2019-08-11

Class Options: Rogue Rackets

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Rogue Rackets

So... I might have something for 2nd edition earlier than I expected.

While creating rogues, one of the basic customization options for them is selection of a racket, which represents the style of activities the rogue takes. Ruffian is brutal and threatening, scoundrel is charming and deceptive, and thief is your traditional adventuring rascal, stealing, fighting, and dealing with traps. The first two offer an option to change key ability score from Dexterity to Strength and Charisma, respectively, which led me to think about possible rackets based on other ability scores: Intelligence, Wisdom, and Constitution.

Gambler
Playing with chances and fate is your daily fare, as long as you can rig the chances in your favor. You combine observation skills and long-honed intuition to notice others manipulating the odds, through cheating or supernatural means alike. You might be a card-shark, a petty diviner, a fortune-teller, or a daredevil addicted to risk-taking.

You can notice subtle hints when an action or activity taking place within your presence is affected by a fortune or misfortune effect, though you might not know the source of the effect. You must be able to perceive the action or activity being taken in the first place (e.g. saving throw against fireball is a appropriate situation, saving throw against poison no one knows about is not). You can sense when a fortune and misfortune effects are affecting your action before taking the action and might choose to abort it harmlessly before making the check if the circumstance permit it.

You are trained in your choice of Arcana, Occultism, or Religion, and your choice of Fortune-Telling Lore or Games Lore. You can choose Wisdom as your key ability score.

Mastermind
You are living by your cunning plans and careful preparations, using custom tools and applied sciences to deal with your problems. You might be an inventor, a gadgeeter,  or a sapper, or maybe a criminal that likes to rely on high quality tools and complex planning for your heists.

During your daily preparations, you can either attempt to craft a single item or a batch of items that you would normally be able to craft during your downtime, or try to reverse-engineer formula by disassembling an item. You need access to the appropriate tools and have to spend the full cost for the crafted item or reverse-engineered formula in required materials, you can't spend more time crafting to cut the costs.

You're trained in Crafting and alchemical bombs. You can choose Intelligence as your key ability score.

Poisoner
Rogues are all about underhanded tactics, but some methods are often viewed as more vile than others, such as use of various noxious toxins to help you eliminate your opponents. You are trained in dealing with poisons, either to harm, or to protect against them. You might be a professional assassin, an unscrupulous apothecary, an unsavory courtier, a dedicated poison tester, or even a vermin exterminator.

You gain poison resistance equal to half your class level (minimum 1).

You're trained in Medicine. You can choose Constitution as your key ability score.


Rogue Feats
Following feats complement the new rackets.

Know Your Foe
Feat 2 (rogue)
Prerequisites mastermind racket
You amass various bits of discarded lore and random gossip all the time. Occasionally, they give you an insight into the identity of your foes as you face them. Whenever your Strike is a critical hit, you can make Recall Knowledge check to recognize your foe (either as an individual or to recall facts about the foe's species) as a free action and it loses its concentrate trait. If your damage was increased by racial weakness, decreased by racial resistance, or stopped by racial immunity, you get +2 circumstance bonus to the check regarding lore about the creature's species. If your damage was affected by weakness, resistance, or immunity granted by a spell, an item, or other external source, you suffer –2 circumstance penalty.

Lucky Hit
Feat 2 (rogue)
Prerequisites gambler racket
When the luck is on your side, it's on your side all the way through. If you deal damage with a Strike that was influenced by a fortune effect, you can roll the damage twice and select the result you like more. Alternatively, whenever you roll for damage, you can spend a Hero Point to re-roll the damage.

Nauseating Assault
Feat 2 (rogue)
Prerequisites poisoner racket
Your critical strikes hits vulnerable spots. Whenever your Strike is a critical hit and deals damage, the target gains sickened 1 condition.

Disruptive Debilitations
Feat 10 (rogue)
Prerequisites mastermind racket, Debilitating Strike
You know how to distract and confuse your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
  • Debilitation The target becomes dazzled.
  • Debilitation The target becomes stupefied 1.

Ruinous Debilitations
Feat 10 (rogue)
Prerequisites gambler racket, Debilitating Strike
When an enemy leaves an opening, you know how to help fate balance things a bit, one way or another. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
  • Debilitation The target cannot benefit from fortune effects.
  • Debilitation The target cannot use actions with misfortune trait on others.

Weakening Debilitations
Feat 10 (rogue)
Prerequisites poisoner racket, Debilitating Strike
Your debilitations make your enemies particularly vulnerable to further toxic afflictions. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
  • Debilitation The target gains weakness 5 to poison.
  • Debilitation The target becomes fatigued.


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