Requisites:
| Dex 19
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Alignment:
| any
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HD/level:
| d5
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Weapon Prof.:
| 3+level/2
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To Hit Table:
| CTD0
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Reference:
| DM {Planeshifted Pointer0}
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Groups:
| Rogue, Custom, Alternate
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Complexity:
| CF=2
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Saving Throws:
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PPD:
| 0; always makes PPD saves of DC ≤ LVL*10
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RSW:
| 0; always makes RSW saves of DC ≤ LVL*7
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PP:
| 0; always makes PP saves of DC ≤ LVL*9
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BW:
| 0; always makes BW saves of DC ≤ LVL*11
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Spell:
| 0; always makes Spell saves of DC ≤ LVL*6
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Fort:
| 0; always makes Fort saves of DC ≤ LVL*8
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Reflex:
| 0; always makes Reflex saves of DC ≤ LVL*12
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Will:
| 0; always makes Will saves of DC ≤ LVL*5
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Does not get any Rogue points.
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Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
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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.
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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.
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CF=3:
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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.
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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.)
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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.
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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.)
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CF=4:
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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.
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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.
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CF=5:
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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.
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