![]() These colorful, adventurous characters chafe at society’s laws and restrictions, and the exciting life of the buccaneer is well suited to pirates’ ferocious independence. 10 a pouch of 1d10 random (class-appropriate) coins. Rogues and fighters typically make up the majority of a pirate ship’s crew of sailors, as they possess both the skill and brawn necessary for day-to-day raids and heists. If they're important, I was thinking of starting with a dungeoneering kit, a pathfinder's kit, thieves tools, grappling hook, pickpocket outfit, a mask, and a reinforced scarf dungeoneering kit - 15 gp two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four. 7 an inexpert drawing of their sweetheart, folded over 12 times. Second Edition Rulebooks Official Digital Toolset Online System Reference Downloads First. The average pirate is a free-spirited renegade who would have great difficulty surviving in the cultured depths of polite, civilized society. Treasure NPC gear (leather armor, falchion, masterwork dagger, other treasure) ![]() These are actually in global.gamedatabundle lines 10393-10545 and are in the spoiler below. In terms of determining the Sleight of Hand Difficulty Level, there are a few modifiers. For the Unchained Rogue, see my Unchained. To pickpocket, you actually do not need any points in Sleight of Hand- but you do need to actively be hidden. The Rogue’s biggest problem is that they frequently cease functioning when situations make it difficult or impossible to use Sneak Attack. ![]() Organization solitary, pair, or gang (3–8) Rogues are the line from which Scouts are measured, and their Trapfinding ability and affinity for stealth are fantastic. Skills Acrobatics +7, Bluff +3, Climb +6, Diplomacy +3, Disable Device +7, Escape Artist +7, Intimidate +3, Knowledge (local) +5, Perception +4, Sense Motive +4, Swim +6 AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
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