qazzquimby
2014-03-16, 10:49 AM
Tom Clancey's (http://tomclancy.wikia.com/wiki/Tom_Clancy_Wiki) Perfect (http://perfectdark.wikia.com/wiki/Perfect_Dark) Mark of the (http://markoftheninja.wikia.com/wiki/Main_Page) Dishonored (http://dishonored.wikia.com/wiki/Dishonored_Wiki) Marvellous (http://misstakegame.com/) Metal (http://metalgear.wikia.com/wiki/Metal_Gear_Wiki) Monacan's (http://monacowhatsyoursismine.wikia.com/wiki/Monaco:_Whats_Yours_Is_Mine_Wiki) Creed: (http://assassinscreed.wikia.com/wiki/Assassin%27s_Creed_Wiki) Gunpoint (http://gunpointwiki.net/wiki/Gunpoint_Wiki) Asylum (http://arkhamcity.wikia.com/wiki/Batman) Absolution (http://hitman.wikia.com/wiki/Main_Page) Deluxe (http://stealthbastard.wikia.com/wiki/Stealth_Bastard) Inc. (http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki)
Or you can shorten that to:
The Marvellous Metal Monacan
Or just:
The Monacan
I guess.
http://pre07.deviantart.net/793b/th/pre/f/2012/261/c/0/assassin__s_crysis__human_retribution_by_lonefirew arrior-d5f3ocb.jpg
"A scorpion can't escape his nature, and rats will eat their own."
Playlist (https://youtu.be/C1xY9M1AAjo?list=PLW2sJK5VzCCnhxft5Ccbu_581MCdm5oc S)
Notes Important stuff vvv
Skill Bonus
When the class references a Skill Bonus, this refers to a bonus to the noted skill equal to your class level, with a minimum of the ability mod related to the skill. You can always take 10 with skills you have a skill bonus for. You can only ever apply a single skill bonus to a given check.
This class plays best with a few house rules and styles of DMing.
Facing
This would play much better with character facing, but continues to function without.
Sound
This class treats making noise as auto-detection within a certain radius and no chance of detection outside. This cuts out a huge amount of dice rolling and better emulates stealth games. Each creature gets a listening radius of 0ft+5ft per +5 bonus to perception(listen) checks. Any time you make noise within a radius, if your radius overlaps theirs, they hear the noise.
Awareness
Awareness is abstracted into 3 levels. Unaware (...), Partly Aware/Investigating (?), and Aware (!). If a creature detects a presence, whether by hearing a noise, seeing something move, or some other sense, they become Partly Aware. They might try to investigate what they sensed. Even if the creature is on high alert, and sprints towards what they sensed, they are still only Partly Aware at this point. If the creature directly senses the Monacan, and understands what they're sensing, they are Aware, and act based on their base Attitude towards what they detected.
Any creature who is Unaware or Partly Aware is flatfooted against the creature they're not aware of.
Note that having one's back stabbed does not make one Aware of the creature behind it, just partially aware.
Fluff
Go easy on enforcing it. Most abilities can be interpreted multiple ways. Let things that don't seem like gear be gear (without taking up slots and dumbness) if that fits the character image, and generally stay open with things.
Refunds
The player should feel safe to refund Expertise if they're not turning out to be fun, or if they've become pretty obsolete when the player went for something better. As long as the player isn't refunding to specifically prepare them self for known future obstacles, it should be more or less unlimited. Note that you can still only buy Expertise at level up.
Homebrew Homebrew
If the DM is cool, Expertise can be adapted, perhaps for a change in Rune price. A pretty fair downside should reduce the cost by 1, and a nifty addition should increase the Rune cost by 1. I'd only do this for passive abilities, since active abilities you'd need to change the Guile cost which is a little gross.
Example: A skill bonus for any chosen skill costs 3, so gaining a perception skill bonus for only sight or only sound should cost 2. Adding on the ability to see/hear through the eyes of your familiar type buddy bumps that back up to 3.
Hit Die: d6
Skill Points: 8 + Intelligence Modifier
Class Skills: Your 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).
Proficiencies: You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as light armour.
Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Sneak Speed
Maximum Guile
Guile Regen Limit
Loot Limit
(Based on ECL, not Class level)
1st
+0
+0
+2
+0
getingetoutgetrich, Skill Trickery, Guile, Carved Whale Bone, Expertise
15'
10+Cha
2
75gp
2nd
+1
+0
+3
+0
-
15'
12+Cha
2
150gp
3rd
+2
+1
+3
+1
-
15'
14+Cha
2
200gp
4th
+3
+1
+4
+1
-
15'
16+Cha
3
300gp
5th
+3
+1
+4
+1
-
15'
16+Cha
3
400gp
6th
+4
+2
+5
+2
-
15'
18+Cha
3
500gp
7th
+5
+2
+5
+2
-
20'
20+Cha
4
650gp
8th
+6/+1
+2
+6
+2
-]
20'
22+Cha
4
850gp
9th
+6/+1
+3
+6
+3
-
20'
22+Cha
4
1000gp
10th
+7/+2
+3
+7
+3
-
20'
24+Cha
4
1300gp
11th
+8/+3
+3
+7
+3
-
20'
26+Cha
5
1800gp
12th
+9/+4
+4
+8
+4
-
20'
28+Cha
5
2200gp
13th
+9/+4
+4
+8
+4
-
25'
28+Cha
5
3000gp
14th
+10/+5
+4
+9
+4
-
25'
30+Cha
6
3700gp
15th
+11/+6/+1
+5
+9
+5
-
25'
32+Cha
6
5,000gp
16th
+12/+7/+2
+5
+10
+
-
25'
34+Cha
6
6,200gp
17th
+12/+7/+2
+5
+10
+5
-
25'
34+Cha
7
8,000gp
18th
+13/+8/+3
+6
+11
+6
-
25'
36+Cha
7
10,000gp
19th
+14/+9/+4
+6
+11
+6
-
30'
38+Cha
7
13,000gp
20th
+15/+10/+5
+6
+12
+6
-
30'
40+Cha
8
33,000gp
Weapon and Armor Proficiencies: You are proficient with simple weapons, as well as the falchion, hand crossbow, handaxe, kama, kukri, light pick, (composite) longbow, longsword, rapier, sai, sap, siangham, scimitar, short sword, and (composite) shortbow. You are also proficient with light armor, but not shields.
getingetoutgetrich: At first level, during any round when you move at his sneak speed (as listed on the class table) or less, you are considered to be sneaking. While sneaking, you gain a skill bonus to stealth checks equal to class level. In addition, while sneaking, anyone making a perception check against the Monacan has double the normal distance penalty (-1/5ft).
While sneaking, if you enters an observer’s field of view, you may immediately attempt to hide in plain sight. At this time, you may take 10 on a hide check as a free action, with a -10 penalty to avoid detection without requiring intervening cover. This check must be remade every turn you stay within their field of view, with a cumulative -2 penalty each turn.
In addition to being visible, you also produce noise while moving in a radius around you. While sneaking you produce no noise. While moving faster than your sneak speed, you produce a radius equal to the number of ft you move -your max sneak speed -5ft per +4 bonus you add to stealth checks. It would be good to keep the reduction handy, since you'll probably use it a lot, and it will only change at level up.
http://orig01.deviantart.net/5d4c/f/2012/022/4/7/skyrim__stealth_by_gafagear-d4nbndx.png
This is important.
Skill Trickery: Every level you gain access to a skill trick, for free.
Perfect Heist: By being more impressive, you naturally deserve more impressive rewards. If you fulfill certain criteria over the completion of a level, you gain a gold bonus. A level here is defined as 3-5 average encounters, happening within no more than a few hours, and usually linked by a common goal. If the whole party completes the criteria, the other party member's receive the reward as well. It is possible to complete multiple runs in a single level, but if a run includes an easier run as part of the criteria, you only gain the harder run.
To determine the amount of gold you receive, use the Loot Limit column on the class table (though base it now on your class level). The run reward will tell you how many levels higher or lower the reward you gain is. If you would receive a reward at less than level 1, half 75 for each level the reward is below 1.
If a run is not challenging due to the nature of the level, it is not available for a reward. If a level is significantly more challenging than normal due to the nature of the level (such as stealth run in an area of very high surveillance), the reward gains an additional +1 level. If it's significantly easier, -1 level.
Name
Criteria
Reward
Speed run
Complete the Level in less than a Par time set by the DM
Level+0
Pacifist run
Deal no damage
Level+1
No Damage run
Take no damage
Level+1
100% run
Complete all side objectives you're given. DM should make sure you know what they are.
Level-6 (or so, depending on difficulty) per side objective
Vengeance run
Kill every creature with a base attitude of hostile towards you, or who you're tasked to kill.
Level-1
No Survivors run
Vengeance run + Kill every creature with at least 1 HD
Level+0, if significantly more challenging than Vengeance
Stealth run
Never have a creature become Aware of you (see notes for awareness).
Level+1
All Accidents run
Stealth run + all deaths appear to be accidents (falling, cave in, malfunction, drowned, etc.)
Level+2
Suit run
Stealth run + Never use disguises, invisibility, or otherwise obscure your appearance.
Level+2
Ghost run
Stealth run + Pacifist run + You cannot directly interact with creatures with at least 1 HD in any way.
Level+3
Ultimate Ghost run
No Damage run + Ghost run + Suit run + No Property Damage (nothing broken or badly damaged).
Level+5
Guile: You have a resource mechanic called Guile. Your maximum Guile is given by the class table. After at least 2 hours of not spending any Guile, you refresh to your maximum Guile. If you are really boring and campy, frequently finding places to hide for 2 hours so you can refresh this, you may temporarily lose these privileges, and only refresh after an 8 hour rest.
There are other ways to regain Guile which you can gain from Expertise.
Carved Whale Bone: At each level you gain 4 Runes to spend on Expertise. Expertise are the meat of your class features, and where all the cool stuff is at. They're listed below, in the spoiler.
During each level, there will be an opportunity to find a 5th Rune, to be spent on the next level, hidden somewhere. Usually somewhere awkward to get to, that requires a little exploration, or is thorougly secured. You can feel when a hidden rune is within 60ft, 30ft, or 15ft.
Expertise: At each level up you may spend any number of Runes you have on Expertise, to gain their effects.
