Rogue Archetype
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Thieving Abilities for NWP: You can get extra thief abilities by taking certain non-weapon proficiencies. 15% thief ability per NWP.
Sleight of Hand for Pick Pockets
Locksmithing for Open Locks
Trapsmithing for Find/Remove Traps
Tightrope Walking for Move Silently
Camouflage for Hide in Shadows
Sound Analysis for Detect Noise
Mountaineering for Climb Walls
Cryptography for Read Languages
● Thieving Skills: 20 points at first level, 15/level after 1st on percentile abilities (cannot put more than half in one ability). Pick 4 thieving abilities at start, assign base of 50/20/10/5. Apply Dexterity and Racial modifiers if applicable.
● Musical Instruments: Each level counts as +2 above the base (+1,+3,+5,+7, etc). Instruments go off Dex, Singing and Oratory go off Charisma. Dancing goes off Dex. Can sometimes do multiple effects by combining instruments, singing/oratory and dancing.
● Bonus NWP: Singing, Musical Instrument, Reading/Writing, Local History.
● Influence Reaction: Speak/perform/whatever 1d10 rds to change npc reactions up or down. -1/bard level to save vs paralyzation. Out of combat only. Need to be able to understand language.
● Rally Allies: +1 to hit or +1 dmg or +1 morale bonus per 5 points you make check by. Specific effect depends on instrument or song or performance. Bonuses to other stats can be gained with unique songs, instruments, poems, etc.
● Countersong: Can counter songs, chants, wails, or verbal command spells. Requires concentration. Save vs spell, 30’ radius.
● Legend Lore: Can identify items (5%/lvl)
● Followers: At 9th level and up. Requires stronghold or other place or organization lead by Bard.
● Use magical devices based on writing even if they are normally limited to a specific class. (scrolls, books, etc) At 10th lvl.
Bard Spells Per Level
lvl 1: none
lvl 2: 1
lvl 3: 2
lvl 4: 2/1
lvl 5: 3/1
lvl 6: 3/2
lvl 7: 3/2/1
lvl 8: 3/3/1
lvl 9: 3/3/2
lvl 10: 3/3/2/1
lvl 11: 3/3/3/1
lvl 12: 3/3/3/2
lvl 13: 3/3/3/2/1
lvl 14: 3/3/3/3/1
lvl 15: 3/3/3/3/2
lvl 16: 4/3/3/3/2/1
lvl 17: 4/4/3/3/3/1
lvl 18: 4/4/4/3/3/2
lvl 19: 4/4/4/4/3/2
lvl 20: 4/4/4/4/4/3
lvl 21: 5/4/4/4/4/4
lvl 22: 5/5/4/4/4/4
lvl 23: 5/5/5/4/4/4
lvl 24: 5/5/5/5/4/4
lvl 25: 5/5/5/5/5/4
lvl 26: 5/5/5/5/5/5
lvl 27: 6/5/5/5/5/5
lvl 28: 6/6/5/5/5/5
lvl 29: 6/6/6/5/5/5
lvl 30: 6/6/6/6/5/5
lvl 31: 6/6/6/6/6/5
lvl 32: 6/6/6/6/6/6/1
lvl 33: 7/6/6/6/6/6/2
lvl 34: 7/7/6/6/6/6/3
lvl 35: 7/7/7/6/6/6/4
lvl 36: 7/7/7/7/6/6/5
lvl 37: 7/7/7/7/7/6/6
lvl 38: 7/7/7/7/7/7/7/1
lvl 39: 8/7/7/7/7/7/7/2
lvl 40: 8/8/7/7/7/7/7/3
lvl 41: 8/8/8/7/7/7/7/4
lvl 42: 8/8/8/8/7/7/7/5
lvl 43: 8/8/8/8/8/7/7/6
lvl 44: 8/8/8/8/8/8/7/7
lvl 45: 8/8/8/8/8/8/8/7
lvl 46: 8/8/8/8/8/8/8/8/1
...etc.
Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness.
