Express Rogue

Level

KXP

TH

1

0

0

2

2.5

0

3

5

1

4

15

1

5

30

2

6

60

2

7

120

3

8

240

3

9

500

4

10

1000

4

11

1300

5

12

1600

5

13

1900

6

14

2200

6

15

2500

7

16

2800

7

17

3100

8

18

3400

8

19

3700

9

20

4000

9

21

4300

10

22

4600

10

23

4900

11

24

5200

11

25

5500

12

26

5800

12

27

6100

13

28

6400

13

29

6700

14

30

7000

14

31

7300

15

32

7600

15

33

7900

16

34

8200

16

35

8500

17

36

8800

17

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Requisites:

Dex 30, 2 Class slots

Alignment:

Any

HD/level:

& 1d6

Weapon Prof.:

1+level

To Hit Table:

Rogue  ++1

Save Table:

Level  ++1

Reference:

RDM

Groups:

Rogue,   

Complexity:

CF=5

Gets 100 Rogue points per level.

Gets LVL in "Any Rogue picks" per level. For example, at level 3, you have 6 levels of picks total (1+2+3), so you can get six Level 1 picks, or one Level 6 pick, or any combination in between.

This class does NOT get the normal Level 9, Level 18, and Level 27 "Any Rogue" picks. It does get the Level 36 pick, however.

Level N (every level): Spend 4 Weapon proficiencies: +1 instance of exceptional Dex.

Level N (every level): Pick a rogue ability. It’s F action costs go to M, M go to P, P go to V. CF=6: V go to 0 (free) actions. Free actions are limited to LVL/r in this way. CF=7: 0 (free) go to 1N (no action at all). Limited to 1/half segment this way.

Level 1: +LVL nonweapon proficiencies for rogue abilities.

Level 1: Treat "pipes" on Rogue abilities for this class as -50+LVL instead of -50.

Level 4:  Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.

Level 9¶: 1V, lose 2*N stat points: +N stat points. You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.

Level 9¶: +LVL% on all rogue abilities.