Expertise come in a number of categories, mostly for ease of use. Some Expertise may appear in multiple categories.
An Expertise is formatted as follows:
Cost - Name (Optional General Name):
[Prerequisite] Effects.
If an expertise as a general name, it means there are multiple expertise that can fulfill an effect required for prerequisites. For Example, Invis (Cloak) would function as a prerequisite for any Expertise needing [Cloak]. If an Expertise lists no Prerequisites, it has none.
2 - (Skill) Surge:
While making check in the chosen skill, Spend 2*X Guile for +X to the check check. This Expertise can be taken multiple times, each time applying to a different skill.
3 - (Skill) Bonus:
You gain a Skill Bonus towards the chosen skill. Note that you can only apply one skill bonus to a given check. This Expertise can be taken multiple times, each time applying to a different skill.
https://www.youtube.com/watch?v=MFqyrlqpAc8
3 - Particularly Guileful:
You gain half your level onto your maximum Guile. This Expertise can be taken multiple times.
3 - Guile from Rest:
Any time you spend Guile, at the end of your next turn and each turn after you regenerate half your regen limit (rounding down), until you have regained your entire regen limit, or the amount of Guile you spent, whichever is less. Since you halve rounding down it will take 3 rounds to regain your full regen limit on certain levels. You never regenerate Guile on a turn you use Guile, and you only regenerate from the last time you used Guile.
For example, if you have a regen limit of 5, and you spend 10 Guile, you regenerate nothing on the first turn, then 2 on the second turn, 2 on the third, and 1 on the last, at which point you stop because you have reached your regen limit. If you spent 3 Guile on your third turn, you would not regenerate the remaining 2 and 1 Guile, and instead would start the process over again, regenerating 2 on the next turn, and 1 on the turn after, and then stopping since you have regained Guile equal to how much you spent.
2 - Guile from Greed:
You regenerate Guile whenever you or your allies collect loot. When you collect loot with a monetary value equal to your loot limit, as shown on the class table you immediately regain Guile equal to your regen limit. Note that your loot limit is based on your ECL, not your class level. If times are hard, you can also burn an equal amount of money to regain the same amount. Note that the amount of gold required increases as you level up, somewhat punishing you for gaining levels. I agree that this is stupid, and will accept suggestions.
4 - Sustainability:
Your regen limit is increased by 1/3 of your base regen limit, rounding down. This can be taken multiple times.
1 - Bone Charms:
Instead of 4 Runes per level, you instead gain 6. Instead of learning Expertise you buy, you assign them to a Bone Charm (you keep them in reserve). You can choose any number of Expertise to have from these Bone Charms, so long as their total rune cost is less than or equal to 4 Runes per class level + any 5th runes you’ve found. In other words, you gain no direct benefit, but have some unusable Expertise in reserve, for use with other Expertise.
2 - Loadout Change:
After an 8 hour rest, you can choose a number of Expertise to know from those in your Bone Charms, so that the total cost is equal to or less than 4 Expertise points per level. It means you get some flexibility, but don’t know any more Expertise at a time than you would normally.
1 - Channel Charm:
By Spending 8*the Expertise point cost of an Expertise in one of your unused Bone Charms, you may gain that Expertise for 1 minute. If the Expertise grants an active effect, you can instead use it once by paying 2*the Guile cost of the effect. If there’s ambiguity, ask the DM or don’t use it.
http://vignette3.wikia.nocookie.net/dishonoredvideogame/images/8/8b/More_bone_charms.png/revision/latest?cb=20141207042118
2 - Eavesdropper: You gain a skill bonus to Perception checks made to listen and understand sounds. If you have the HUD expertise, you can fluff this as subtitles or something.
2 - Eyedropper: You gain a skill bonus to Perception checks made to spot and search for things. If you have the HUD expertise, you can fluff this as zooming in or multiple windows collecting data or something like that.
2 - True Sight:
[Level 11] You gain True Seeing, always on, as an extraordinary effect. You can work this into your HUD if you have one.
2 - HUD:
Either through sensors, magic, or your own perception and intuition, you can learn about your environment quickly and infallibly. This only gives you a very hazy sense of creature location, numbers, and size, within 60ft. A creature must be making some kind of movement or noise to be detected, and creatures that are both invisible and producing no sound are not detected. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely. This does not allow you to ignore concealment. As fluff, you can also display anything you as a player know about the character on the HUD, such as remaining ammunition and health.
3- Range Upgrade:
[HUD] Your [HUD] expertise now have a maximum range +30ft larger, and can detect through +10ft more solid material.
3 - Hostility Measure:
[HUD] Through complex algorithms or your own intuition, you can tell the hostility of creatures within line of sight. If the creature has no attitude towards you (usually because they are not aware of you), you detect the probable attitude they would have towards you if they saw you as you are now, standing normally. This makes decision making much easier. Just shoot everyone highlighted in red.
Varies - Specialized Sensor:
[HUD] You, or your HUD, are especially trained at finding certain features. Choose some type of feature that can be identified by a perception check, such as doors, good throwing objects, things to grapple onto, explosive barrels, etc. You can not choose creatures, or any subset of creatures. You are can see the silhouettes of these objects as long as they're within 60ft and not blocked by 10ft of solid material or a sheet of lead. The Rune cost of this Expertise varies based on the DM's perceived usefulness of the sensor. They can tweak it later if they want.
