Piper0



Level

KXP

Spells

TH
1 0 (none) +1
2 2.4 (none) +1
3 4.8 (none) +1
4 9.6 (none) +2
5 19.2 (none) +3
6 40 (none) +3
7 80 (none) +3
8 160 (none) +4
9 320 (none) +5
10 560 (none) +5
11 800 (none) +5
12 1040 (none) +6
13 1280 (none) +7
14 1520 (none) +7
15 1760 (none) +7
16 2000 (none) +8
17 2240 (none) +9
18 2480 (none) +9
19 2720 (none) +9
20 2960 (none) +10
21 3200 (none) +11
22 3440 (none) +11
23 3680 (none) +11
24 3920 (none) +12
25 4160 (none) +13
26 4400 (none) +13
27 4640 (none) +13
28 4880 (none) +14
29 5120 (none) +15
30 5360 (none) +15
31 5600 (none) +15
32 5840 (none) +16
33 6080 (none) +17
34 6320 (none) +17
35 6560 (none) +17
36 6800 (none) +18
37 13600 (none) +19
38 20400 (none) +19
39 27200 (none) +19
45 68000 (none) +23
54 129200 (none) +27
63 190400 (none) +31
72 251600 (none) +36
Requisites: Dex 19
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Reference: DM {Planeshifted Pointer0}
Groups: Rogue, Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: 0; always makes PPD saves of DC ≤ LVL*10
RSW: 0; always makes RSW saves of DC ≤ LVL*7
PP: 0; always makes PP saves of DC ≤ LVL*9
BW: 0; always makes BW saves of DC ≤ LVL*11
Spell: 0; always makes Spell saves of DC ≤ LVL*6
Fort: 0; always makes Fort saves of DC ≤ LVL*8
Reflex: 0; always makes Reflex saves of DC ≤ LVL*12
Will: 0; always makes Will saves of DC ≤ LVL*5
   
Does not get any Rogue points.
Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Pipe" to allocate to a Rogue ability. This increases what you automatically succeed at, to include one Pipe. This also increases the "amount you made by" to 20*LVL, for the Rogue abilities that care about that. You may pick the same Rogue ability multiple times. Third pick would be: two pipes and made by 30*LVL, etc.
 
CF=3:
You may spend two "Pipe" picks to add a new ability (with a Pipe) to an existing Rogue ability. Each Pipe is +1 SL of effect, similar to Meta-Magic / Meta-Psionic feats.
Example 1: "Heal self" is a Rogue ability. For +1 SL (2 Pipe picks) you could add "Cureall self" to it; to make it "Heal self | Cureall self". Or you could increase it's range from 0 to Touch, making it "Heal self | Heal (touch)". (DM Note: In reality it would be "Heal self | Heal", since we rarely enforce Touch effects in the game.)
Example 2: You could add "Area" to a Rogue ability for +2 SL, or two Pipes (so this would be four Pipe picks total). So "Slap || Slap (1 group)" would work.
This two Pipe pick cost gives you effectively one pick towards that Rogue ability, by the way (so you do automatically make the ability you just created.)
 
CF=4:
Level 4 ¶: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.
Level 9 ¶: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it. Example: "Legend Lore | Identify" + "Blink | Controlled Blink" would become ""Legend Lore | Identify | Blink | Controlled Blink". Note that Rogue abilities with long Pipe chains are inefficient for this. Rogue abilities with an ellipsis ("...") at the end don't work properly with this at all.
 
CF=5:
1/game, at end of game: You may permanently add a modified Rogue ability (using the CF=3 note above) to the "All Rogue Abilities" chart.