Jakodee
2014-05-05, 07:32 PM
This is a PP designed for all you skill monkeys who love picking the pocket of the quest-giver.
The Legerdemainist:
"No officer, I don't know where that man's purse went."
Prerequisite: Rogue class, Thievery a trained skill
You have practice with you hands for years, honing them to perfect tools. No, not for crafting, for relocating peoples valuables, and getting past the traps guarding them.
Legerdemainist Path Features
Legerdemainist Action(11th level): You may spend an action point to reroll a thievery check.
Practiced "Acquirer"(11th level): You gain a +4 bonus to thievery checks and +2 bonus to stealth.
Master "Acquirer"(16th level): You may roll twice on any thievery check and use the better result.
Legerdemainist Expliots:
Reverse Pick Pocket: 11th level attack
"For once you put something in. Hard."
Encounter, Martial, Weapon
Standard action, Melee Weapon
Requirement: You must be using a light blade
Target: One Creature
Attack: Thievery vs. Reflex
Hit: 2[W] and target grants combat advantage to you and your allies until the end of your next turn.
Was Never There: 12th level utility
Encounter, Martial
Minor action, personal
Trigger: You fail a thievery check or fail to hit with an encounter or daily attack.
Effect: You become invisible for one round and may take an extra move action.
Pick The Hand: 20th level attack
Daily, Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Hit: 2[W]+Dexterity modifier and enemies attacks are limited to 1dmg(tiny), 1-2(small), 1-4(medium),1-6(large), and 1-8(bigger) melee attacks and abilities that don't require weapons. The enemies hands are emptied and the contents may be relocated to your hands. Any more than 2 items or 1 two- handed weapon are dropped on the ground in your square.
Pretty basic except for the last attack. Any constructive criticism or feed back is welcome.
The Legerdemainist:
"No officer, I don't know where that man's purse went."
Prerequisite: Rogue class, Thievery a trained skill
You have practice with you hands for years, honing them to perfect tools. No, not for crafting, for relocating peoples valuables, and getting past the traps guarding them.
Legerdemainist Path Features
Legerdemainist Action(11th level): You may spend an action point to reroll a thievery check.
Practiced "Acquirer"(11th level): You gain a +4 bonus to thievery checks and +2 bonus to stealth.
Master "Acquirer"(16th level): You may roll twice on any thievery check and use the better result.
Legerdemainist Expliots:
Reverse Pick Pocket: 11th level attack
"For once you put something in. Hard."
Encounter, Martial, Weapon
Standard action, Melee Weapon
Requirement: You must be using a light blade
Target: One Creature
Attack: Thievery vs. Reflex
Hit: 2[W] and target grants combat advantage to you and your allies until the end of your next turn.
Was Never There: 12th level utility
Encounter, Martial
Minor action, personal
Trigger: You fail a thievery check or fail to hit with an encounter or daily attack.
Effect: You become invisible for one round and may take an extra move action.
Pick The Hand: 20th level attack
Daily, Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Hit: 2[W]+Dexterity modifier and enemies attacks are limited to 1dmg(tiny), 1-2(small), 1-4(medium),1-6(large), and 1-8(bigger) melee attacks and abilities that don't require weapons. The enemies hands are emptied and the contents may be relocated to your hands. Any more than 2 items or 1 two- handed weapon are dropped on the ground in your square.
Pretty basic except for the last attack. Any constructive criticism or feed back is welcome.