[b]Usefulness
[b]Examples
Rune Cost
Very Useful
Medium Or Smaller Objects worth 10gp +, Escape Routes
5
Useful
Things You Could Grapple Onto, Doors, Keys, The Fifth Rune
4
Alright
Good Thrwoing Objects, Written Notes
3
Not Very Useful
Explosive Barrels, Water, Vermin
2
Pretty Useless
Cheeses, Dirt
1
Anything more important than Very Useful (such as “inanimate objects”) shouldn’t be allowed.
http://i.imgur.com/OlgFSbB.png
The View of a Monacan with HUD, Heat Measure, Precision Upgrade, and Hostility Measure.
3 - Line of Sight Display:
[HUD] You can tell where the field of view of other creatures, or objects that receive visual inputs, overlaps with your field of view. This is useful for not awkwardly walking out in front of people.
3 - Heat Measure:
[HUD] You can see all sources of heat within 60ft. This also allows you to detect the presence of creatures within 60ft that have a different temperature than their environments. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely.
3 - Precision Upgrade:
[HUD][Heat Measure] You can now detect creature’s locations exactly, giving you the exact location of any creature within you can detect with one of your [HUD] Expertise, along with a crisp silhouette. This now allows you to ignore concealment.
http://i.imgur.com/mGPD9Eh.png
The View of a Monacan with HUD, Heat Measure, Precision Upgrade, Specialized Sensor(ranged weapons and ammo)(costs 4), Specialized Sensor(Traps)(Costs 5), Specialized Sensor(Alarms)(Costs 2), and Line of Sight Display.
2 - Quest Arrow:
[HUD][Waypoint] If you know the location of a target, you know the direction in which the location is. This works at different levels of precision. If you know only the city your target is in, you will only know how to reach the city.
3 - Friend:
You gain a Tiny ally of your choosing. This can be of the Animal, Construct, or Undead types (or others at DM’s encouraged discretion). Your Friend can use your skills, and has access to your Recon, and Evasion Expertise, as well as any others that boost a skill. It has a 1d4 piercing, slashing, or bludgeoning attack (chosen when you take the expertise), your arrangement of 4,6,8,10,12, and 14 for stats, and has (2+con)* your level health. Your Friend can either fly at 30ft per round, or walk at 40ft per round with spiderclimb always on. You can communicate with your Friends telepathically so long as they're within 120ft. If your Friend dies, or ditches you or something, you can find/make/summon a new one in a 24 hour uninterrupted block that requires your full attention. If you take this multiple times, you can get a new Friend each time. [Friend] Expertise only apply to a single Friend of yours.
1 - Earlink:
[Friend]You can hear what your Friend hears in real time.
1 - Eyelink:
[Friend]You can see what your Friend sees in real time.
4 - Animal Accomplice:
[Friend] You can replace your Friend’s statistics with those of an animal companion, and advance them at the same rate as a druid. Cool DM's will be pretty lenient letting you choose from outside the default selection.
2 - Hidden Helper:
[Friend] While not doing anything an Unseen Servant couldn’t do, your Friend functions as if invisible. It’s like having an unseen servant that can get down to business. You may fluff your servant as being visible, but possessing perfect stealth abilities, or simply unnoticed, like a monkey in a jewelry store whom no one looks twice at, until it is carrying giant diamonds out the door.
1 - Syringe Sidekick:
[Friend] Your Friend can be given potions or poisons, and can inject / shove in a mouth whatever potion or poison they have ready as a standard action. Readying another potion or poison as another standard action.
2 - Detonating Dude:
[Friend]At a trained trigger, your Friend can blow themselves up spectacularly, proving their creepy devotion to you. This is an immediate action, so a good trigger is upon reaching 0 hp. This explosion does 3*level fire damage in a 15ft radius, reflex for half damage.
2 - Expendable Existence:
[Friend]The period of time required to create a new Friend is reduced to 8 hours, and this process creates as many Friends as it takes to put you at your maximum.
1 - Recording Rapscallion:
[Friend] Your Friend can record and relay all audio and video they experience. Perhaps they have a camera that plays back, or a detailed notebook, or can perfectly imitate sounds they hear, and draw quickly.
1 - The Heart of a Living Thing:
Your Friend, or some non-mechanical entity attached to you, tells you secrets. You cannot ask specific questions, but if confronted with a subject (such as a person, place, object or event), you may have the entity tell some significant nugget about it, including things from its long past or future, or information such as a creature’s current thoughts. The entity may not always have something to say.
http://newsjiro.com/wp-content/uploads/2014/04/spy-154293_150-110x110.png
A Friend communicating vocally over distance instead of telepathically.
http://i.imgur.com/Ox4luRU.png
Three Friends with Animal Accomplice.
https://s-media-cache-ak0.pinimg.com/236x/f7/54/18/f754182c0090b1cdac19d95ae0bc524a.jpg
A Friend using Hidden Helper to remain perfectly inconspicuous.
https://s-media-cache-ak0.pinimg.com/236x/08/ae/39/08ae3902783e7749a9b54b7f59840212.jpg
A Friend with Detonating Dude, ready to singe somebody.
