With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
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Cost
|
Ability
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3*
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Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
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3*
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Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
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3*
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Elven Archery: +1 OCV w/ all Bows
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2*
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Elven Longsword Training: +1 OCV w/ Long Swords
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5*
|
Elven Cool: +10 PRE; Defensive Use Only
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6
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Elven Graces: 1 level of Combat Luck
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20
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Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
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25
|
Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
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8
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Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
|
10
|
Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
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6
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Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
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10
|
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
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10
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Elven Fighting: Two Weapon Fighting: HtH
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2
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Elven Weapons Group: WF: Blades, Spears, Bows
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* May take Multiple Times
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Value
|
Disadvantages
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-2
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Frail: -2 STR
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-4
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Fragile: -2 CON
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
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-10
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Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
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-10
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Psychological Limitation: Arrogant & Haughty (Common, Moderate)
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-10
|
Psychological Limitation: Ethnocentricity (Common, Moderate)
|
Larcenists are Rogues that use their wits and skills to basically steal, nick, and
make off with a wide variety of loot. They often concentrate on fast hands and faster
feet, as a caught thief is likely a dead thief. One step ahead of the pack, or one
step behind lurking in the shadows as they will, the Larcenist excels at living
outside of the rules and boundaries of social propriety and legal entanglements.
|
Compared to other professions, the Larcenist never worries about an empty pocket,
because wherever there are people, there are funds to be fleeced.
|
Cost
|
Ability
|
9
|
Quick: +3 DEX
|
15
|
Advanced Move Silently & Hide in Shadows: Invisibility to Sight Group, Normal
Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking
(-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
|
7
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
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4
|
Evasive: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
1
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WF: Short Blades
|
3
|
Concealment
|
3
|
Sleight of Hand
|
3
|
Stealth
|
3
|
Streetwise
|
1
|
FAM: Survival (Urban)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
1
|
Literacy w/ Native Language
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
15
|
Improved Lightning Reflexes: +10 with All Actions
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
10
|
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for
holding on; FMove)
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
13
|
Trap Mastery: Security Systems +5
|
23
|
Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced
Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12)
(-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed
(-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power
(-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll
-1/2)
|
10
|
Move Silently & Hide in Shadows: Stealth +1, Concealment +1
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
5
|
Detect Noise: +5 PER Normal Hearing
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
11
|
Climb Walls: Climbing +4
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
|
7*
|
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or
Against Surprised Targets; Real Cost: 7 points (per d6)
|
15
|
Scroll Use: Scroll Comprehension +5
|
15
|
Better Lucky than Good: 3d6 Luck
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction (Got caught at some point in the past and has
done some time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)
|