Rogues
......All classes consist of subclasses. Ex: A Pick Pocket would start from level 1 to level 7. Once a Pick Pocket gets to 8th level, the Pick Pocket becomes a Thief. From 8th level to 13th level, the Thief is afforded a new skill. At 13th level, the Thief becomes a Master Thief and has another new skill. And lastly, at 20th level, the Master Thief becomes a Thieves Guild Master and is also given a final skill.
..........
Sub-Classes
SubClass Type Levels 1-7 Levels 8-13 Levels 14-19 Level 20-UP
Thief Pick Pocket Thief Master Thief Guild Master Thief
Rogue Apprentice Novice Rogue Master Rogue
Assassin Bandit Hired Hand Mercenary Assassin
(Ninja, Samurai)
Pirate Seaman Sea Rogue Swashbuckler Pirate
Bard Wanderer Stroy Teller Bard Unique Bard


The content below was prepared so that you would be
able to navigate the page better, knowing how far down you would
need to scroll to get to the specified chart. I hope this helps you

Charts Content
Attributes Chart
Experience Chart
Life Point Chart
Knowledge Point Chart
Skills
Battles
Creatures
Cleric Spells
Wizard Spells
Attributes Bonuses (1)
Attributes Bonuses (2)


All charcaters will begin with 90 Attribute points to begin with.
Each character will get the chance to distribute the points between each attribute.
Strength
Agility
Perception
Intelligenct
Wisdom
Body

To get more points you now earn Karma. The way you earn Karma
is to adventure. Each adventure is worth 1 Karm.
During the adventure or even outside of an
adventure if you do anything out of the normal you may gain or lose 1 Karm. Hence...
Good deed +2 Karm
Great deed +3 Karm
Special deed +4 Karm
Exceptional deed +5
(ex. step in front of a death shot,
or resurect a couple of people
or heal others using all of your kp.)
**The webpage for the level up in Karma is here KARMA **

Experience level charts as all know are the showing of the experience it takes to get
from one level to another. This chart goes from level 1 to level 20
from left to right. As you level up every so many levels you
will change sub-classes and thus learn a new ability.
((ADDITIONAL RULES)):::After Level 20 it takes an additional 300,000 exp to get to the next level. Also you will gain a +1 in every major Attribute at every fifth level, and +1 in every attribute at level 30 and 40. To sweeten this deal you also get to roll LPS according to the 20th level rolls. And your KP still rises as well.
Experience
Level 1 0-799 Level 2 800-3999 Level 3 4000-7999 Level 4 8000-12,999 Level 5 13,000-18,999
Level 6 19,000-23,999 *Level 7* *24,000-28,999* Level 8 29,999-36,999 Level 9 37,000-45,999 Level 10 46,000-70,999
Level 11 71,000-109,999 *Level 12* *110,000-169,999* Level 13 170,000-259,999 Level 14 250,000-349,999 Level 15 350,000-449,999
Level 16 450,000-549,999 *Level 17* *650,000-749,999* Level 18 750,000-849,999 Level 19 850,000-949,999 Level 20 950,000+


Clerics roll 3d10 twice and take best roll then add :BODY:Bonus.
Example:Argis rolls 3d10 and comes up with 6/7/4 as his best roll and adds
his bonus of +5. His starting Life Points are :22.
Life Point Progression Chart
Level 1 3d10 Level 2 1d6 Level 3 1d6 Level 4 1d6 Level 5 1d6
Level 6 1d6 *Level 7* *1d6* Level 8 1d8 Level 9 1d8 Level 10 1d8
Level 11 1d8 *Level 12* *1d10* Level 13 1d10 Level 14 1d10 Level 15 1d12
Level 16 1d12 *Level 17* *3d4* Level 18 3d6 Level 19 3d8 *Level 20* *3d10*





Thieves Abilities
Rogues abilities are given to all Rogue subclasses. In other words, there are no subclass ability differences.
Stealth and Aquiring

Stealth: Base is 10%~~
Every level you gain 2%
Every Subclass level change you roll % dice. You then divide that by four and you gain that addiontionally.
(EX.) You make it to level 8 you now have 24%.
You roll 80 on a 100% dice and divide it by 4 and get 20%, you now have 44%...and so on to a max of 98%

Aquiring: Base is 10%~~
Every level you gain 2%
Every Subclass level change you roll % dice. You then divide that by five and you gain that addiontionally.
(EX.) You make it to level 8 you now have 24%.
You roll 100 on a 100% dice and divide it by 5 and get 20%, you now have 44%...and so on to a max of 95%

Assassins and Ninja Abilities
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 20%Every level you gain 3%
Every Subclass level change you roll % dice. You then divide that by 4 and you gain that addiontionally.
(EX.) you make it to level 8 you now have 44%.
You roll 100 on a 100% dice and divide it by 4 and get 25%, you now have 69%...and so on to a max of 99%
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Assassinations: Base is 5%. Every level you gain 1%
Every Subclass level change you roll % dice. You then divide that by 3 and you gain that addintionally.
(EX.) you make it to level 8 you now have 12%.
You roll 80 on a 100% dice and divide it by 4 and get 20%, you now have 32%...and so on to a max of 98%

Bards Abilities
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 20%. Every level you gain 2%
Every Subclass level change you roll % dice. You then divide that by 5 and you gain that addiontionally.
(EX.) you make it to level 8 you now have 24%.
You roll 100 on a 100% dice and divide it by 5 and get 20%, you now have 44%...and so on to a max of 98%
.

Calm: Same as Antagonize percentages.
When a Bard becomes a Bard Druid, they gain the ability to use 1st - 3rd level Cleric spells.
Rogues and Assassins gain Open Locks(OL) and Check for Traps(CfT):at level 7

Check for Traps(CFT): For these follow the Stealth formula under rogues.


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