"In a world without gold, we might have been heroes!" -Edward "Blackbeard" Thatch, Assassin's Creed IV
"Hm? This? I stole it. From the future." - Thief, Eight Bit Theater
"I've never robbed a god before. It'll be a challenge." - Garrett, Thief: The Dark Project
"(Clanking sound) Did I hear something just now? ...Nah, must have been the wind. (clanking sound gets louder) Yeah, that's definitely the sound that wind makes." - Hapless guard, Yu-Gi-Oh! The Abridged Series
Or you can shorten that to:
The Marvellous Metal Monacan
Or just:
The Monacan
I guess.
http://pre07.deviantart.net/793b/th/pre/f/2012/261/c/0/assassin__s_crysis__human_retribution_by_lonefirew arrior-d5f3ocb.jpg
"A scorpion can't escape his nature, and rats will eat their own."
Playlist (https://youtu.be/C1xY9M1AAjo?list=PLW2sJK5VzCCnhxft5Ccbu_581MCdm5oc S)
Notes Important stuff vvv
Skill Bonus
When the class references a Skill Bonus, this refers to a bonus to the noted skill equal to your class level, with a minimum of the ability mod related to the skill. You can always take 10 with skills you have a skill bonus for. You can only ever apply a single skill bonus to a given check.
This class plays best with a few house rules and styles of DMing.
Facing
This would play much better with character facing, but continues to function without.
Sound
This class treats making noise as auto-detection within a certain radius and no chance of detection outside. This cuts out a huge amount of dice rolling and better emulates stealth games. Each creature gets a listening radius of 0ft+5ft per +5 bonus to perception(listen) checks. Any time you make noise within a radius, if your radius overlaps theirs, they hear the noise.
Awareness
Awareness is abstracted into 3 levels. Unaware (...), Partly Aware/Investigating (?), and Aware (!). If a creature detects a presence, whether by hearing a noise, seeing something move, or some other sense, they become Partly Aware. They might try to investigate what they sensed. Even if the creature is on high alert, and sprints towards what they sensed, they are still only Partly Aware at this point. If the creature directly senses the Monacan, and understands what they're sensing, they are Aware, and act based on their base Attitude towards what they detected.
Any creature who is Unaware or Partly Aware is flatfooted against the creature they're not aware of.
Note that having one's back stabbed does not make one Aware of the creature behind it, just partially aware.
Fluff
Go easy on enforcing it. Most abilities can be interpreted multiple ways. Let things that don't seem like gear be gear (without taking up slots and dumbness) if that fits the character image, and generally stay open with things.
Refunds
The player should feel safe to refund Expertise if they're not turning out to be fun, or if they've become pretty obsolete when the player went for something better. As long as the player isn't refunding to specifically prepare them self for known future obstacles, it should be more or less unlimited. Note that you can still only buy Expertise at level up.
Homebrew Homebrew
If the DM is cool, Expertise can be adapted, perhaps for a change in Rune price. A pretty fair downside should reduce the cost by 1, and a nifty addition should increase the Rune cost by 1. I'd only do this for passive abilities, since active abilities you'd need to change the Guile cost which is a little gross.
Example: A skill bonus for any chosen skill costs 3, so gaining a perception skill bonus for only sight or only sound should cost 2. Adding on the ability to see/hear through the eyes of your familiar type buddy bumps that back up to 3.
Hit Die: d6
Skill Points: 8 + Intelligence Modifier
Class Skills: Your 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).
Proficiencies: You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as light armour.
Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Sneak Speed
Maximum Guile
Guile Regen Limit
Loot Limit
(Based on ECL, not Class level)
1st
+0
+0
+2
+0
getingetoutgetrich, Skill Trickery, Guile, Carved Whale Bone, Expertise
15'
10+Cha
2
75gp
2nd
+1
+0
+3
+0
-
15'
12+Cha
2
150gp
3rd
+2
+1
+3
+1
-
15'
14+Cha
2
200gp
4th
+3
+1
+4
+1
-
15'
16+Cha
3
300gp
5th
+3
+1
+4
+1
-
15'
16+Cha
3
400gp
6th
+4
+2
+5
+2
-
15'
18+Cha
3
500gp
7th
+5
+2
+5
+2
-
20'
20+Cha
4
650gp
8th
+6/+1
+2
+6
+2
-]
20'
22+Cha
4
850gp
9th
+6/+1
+3
+6
+3
-
20'
22+Cha
4
1000gp
10th
+7/+2
+3
+7
+3
-
20'
24+Cha
4
1300gp
11th
+8/+3
+3
+7
+3
-
20'
26+Cha
5
1800gp
12th
+9/+4
+4
+8
+4
-
20'
28+Cha
5
2200gp
13th
+9/+4
+4
+8
+4
-
25'
28+Cha
5
3000gp
14th
+10/+5
+4
+9
+4
-
25'
30+Cha
6
3700gp
15th
+11/+6/+1
+5
+9
+5
-
25'
32+Cha
6
5,000gp
16th
+12/+7/+2
+5
+10
+
-
25'
34+Cha
6
6,200gp
17th
+12/+7/+2
+5
+10
+5
-
25'
34+Cha
7
8,000gp
18th
+13/+8/+3
+6
+11
+6
-
25'
36+Cha
7
10,000gp
19th
+14/+9/+4
+6
+11
+6
-
30'
38+Cha
7
13,000gp
20th
+15/+10/+5
+6
+12
+6
-
30'
40+Cha
8
33,000gp
Weapon and Armor Proficiencies: You are proficient with simple weapons, as well as the falchion, hand crossbow, handaxe, kama, kukri, light pick, (composite) longbow, longsword, rapier, sai, sap, siangham, scimitar, short sword, and (composite) shortbow. You are also proficient with light armor, but not shields.
