Rogue Picks


Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +(LVL+1)/2 Chr; Sustain Chr
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Detect/Identify Technology; Can operate Spelljamming Helms
1 Extra 5 rogue points per level in one class
1 Fool: -1 Int, +50 Rogue points
1 Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
1 One Rogue Ability, with LVL*10 points
1 Read Languages LVL*10%
1 Sell items for 64+LVL% of value instead of 50%
1 Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
1 Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
1 Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
1 Training: Gain 1 stat point per reset.
2 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
2 Can "Frugal" potions (+50% to number of uses)
2 Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
2 Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
2 Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
2 nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
2 Nonmagical items (all types) are one-third cost for you
2 Overkill: If you put someone below -50 hp, they are automatically slain.
2 Slimy: You and the space you're standing at can't be targetted.
2 Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
3 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
3 Ignore MR with your Rogue spells
3 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
3 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
3 Moving is only ½V action
4 1bM, 1/r: Counterspell
4 1bM, 1/r: Fork
4 Get +1 IM (Instantaneous Mental) action per turn.
4 Immune to LVL elements/eelements (doesn't "spread")
4 Martial Arts, +LVL maneuvers
6 Using Rogue abilities is only ½V action each