Skulk
Skulks are experts at stealth and surprise, moving through the shadows, vanishing into thin air, or stealing items from their opponents and using them as weapons. They practice an agile, acrobatic fighting style, which can make them very hard to hit.
Step 1: Attributes | ||
Roll attributes as normal but +1 DEX. Hit points = CON +6, +6 per level. | ||
Step 2: Skills | ||
Choose skills in
the normal manner but also gain the following free ones; Acrobatics Bribe Intel Knowledge Street Pick Locks Pick Pockets |
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Step 3: Abilities | ||
Thieves gain the following ability free; Social Chameleon - The character has an instinctive knack for getting along with everybody no matter how culturally, physically or psychologically alien. This advantage gives +1 to all CHA rolls and +1 skill bonus with all CHA skills. When confronted with a completely alien concept or custom he gets an INT roll to understand what's going on and respond correctly Thieves start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Acute Senses | Skulks gain +1 per 5 INT to detect a hidden object, door, person, etc. | |
Ambidexterity | The character can use both hands equally without penalty. | |
Appraise | A Skulk can assay an item to determine its exact worth. This is identical to the Appraise skill but works automatically with no roll required and includes magical items and artifacts. | |
Backstab | If striking someone from behind gain +1 to hit (with +1 every 3rd level) and automatically do double damage. At 4th level do triple damage, at 8th do x4 damage and at 12th do x5 damage. | |
Bonus AC | +1 AC | |
Bonus Thac0 | +1 Thac0 with blade weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. | |
Mix and Create New Poisons | Skulks are proficient users of poisons -- ingested, contact, and weaponized. These poisons are often illegal, and if observed using poison, the assassin might be targeted by the law, or by the witness themselves. Familiarity with poisons also enables them to analyze a poison, to determine what it is, and to protect themselves from it. | |
Stealth | The character learns to become one with his surroundings, remaining motionless, and moving silently when necessary. This even applies to moving silently into, through and out of water. | |
Track Underwater | The ability to track a living thing underwater by their scent and any disturbances in areas they have passed through. | |
Truesight | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic. | |
Step 4: Careers | ||
Acrobat, Assassin, Bandit, Bounty Hunter, Burglar, Cutpurse, Fence, Footpad, Investigator, Outlaw, Scout, Smuggler, Spy, Thug. | ||
Step 5: Disadvantages | ||
The character is hunted by someone he wronged at Extreme level. It may be a person or group who either wants something he took returned or the character dead. +20 points. |