getingetoutgetrich: At first level, during any round when you move at his sneak speed (as listed on the class table) or less, you are considered to be sneaking. While sneaking, you gain a skill bonus to stealth checks equal to class level. In addition, while sneaking, anyone making a perception check against the Monacan has double the normal distance penalty (-1/5ft).
While sneaking, if you enters an observer’s field of view, you may immediately attempt to hide in plain sight. At this time, you may take 10 on a hide check as a free action, with a -10 penalty to avoid detection without requiring intervening cover. This check must be remade every turn you stay within their field of view, with a cumulative -2 penalty each turn.
In addition to being visible, you also produce noise while moving in a radius around you. While sneaking you produce no noise. While moving faster than your sneak speed, you produce a radius equal to the number of ft you move -your max sneak speed -5ft per +4 bonus you add to stealth checks. It would be good to keep the reduction handy, since you'll probably use it a lot, and it will only change at level up.
http://orig01.deviantart.net/5d4c/f/2012/022/4/7/skyrim__stealth_by_gafagear-d4nbndx.png
This is important.
Skill Trickery: Every level you gain access to a skill trick, for free.
Perfect Heist: By being more impressive, you naturally deserve more impressive rewards. If you fulfill certain criteria over the completion of a level, you gain a gold bonus. A level here is defined as 3-5 average encounters, happening within no more than a few hours, and usually linked by a common goal. If the whole party completes the criteria, the other party member's receive the reward as well. It is possible to complete multiple runs in a single level, but if a run includes an easier run as part of the criteria, you only gain the harder run.
To determine the amount of gold you receive, use the Loot Limit column on the class table (though base it now on your class level). The run reward will tell you how many levels higher or lower the reward you gain is. If you would receive a reward at less than level 1, half 75 for each level the reward is below 1.
If a run is not challenging due to the nature of the level, it is not available for a reward. If a level is significantly more challenging than normal due to the nature of the level (such as stealth run in an area of very high surveillance), the reward gains an additional +1 level. If it's significantly easier, -1 level.
Name
Criteria
Reward
Speed run
Complete the Level in less than a Par time set by the DM
Level+0
Pacifist run
Deal no damage
Level+1
No Damage run
Take no damage
Level+1
100% run
Complete all side objectives you're given. DM should make sure you know what they are.
Level-6 (or so, depending on difficulty) per side objective
Vengeance run
Kill every creature with a base attitude of hostile towards you, or who you're tasked to kill.
Level-1
No Survivors run
Vengeance run + Kill every creature with at least 1 HD
Level+0, if significantly more challenging than Vengeance
Stealth run
Never have a creature become Aware of you (see notes for awareness).
Level+1
All Accidents run
Stealth run + all deaths appear to be accidents (falling, cave in, malfunction, drowned, etc.)
Level+2
Suit run
Stealth run + Never use disguises, invisibility, or otherwise obscure your appearance.
Level+2
Ghost run
Stealth run + Pacifist run + You cannot directly interact with creatures with at least 1 HD in any way.
Level+3
Ultimate Ghost run
No Damage run + Ghost run + Suit run + No Property Damage (nothing broken or badly damaged).
Level+5
Guile: You have a resource mechanic called Guile. Your maximum Guile is given by the class table. After at least 2 hours of not spending any Guile, you refresh to your maximum Guile. If you are really boring and campy, frequently finding places to hide for 2 hours so you can refresh this, you may temporarily lose these privileges, and only refresh after an 8 hour rest.
There are other ways to regain Guile which you can gain from Expertise.
Carved Whale Bone: At each level you gain 4 Runes to spend on Expertise. Expertise are the meat of your class features, and where all the cool stuff is at. They're listed below, in the spoiler.
During each level, there will be an opportunity to find a 5th Rune, to be spent on the next level, hidden somewhere. Usually somewhere awkward to get to, that requires a little exploration, or is thorougly secured. You can feel when a hidden rune is within 60ft, 30ft, or 15ft.
Expertise: At each level up you may spend any number of Runes you have on Expertise, to gain their effects.
Expertise come in a number of categories, mostly for ease of use. Some Expertise may appear in multiple categories.
An Expertise is formatted as follows:
Cost - Name (Optional General Name):
[Prerequisite] Effects.
If an expertise as a general name, it means there are multiple expertise that can fulfill an effect required for prerequisites. For Example, Invis (Cloak) would function as a prerequisite for any Expertise needing [Cloak]. If an Expertise lists no Prerequisites, it has none.
2 - (Skill) Surge:
While making check in the chosen skill, Spend 2*X Guile for +X to the check check. This Expertise can be taken multiple times, each time applying to a different skill.
