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>&infin;</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.