DeathTrapRogueScholar

[Class1]

1, This Rogue Scholar gains 1.) [RogueScholar] and 2.) [RogueScholar].
 * Class1


 * RogueScholar

60, A dull day out indeed; add a skill point.

10, RAAAAAGGGHH!!! Either +1 to hit (continual), or attacks equal to your level for one fight per game, or one extra move action whenever you like, so long as you use it to get into melee combat with something bigger than you.

1, Bookzerker. If a book (or equivalent cultural artifact/treasure) is in immediate danger of destruction, then you gain +1 to hit AND +1 attack AND +1 move action for each item that is threatened, up to 1/2 your level (rounding up. So a level 10 bookzerker gets +5 things they can do, and can decide each as they wish. Only in effect while the item is in danger. (If you deliberately put it in danger, then fucking shoot yourself, don’t play this class.) If you roll this again, add one to your total number of actions each time.

1, “It belongs in a MUSEUM” Once per fight, as a free action, you can grab an item of cultural/historical significance from someone adjacent to you. No roll or penalty. (Significance, i.e. A Sword, no, but The Sword Of The King Of Tazadun, yes.) Roll this again, and on a DEX test they didn’t notice, 3 times and they definitely didn’t notice, plus you get a free move action.

1, Bookclub/ Scrollknife You can roll up any scroll, and turn it into an impromptu D4 weapon, Jason-Bourne style. A book likewise. A big book you need two hands for becomes a d6 weapon, though that is less of a surprise. If it’s a magic book or scroll then the dice ‘explodes’ on a max roll. Add a die size every time you roll this result.

1, Alexandrian Fire Brigade. You are really good at stopping things (and people) from being on fire very, very quickly. Books, buildings, city-states. It scales up if you have the time and resources. Roughly one second for a painting or book, Takes about 10 seconds per man-sized-mass-equivalent.

1, An Angel of Formaldehyde. Give you a jar big enough and a solid place to stand, and you could pickle the world. You can pickle any dead, once-living thing you find. Assuming you have a jar big enough and the chemicals. If you take it home, every day of study will grant you some piece of knowledge about the thing. Up to your level. (Base expectation is a vulnerability, or a +1 to hit or damage against these things in the future). If you only have part of a thing then it might take you more time or more examinations to works stuff out proportionate to the chunk that you have. As you increase in level you can go back to your old specimens and maybe find new things about them.

1, An Axe to Smash the Face of Time. Time is the enemy of Librarians, a book is a stony dam in the torrent of Lethe, a museum is like the Hoover Dam. If carrying an Axe in Tragic circumstances (i.e. witness to things being subject to inevitable loss) then you may enter a screaming fit and hew your Axe into the face of Chronos. Chronos is currently incarnated, ( in the manner of Moby Dick) as the people/things pissing you off at this particular moment. (It’s an Ahab thing). The Axe will wipe their memories… by smashing their fucking brains out of their head. Every blow is to the head of humanoid enemies, d20 damage each time. One fight per game. Add one for each time you roll this. Any survivors must Save vs. Spells or suffer amnesia. If you are not carrying an Axe, why not? Not even a small one? A tomahawk? What kind of librarian are you?

1, Five Thousand Furies in the Teeth of the Gods. You know the names of 5000 furies from scraping for weeks through broken cuneiform script. Well you sort of know them, you kind of forgot most, and they blur a little after a while. If you can point at a person (or intelligent monster) and correctly name the thing they have done that would enrage the Kindly Ones, then the Fury of that particular act will plunge out of the heavens to fill you with divine rage. So long as you are trying to kill that particular person. Plus (=your level) attacks and plus (=your level) damage for each hit so long as you fight that person. Pass out for minutes =your level after fight is over. Once per game for every time rolled.

1, An oath of bone, and eye of stone. Your word is as a rock, and that rock is for caving skulls. You may single out one opponent whose name you know, and describe in sonorous, pseudo-celtic or plastic anglo-saxon verse, exactly how you will kill them in this fight. If you score a critical hit against them in this conflict, and if at all possible, the oath comes true. Once per game per # of times rolled.