3 - (Skill) Bonus:
You gain a Skill Bonus towards the chosen skill. Note that you can only apply one skill bonus to a given check. This Expertise can be taken multiple times, each time applying to a different skill.
https://www.youtube.com/watch?v=MFqyrlqpAc8
3 - Particularly Guileful:
You gain half your level onto your maximum Guile. This Expertise can be taken multiple times.
3 - Guile from Rest:
Any time you spend Guile, at the end of your next turn and each turn after you regenerate half your regen limit (rounding down), until you have regained your entire regen limit, or the amount of Guile you spent, whichever is less. Since you halve rounding down it will take 3 rounds to regain your full regen limit on certain levels. You never regenerate Guile on a turn you use Guile, and you only regenerate from the last time you used Guile.
For example, if you have a regen limit of 5, and you spend 10 Guile, you regenerate nothing on the first turn, then 2 on the second turn, 2 on the third, and 1 on the last, at which point you stop because you have reached your regen limit. If you spent 3 Guile on your third turn, you would not regenerate the remaining 2 and 1 Guile, and instead would start the process over again, regenerating 2 on the next turn, and 1 on the turn after, and then stopping since you have regained Guile equal to how much you spent.
2 - Guile from Greed:
You regenerate Guile whenever you or your allies collect loot. When you collect loot with a monetary value equal to your loot limit, as shown on the class table you immediately regain Guile equal to your regen limit. Note that your loot limit is based on your ECL, not your class level. If times are hard, you can also burn an equal amount of money to regain the same amount. Note that the amount of gold required increases as you level up, somewhat punishing you for gaining levels. I agree that this is stupid, and will accept suggestions.
4 - Sustainability:
Your regen limit is increased by 1/3 of your base regen limit, rounding down. This can be taken multiple times.
1 - Bone Charms:
Instead of 4 Runes per level, you instead gain 6. Instead of learning Expertise you buy, you assign them to a Bone Charm (you keep them in reserve). You can choose any number of Expertise to have from these Bone Charms, so long as their total rune cost is less than or equal to 4 Runes per class level + any 5th runes you’ve found. In other words, you gain no direct benefit, but have some unusable Expertise in reserve, for use with other Expertise.
2 - Loadout Change:
After an 8 hour rest, you can choose a number of Expertise to know from those in your Bone Charms, so that the total cost is equal to or less than 4 Expertise points per level. It means you get some flexibility, but don’t know any more Expertise at a time than you would normally.
1 - Channel Charm:
By Spending 8*the Expertise point cost of an Expertise in one of your unused Bone Charms, you may gain that Expertise for 1 minute. If the Expertise grants an active effect, you can instead use it once by paying 2*the Guile cost of the effect. If there’s ambiguity, ask the DM or don’t use it.
http://vignette3.wikia.nocookie.net/dishonoredvideogame/images/8/8b/More_bone_charms.png/revision/latest?cb=20141207042118
2 - Eavesdropper: You gain a skill bonus to Perception checks made to listen and understand sounds. If you have the HUD expertise, you can fluff this as subtitles or something.
2 - Eyedropper: You gain a skill bonus to Perception checks made to spot and search for things. If you have the HUD expertise, you can fluff this as zooming in or multiple windows collecting data or something like that.
2 - True Sight:
[Level 11] You gain True Seeing, always on, as an extraordinary effect. You can work this into your HUD if you have one.
2 - HUD:
Either through sensors, magic, or your own perception and intuition, you can learn about your environment quickly and infallibly. This only gives you a very hazy sense of creature location, numbers, and size, within 60ft. A creature must be making some kind of movement or noise to be detected, and creatures that are both invisible and producing no sound are not detected. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely. This does not allow you to ignore concealment. As fluff, you can also display anything you as a player know about the character on the HUD, such as remaining ammunition and health.
3- Range Upgrade:
[HUD] Your [HUD] expertise now have a maximum range +30ft larger, and can detect through +10ft more solid material.
3 - Hostility Measure:
[HUD] Through complex algorithms or your own intuition, you can tell the hostility of creatures within line of sight. If the creature has no attitude towards you (usually because they are not aware of you), you detect the probable attitude they would have towards you if they saw you as you are now, standing normally. This makes decision making much easier. Just shoot everyone highlighted in red.
Varies - Specialized Sensor:
[HUD] You, or your HUD, are especially trained at finding certain features. Choose some type of feature that can be identified by a perception check, such as doors, good throwing objects, things to grapple onto, explosive barrels, etc. You can not choose creatures, or any subset of creatures. You are can see the silhouettes of these objects as long as they're within 60ft and not blocked by 10ft of solid material or a sheet of lead. The Rune cost of this Expertise varies based on the DM's perceived usefulness of the sensor. They can tweak it later if they want.
[b]Usefulness
[b]Examples
Rune Cost
Very Useful
Medium Or Smaller Objects worth 10gp +, Escape Routes
5
Useful
Things You Could Grapple Onto, Doors, Keys, The Fifth Rune
4
Alright
Good Thrwoing Objects, Written Notes
3
Not Very Useful
Explosive Barrels, Water, Vermin
2
Pretty Useless
Cheeses, Dirt
1
Anything more important than Very Useful (such as “inanimate objects”) shouldn’t be allowed.
http://i.imgur.com/OlgFSbB.png
The View of a Monacan with HUD, Heat Measure, Precision Upgrade, and Hostility Measure.