3.5 Edition Player's Handbook
Common abilities
3 Weapon Proficiencies to start. 1 WP every 3 levels. 3 Non-weapon Proficiencies to start. 1 point every 3 levels. 6 HP/level + bonus HP until 10th level. 2 HP/level at 11+. THAC0 progression: +1 every 2 levels starting at level 3.Thieving Ability | Baseline % | Dex Bonus | Abbreviation |
---|---|---|---|
Pick Pockets | 15% | Yes | PP |
Open Locks | 10% | Yes | OL |
Find/Remove Traps | 5% | Yes | FRT |
Move Silently | 10% | Yes | MS |
Hide In Shadows | 5% | Yes | HS |
Detect Noise | 15% | No | DN |
Climb Walls | 60% | No | CW |
Read Languages | 0% | No | RL |
Dexterity | PP | OL | FRT | MS | HS |
---|---|---|---|---|---|
9 | -15% | -10% | -10% | -20% | -10% |
10 | -10% | -5% | -10% | -15% | -5% |
11 | -5% | -- | -5% | -10% | -- |
12 | -- | -- | -- | -5% | -- |
13-15 | -- | -- | -- | -- | -- |
16 | -- | +5% | -- | -- | -- |
17 | +5% | +10% | -- | +5% | +5% |
18 | +10% | +15% | +5% | +10% | +10% |
19 | +15% | +20% | +10% | +15% | +15% |
Etc. | +5% per point of Dexterity | +5% per point of Dexterity | +5% per point of Dexterity | +5% per point of Dexterity | +5% per point of Dexterity |
Thieving Ability | Dwarf | Elf | 1/2-Elf | Gnome | Human | Halfling |
---|---|---|---|---|---|---|
Pick Pockets | -- | +5% | +10% | -- | -- | +5% |
Open Locks | +10% | -5% | -- | +5% | -- | +5% |
Find/Remove Traps | +15% | -- | -- | +10% | -- | +5% |
Move Silently | -- | +5% | -- | +5% | -- | +10% |
Hid In Shadows | -- | +10% | +5% | +5% | -- | +15% |
Detect Noise | -- | +5% | -- | +10% | -- | +5% |
Climb Walls | -10% | -- | -- | -15% | -- | -15% |
Read Languages | -5% | -- | -- | -- | -- | -5% |
Class-specific abilities
Thief
60% points at first level, 30/level after 1st on percentile abilities (cannot put more than half in one ability). Backstab: +4 to hit, 2x dmg at level 1. 1x improvement in 4 level increments (1-4 x2, 5-8 x3, 9-12 x4, 13-16 x5, etc). Target must be within 30ft. and not expecting attack. All attacks that round get benefit. Thieves Cant as bonus language.Bard
Magical musicians that enhance the party and often play the face of the group as well. Class features:● Thieving Skills: 20 points at first level, 15/level after 1st on percentile abilities (cannot put more than half in one ability). Pick 4 thieving abilities at start, assign base of 50/20/10/5. Apply Dexterity and Racial modifiers if applicable.
● Musical Instruments: Each level counts as +2 above the base (+1,+3,+5,+7, etc). Instruments go off Dex, Singing and Oratory go off Charisma. Dancing goes off Dex. Can sometimes do multiple effects by combining instruments, singing/oratory and dancing.
● Bonus NWP: Singing, Musical Instrument, Reading/Writing, Local History.
● Influence Reaction: Speak/perform/whatever 1d10 rds to change npc reactions up or down. -1/bard level to save vs paralyzation. Out of combat only. Need to be able to understand language.
● Rally Allies: +1 to hit or +1 dmg or +1 morale bonus per 5 points you make check by. Specific effect depends on instrument or song or performance. Bonuses to other stats can be gained with unique songs, instruments, poems, etc.
● Countersong: Can counter songs, chants, wails, or verbal command spells. Requires concentration. Save vs spell, 30’ radius.
● Legend Lore: Can identify items (5%/lvl)
● Followers: At 9th level and up. Requires stronghold or other place or organization lead by Bard.
● Use magical devices based on writing even if they are normally limited to a specific class. (scrolls, books, etc) At 10th lvl.
Bard Spells Per Level
lvl 1: none
lvl 2: 1
lvl 3: 2
lvl 4: 2/1
lvl 5: 3/1
lvl 6: 3/2
lvl 7: 3/2/1
lvl 8: 3/3/1
lvl 9: 3/3/2
lvl 10: 3/3/2/1
lvl 11: 3/3/3/1
lvl 12: 3/3/3/2
lvl 13: 3/3/3/2/1
lvl 14: 3/3/3/3/1
lvl 15: 3/3/3/3/2
lvl 16: 4/3/3/3/2/1
lvl 17: 4/4/3/3/3/1
lvl 18: 4/4/4/3/3/2
lvl 19: 4/4/4/4/3/2
lvl 20: 4/4/4/4/4/3
lvl 21: 5/4/4/4/4/4
lvl 22: 5/5/4/4/4/4
lvl 23: 5/5/5/4/4/4
lvl 24: 5/5/5/5/4/4
lvl 25: 5/5/5/5/5/4
lvl 26: 5/5/5/5/5/5
lvl 27: 6/5/5/5/5/5
lvl 28: 6/6/5/5/5/5
lvl 29: 6/6/6/5/5/5
lvl 30: 6/6/6/6/5/5
lvl 31: 6/6/6/6/6/5
lvl 32: 6/6/6/6/6/6/1
lvl 33: 7/6/6/6/6/6/2
lvl 34: 7/7/6/6/6/6/3
lvl 35: 7/7/7/6/6/6/4
lvl 36: 7/7/7/7/6/6/5
lvl 37: 7/7/7/7/7/6/6
lvl 38: 7/7/7/7/7/7/7/1
lvl 39: 8/7/7/7/7/7/7/2
lvl 40: 8/8/7/7/7/7/7/3
lvl 41: 8/8/8/7/7/7/7/4
lvl 42: 8/8/8/8/7/7/7/5
lvl 43: 8/8/8/8/8/7/7/6
lvl 44: 8/8/8/8/8/8/7/7
lvl 45: 8/8/8/8/8/8/8/7
lvl 46: 8/8/8/8/8/8/8/8/1
...etc.
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