craft checks. Thug: Fighter BAB, proficient w all simple & martial weapons, shields, light armour. 4 skill points/level (not . Decipher Script, Read Lips, Use Magic Device cross-class skills. Treasure Hunter: +4 competence to Appraise, +2 competence to Gather Info rolls to sell looted items. Living costs 50% above standard (eg 300gp/month to live luxuriously). Barbarian/Tribesman: Handle Animal, Ride, Survival class skills. Proficient with simple weapons and one culturally-determined martial weapon, usually spear, axe or longbow. +10' speed when wearing no or light armour (as Barbarian class). Illiterate. On generation may not spend skill points on Forgery, Innuendo & Decipher Script and these remain cross-class. Sense Motive & Bluff cross-class. Inspector (Watchman): +2 competence bonus to Search & to Sense Motive. +2 competence to either Intimidate _or_ Bluff. -1d6 to Sneak Attack (ie +1d6 at 3rd, 2d6 at 5th, etc). Tumble is cross-class skill. [/QUOTE]
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