3 - Line of Sight Display:
[HUD] You can tell where the field of view of other creatures, or objects that receive visual inputs, overlaps with your field of view. This is useful for not awkwardly walking out in front of people.
3 - Heat Measure:
[HUD] You can see all sources of heat within 60ft. This also allows you to detect the presence of creatures within 60ft that have a different temperature than their environments. This can detect through 10ft of solid material, though a sheet of lead blocks it entirely.
3 - Precision Upgrade:
[HUD][Heat Measure] You can now detect creature’s locations exactly, giving you the exact location of any creature within you can detect with one of your [HUD] Expertise, along with a crisp silhouette. This now allows you to ignore concealment.
http://i.imgur.com/mGPD9Eh.png
The View of a Monacan with HUD, Heat Measure, Precision Upgrade, Specialized Sensor(ranged weapons and ammo)(costs 4), Specialized Sensor(Traps)(Costs 5), Specialized Sensor(Alarms)(Costs 2), and Line of Sight Display.
2 - Quest Arrow:
[HUD][Waypoint] If you know the location of a target, you know the direction in which the location is. This works at different levels of precision. If you know only the city your target is in, you will only know how to reach the city.
3 - Friend:
You gain a Tiny ally of your choosing. This can be of the Animal, Construct, or Undead types (or others at DM’s encouraged discretion). Your Friend can use your skills, and has access to your Recon, and Evasion Expertise, as well as any others that boost a skill. It has a 1d4 piercing, slashing, or bludgeoning attack (chosen when you take the expertise), your arrangement of 4,6,8,10,12, and 14 for stats, and has (2+con)* your level health. Your Friend can either fly at 30ft per round, or walk at 40ft per round with spiderclimb always on. You can communicate with your Friends telepathically so long as they're within 120ft. If your Friend dies, or ditches you or something, you can find/make/summon a new one in a 24 hour uninterrupted block that requires your full attention. If you take this multiple times, you can get a new Friend each time. [Friend] Expertise only apply to a single Friend of yours.
1 - Earlink:
[Friend]You can hear what your Friend hears in real time.
1 - Eyelink:
[Friend]You can see what your Friend sees in real time.
4 - Animal Accomplice:
[Friend] You can replace your Friend’s statistics with those of an animal companion, and advance them at the same rate as a druid. Cool DM's will be pretty lenient letting you choose from outside the default selection.
2 - Hidden Helper:
[Friend] While not doing anything an Unseen Servant couldn’t do, your Friend functions as if invisible. It’s like having an unseen servant that can get down to business. You may fluff your servant as being visible, but possessing perfect stealth abilities, or simply unnoticed, like a monkey in a jewelry store whom no one looks twice at, until it is carrying giant diamonds out the door.
1 - Syringe Sidekick:
[Friend] Your Friend can be given potions or poisons, and can inject / shove in a mouth whatever potion or poison they have ready as a standard action. Readying another potion or poison as another standard action.
2 - Detonating Dude:
[Friend]At a trained trigger, your Friend can blow themselves up spectacularly, proving their creepy devotion to you. This is an immediate action, so a good trigger is upon reaching 0 hp. This explosion does 3*level fire damage in a 15ft radius, reflex for half damage.
2 - Expendable Existence:
[Friend]The period of time required to create a new Friend is reduced to 8 hours, and this process creates as many Friends as it takes to put you at your maximum.
1 - Recording Rapscallion:
[Friend] Your Friend can record and relay all audio and video they experience. Perhaps they have a camera that plays back, or a detailed notebook, or can perfectly imitate sounds they hear, and draw quickly.
1 - The Heart of a Living Thing:
Your Friend, or some non-mechanical entity attached to you, tells you secrets. You cannot ask specific questions, but if confronted with a subject (such as a person, place, object or event), you may have the entity tell some significant nugget about it, including things from its long past or future, or information such as a creature’s current thoughts. The entity may not always have something to say.
http://newsjiro.com/wp-content/uploads/2014/04/spy-154293_150-110x110.png
A Friend communicating vocally over distance instead of telepathically.
http://i.imgur.com/Ox4luRU.png
Three Friends with Animal Accomplice.
https://s-media-cache-ak0.pinimg.com/236x/f7/54/18/f754182c0090b1cdac19d95ae0bc524a.jpg
A Friend using Hidden Helper to remain perfectly inconspicuous.
https://s-media-cache-ak0.pinimg.com/236x/08/ae/39/08ae3902783e7749a9b54b7f59840212.jpg
A Friend with Detonating Dude, ready to singe somebody.
"In a world without gold, we might have been heroes!" -Edward "Blackbeard" Thatch, Assassin's Creed IV
"Hm? This? I stole it. From the future." - Thief, Eight Bit Theater
"I've never robbed a god before. It'll be a challenge." - Garrett, Thief: The Dark Project
"(Clanking sound) Did I hear something just now? ...Nah, must have been the wind. (clanking sound gets louder) Yeah, that's definitely the sound that wind makes." - Hapless guard, Yu-Gi-Oh! The Abridged Series