Pages

Tuesday, May 20, 2008

lladrones-RPG prestige class

Lladrones are rogues who have discovered the wealth that can be obtained from robbing the fey and capturing them to demand wishes to be granted. They are clever and tricky as those who's treasure they hunt for when one steals from beings as ancient as the fey one learns to bluff their way out of and into anything.
Most of the Lladrones are lone rogues, though the call of adventure is strong in their blood and so they will often work with others, or for the good of some great cause. Many Lladrones find however that their only true friends come from the fey, for these creatures love their roguish nature so as long as the Lladrones has not robbed them a fey will often enjoy the rogues company.

Alignment-Any
Hit dice-d6
Skill Points-8
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex), knowledge fey (int).

Requirements to become a Lladrones
Hide in Shadows +10, Move Silently +10, Knowledge Fey 4, must have stolen from a fey
Advance Attacks, Saving Throws as a rouge

Abilities
1 Sense Fey Door, +3 Knowledge Fey
2 Trap Sense +1
3 Sneak Attack +1d6, +3 to Bluff Sense Motive
4 Improved Uncanny dodge
5 Sneak Attack +2d6, Trap Sense +2
6 Rough Special ability
7 Sneak Attack +3d6, +3 Saving Throw to Charms and Illustions
8 Trap Sense +4
9 Sneak Attack +4d6, Special Ability
10 Detect Fey

Sense Fey Door
The Lladrones can use their knowledge fey ability to sense where a fey door is and what they need to do to open it. For example a Pisgies Fairy Mound might be magically sealed by an immovable rock. To move it one needs to place a hawthorn stick on it. The Lladrones could discover both these things on a DC 15 roll. To break into the court of a faery noble however might require DC 35 making this impossible for all but the greatest Lladrones.

No comments: