Master Rogue Picks
Level |
KXP |
1 |
2 |
2 |
4 |
3 |
8 |
4 |
16 |
5 |
32 |
6 |
64 |
7 |
128 |
8 |
256 |
9 |
400 |
10 |
500 |
11 |
600 |
12 |
700 |
13 |
800 |
14 |
900 |
15 |
1000 |
16 |
1100 |
17 |
1200 |
18 |
1300 |
19 |
1400 |
20 |
1500 |
21 |
1600 |
22 |
1700 |
23 |
1800 |
24 |
1900 |
25 |
2000 |
26 |
2100 |
27 |
2200 |
28 |
2300 |
29 |
2400 |
30 |
2500 |
31 |
2600 |
32 |
2700 |
33 |
2800 |
34 |
2900 |
35 |
3000 |
36 |
3100 |
Each level you get your LVL in Master Rogue picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=4: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1 Hobby or Occupation prof/level
Level 1: +1 Hobby proficiency per level.
Level 1: +1 weapon prof/level
Level 1: +level/2 dmg with weapons
Level 1: 1 attack that hits: Coup de grace.
Level 1: 1F: Next enemy you see within 1 round is surprised (PP save).
Level 1: 1M, CL/d: Detect Magic.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 1: 1bV: Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has
Level 1: 1V: Create new mind-blade.
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: Attempt to build a single-function device of TechL = N. Add 1 to N if the item is size H, 2 if size G, 4 if size F, etc.
Level 1: Bardic Music, see PH3 page 28.
Level 1: Base movement rate is (14+level)"
Level 1: Base movement rate is 96".
Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Clown: -1 Wis, +50 Rogue points
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Gain "Thieves' Cant" language.
Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise.
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 1: Gets Barbarian Dex bonus.
Level 1: Gets Exceptional Dex bonus.
Level 1: Gets Psi0 powers, see progression and [Q0].
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: Immune to disease, haste, and slow; Immunity can be dropped if the monk wishes
Level 1: Immune to Pick Pockets.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Natural AT is 1+level
Level 1: No parting shots on you.
Level 1: Offensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.
Level 1: One Martial Arts style (may not be custom).
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
Level 1: Pass over rough terrain at full movement rate.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Poison Use proficiency (1 slot per 4 levels, round up).
Level 1: Psi8 powers, see progression and [Q8].
Level 1: Rolls 1d30-10 for proficiency checks.
Level 1: Speak with Plants at will
Level 1: Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks.
Level 1: Thieves' Cant.
Level 1: Time/Reality Stability.
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 1: Tracking as per ranger.
Level 1: Use the "Non-Spec War" column for number of attacks.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1:,2:,etc. (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1:,2:,etc. (every level): Get one "Any Rogue Level 1:,2:,etc:." pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level 1:,2:,etc. (every level): Luckstone effect (stacks with itself)
Level 1:,2:,etc.: Get an "Any Rogue 1,2,etc." pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.
Level 2: +LVL/2 saves vs. poison.
Level 2: 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
Level 2: 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
Level 2: 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Level 2: Any creature that attempts to eat the Slayer's mind must make a Will save (DC 17) or be disinclined to do so.
Level 2: Immune to Rainbow Silver effect
Level 3: Speak with animals (continuous).
Level 3: Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school
Level 3: Uncanny Dodge: Retain Dex bonus even if flat-footed.
Level 4: (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
Level 4: +4 mental saves.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: Can conduct psionic attacks through mind-blade.
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 4: Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
Level 4: Immune to Harm and Causeall
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 4: Self healing (laying on hands): 1 hp/level, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 4: You can't be targetted (unless you wish it).
Level 5: +1 borrowed M action per round.
Level 5: +1V action.
Level 5: Always make Chr checks. {Diplomat}
Level 5: Blend in (everyone believes OK that you're here)
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 5: Open hands are considered a +1 weapon to hit.
Level 6: 0, 1/d: Reset self, you will not get your next Natural Reset.
Level 6: 0: Create new mind-blade.
Level 6: 1/r: One attack does Con instead of hit points of damage.
Level 6: 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
Level 6: 1M, 1/d: Mini Fury (Do LVL Q<sup>∞</sup>M actions only for magic or psi, at the end of the effect, you are Crapped and Set)
Level 6: Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase
Level 6: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: When someone attacks the Slayer with a psionic attack, must make a Will save or be dazed for 1 round.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
Level 7: Molecular Manipulation X turns/day at level Y, X*Y=14*(monk's level).
Level 8: Bag of Holding; 1M: Locate Black Market in city {Smuggler}
Level 8: Body Control, level/2 turns/day.
Level 8: Dispel a x1 effect | Instantaneous | Disjunct
Level 8: Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Level 8: Each melee attack lowers target's PR by 1.
Level 8: Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
Level 8: Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
Level 8: Retarded Aging
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want)
Level 9: 1 attack that hits: Really Put Out of Misery
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
Level 9: Free Martial Arts style; +1 LVL-8 maneuvers.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss)
Level 9: Quivering Palm 1/d:
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Takes half damage from a spell (that gives no save) if save is failed
Level 10: +1 saves vs. traps.
Level 10: +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
Level 10: 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
Level 10: 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
Level 10: 1S: Lower LVL x1 effects in the same group.
Level 10: 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
Level 10: Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
Level 10: Ignore WR, aWR.
Level 10: Turn Undead: You can turn undead as if 4 levels lower.
Level 10: Your traps (and your traps that you've captured) do double effect.
Level 11: +(LVL-5)/6 saves vs. traps.
Level 11: +LVL*5% money {Treasure Hunter}
Level 12: 0: Zero & Opposing actions cannot be used in your group.
Level 12: 1M: Disable all non-Rogue classes in your group (RSW save for each class)
Level 12: Abundant Step: Can slip magically between spaces, as per the spell dimension door, once per day.
Level 12: Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: Material componenting spells (Wizard or Priest) costs you only ¼V action
Level 12: Species Enemy as per Ranger1 {Avenger}
Level 13: Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc.
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 13: Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
Level 14: +(rating)% money, use at end of run before selling
Level 14: 0, 1/d: Avoid Fate of x2 multiplier
Level 14: 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
Level 14: 1M: Target loses this segment's actions (RSW save)
Level 14: 1V, 1/t: Choose Future
Level 14: Duplicate one 1st-4th level Boss or Sidekick spell
Level 14: Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
Level 14: Has 7-28 guild members. 75% chance a guild member will leave if guildmasters change.
Level 14: You can use +1 segment /r (i.e. you get a segment 11)
Level 15: BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 16: +3 HNCL for purposes of qualifying for Concordant classes
Level 16: 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
Level 16: 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
Level 16: Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc.
Level 17: Get save vs effects w/ no save, base=+0+items, each 5% is +1
Level 17: Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature.
Level 18 : Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)
Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
Level 18: Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc.
Level 19: Empty Body: Can assume an ethereal state for 1 round per level per day, as per the spell etherealness.
Level 19: Shield: Add a hp=(%rating) temporary shield, only 1 at a time
Level 21: Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc.
Level 22: 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Level 22: Backstave (N/2% of your dmg is vile) || Stun (save=N-100)
Level 22: Can instead use LL/2 (round up) F actions /s
Level 22: Immune Head Blown Off, slain, crapped, Extract
Level 22: Truename is unreadable to mult = to LL or less
Level 24: Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
Level 25: 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Level 26: +LVL to LVL in another White Hat (or Black Hat) pick
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.