Here's what I have so far. (Note that I won't discuss things like Hit Dice, XP progression, attack rolls, saving throws. That's, for now, assumed to be the same as in LL.)
First, a quick note on the types of proficiency...
Proficiencies
- Skills (see here).
- Weapons: non-proficient attacks incur a -4 penalty to hit.
- Armour: wearing armour with which the character is not proficient incurs some penalty that I've not fully considered yet. You definitely can't cast spells, at least.
- Tools: work like skills. 1 in 6 base chance of success, modified by ability score and proficiency bonus. I like the D&D 5 list of tools, so would go with that.
Ok, now the rogue...
Rogue
Proficiencies: light armour, simple weapons, hand crossbow, longsword, rapier, shortsword, thieves' tools, 4 of: Acrobatics, Arcana, Awareness, Climbing, Lore, Performance, Search, Sleight of hand, Stealth.
1st level:
Expertise: Gain a +1 bonus using 2 skills (or your proficiency with thieves' tools) of your choice.
Sneak Attack: +4 bonus to hit and double damage against a target who is not aware of your presence. (Finesse or missile weapons only.)
Thieves' Cant: Speak the secret code language of thieves.
2nd level:
Rogue Archetype: Choose an archetype.
6th level:
Expertise: Choose 2 more skills to gain a +1 bonus.
Rogue Archetypes
Thief
2nd level:
Fast Hands: Make two checks with your thieves' tools in one turn. (Note: I'm talking LL turns here = 10 minutes.)
4th level:
Read Languages: Make a Lore check to understand the broad gist of any text.
10th level:
Use scrolls: Make an Arcana check to use magic-user scrolls.
(Note: I think the thief could probably be beefed up a little bit, compared to the other archetypes.)
Assassin
2nd level:
Extra Proficiencies: Gain proficiency with disguise and poisoner's kits.
4th level:
Assassinate: (Exact effect to-be-determined... Probably simply an increasing sneak attack multiplier.)
10th level:
Infiltration: Pretty much as described in the 5e rules. The ability to create a false identity and to mimic someone's behaviour and voice.
Arcane Trickster
2nd level:
Spell-Casting: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited. Initially: unseen servant and one other.
4th level:
Legerdemain: Use thieves' tools or Sleight of hand via unseen servant.
Use scrolls: Make an Arcana check to use magic-user scrolls.
10th level:
Magical Ambush: Targets who are unaware of your presence suffer a -4 penalty on saves against your spells.
Bard
2nd level:
Magical Songs: Limited spell list. Slow progression, up to 4th level spells. Number of spells known is strictly limited. Spells require a Performance check and one turn.
4th level:
Read Languages: Make a Lore check to understand the broad gist of any text.
10th level:
Counter-Charm: (Exact effect to-be-determined)
Acrobat
2nd level:
Dodge: You can dodge out of reach of enemies, making a fighting retreat at full speed.
Tumbling Attack: Make an Acrobatics check to move towards an enemy, make a melee attack, then leap out of reach (effectively a fighting retreat) all in one round.
4th level:
Evasion: For effects which allow a save for half damage, a save indicates that you take no damage. You suffer half damage on a failed save.
Slow Fall: Subtract your level from falling damage.
10th level:
Uncanny Dodge: When damaged by an attacker that you can see, make an Acrobatics check to reduce the damage by half.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.