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The Rogue class includes, but not limited to:
**Thieves, Bards, and Assassins have special abilities that other Rogues do not have. They are located to the right of the page. |
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Level
Life Point Progression Life point progression stats are as follows. The base at first level is 10 and 2 every level after...plus the 3d10 at level 1, then for every level there after you will roll a d12 or what ever it specifies and add the total of that roll to the +2 and then add that to your previous total hp((Of course the overseers will do this for you, but it helps too know what you have. If you send in the logs daily then every week you will get your new stats) Example: Loris rolls 3d10 and comes up with 6,9,5 which = 20 then adds 10 he starts with 30 hp. Then at second level he rolls 1d12 and gets 6. He now adds 6+2 equaling 8 plus his normal LP and comes up with his new LP of 30+8=38 for second level. Life Points (1st)3d10 (2nd)1d8 (3rd)1d8 (4th)1d8 (5th)1d8 (6th)1d8 (7th)1d8 (8th)1d8 (9th)1d8 (10t)1d8 (11t)1d8 (12t)1d8 (13t)1d8 (14t)1d8 (15t)1d8 (16t)+8 (17t)+8 (18t)+8 (19t)+8 (20t)+12 |
Stealth base is 20% at 1st level. For every successful attempt, you gain +1%. At every level past 1st level, you gain +5%until 5th level then up 3% per level, up to 98%. You use 1d100 for this roll. Aquiring is the same as Stealth percentages, except up to 99%. You use 1d100 for this roll. Assassins and Ninja abilities are: Stealth and Assassinations (Assassinations attempts can only happen if proof that the person paying for the assassination has ordered it, meaning a document.) Stealth base is 25% at 1st level. For every successful attempt, you gain +1%. At every level past 1st, you gain +5% until 5th level then up 3% every level, up to 99%. You use a 1d100 for this roll. Assassinations base is 10%. For every successful attempt, you gain +3%. At every level past first, you gain +5%,until 5th level,then 3% every level after up to 95%.You use 1d100 for this roll. Bards abilities are Singing or Playing Instrument (Antagonize and Calm). Antagonize is the ability to cause another creature to attack anyone or anything else that you command it to attack. Calm makes a creature no longer want to fight (This could be very useful if there is a creature much more powerful than you and you want it to leave you alone). Atagonize base is 25%. +1% for every successful attempt. You gain +5% at every level above 1st,until 5th level then 3% for every level after up to 99%. This is rolled on a 1d100. Calm is the same as Antagonize percentages. Thieves and Assassins gain Open Locks and Check for Traps Check for Traps(CfT): At 1st level you start with 20% at second level you gain 5%. And from 3rd level and on you gain 3% per level. You do not gain % by success, do to the fact that they go up as you level up. However you can find items that will allow your % to go up. Open Locks(OL) At 1st level you start with 25%. 2nd level 5%. Then 3% every level after. However there is no % up for successful aatempts. |