1, Raw Punk Hair. You get a new haircut, and it looks punk as fuck. You now stand out as an opponent of Authority. Anyone who has been oppressed by the Man will find it hard to distrust you. Anyone working for the Man will peg you straight on as Trouble. (Who the Man is shifts relative to circumstances). Hair effect disappears with skull shaving or a helmet, but reappears once the hair grows back or helmet (or hat) is removed. You will not change the hair. Why would you? +1 on Reaction Rolls or Charisma checks with those opposed to authority. No-one would ever suspect you to be a narc.

1, Sharp Motherfucker. You look like a detective in an off-kilter tv series, a teacher who reads Vice magazine, a social worker whose sister owns a boutique. Kind of a low-level, vaguely beneficial authority figure who dresses really well. Police will trust you. The mayor likes your shoes. If you ask about the crime scene, people will just assume you are supposed to know. You going to that thing later? +1 on Reaction Rolls or Charisma checks with authority figures, plus no questions at the door. (If you roll both Raw Punk Hair and Sharp Motherfucker then you will confuse the fuck out of people; you can decide how people take you, but you’d better act the part. Also, you look amazing)

1, Dewy Decimal Deathsong. As your life bleeds from you, in a flurry of doomstruck blows, you categorise the fuck out of everything you can see. Add your WIS and INT modifiers together. When at half hit points or lower, you may have this many extra attacks per round, so long as you (the player) shout the category of each individual thing you are hitting as you (the character) swing. Once per game. Plus once more for every time you roll this.

1, Flynnsertion. Once per fight, as a free action, you can grab a rope or curtain or chain or anything like that and freely swing anywhere it could reasonably take you. If you are purposely swinging into danger, there is no roll needed. If trying to get out of danger, roll your DEX, unless you are carrying a book away from someone who shouldn’t have it. Once more per fight every time you re-roll this.

1, ‘lefthanded writer, just ate lunch, hates his mother’ You can analyse handwriting, ink types, paper scars, all kinds of pseudo-forensic bullshit. Reading any piece of handwritten text lets you describe/discover nouns and adjectives equal to your level about the writer. If you get it wrong (if the identity is already set in game) then the DM has to give you the correct word.

1, We Have Heard of Those Princes’ Heroic Campaigns. You remember these guys from somewhere. When confronted with a high level noble, king, merchant house, church, guild or equivalent you can recall the real story as to where they come from, and the true source of their power (it’s rarely what they say it is.) The DM must provide any and all information about this family/organization. The information must be at least 100 years old. Once per game, for each time you’ve rolled this result.

1, Chomskarian Rhetoric. With an opposed CHA vs INT roll, and a long (an hour at least) conversation, you can use reductive logic, carefully chosen evidence, and shocking confidence to temporarily convince low level members of any group that EVERYTHNG THEY KNOW IS WRONG. Up is down, black is white, THEY are US. Wears off after a day or so. Once per game per roll.

1, Divine Mandala Telephone. Pick a god of knowledge or writing from the setting, or from real history. You know them. You don’t necessarily worship them. They don’t necessarily like you, or owe you anything. But you know them, and can contact them by making a complex mandala of special sand (takes d6 – DEX mod hours and no wind or interruption)

1, ‘dammn my eyes’ Your eyes are blessed/cursed/whatevs. When you roll this, you can see one thing that normal eyes can’t (Infrared, ghosts, etc.) Add one thing for each time you roll this result. Make sure not to let dark wizards and the like look you deeply in the eye. They might decide that yours will make great spell components once they scoop them out…

2, My Axe is my Bookmark. +1 STR to racial max, excess goes to DEX or CON

2, You are the steely-eyed one at the end of the bar. +1 WIS to racial max, excess goes to INT or CHA

2, Reading pays off. +1 INT to racial max, excess goes to WIS or CHA. Note: You look no smarter

2, You actually DO know what you’re talking about. +1 CHA. to racial max, excess goes to WIS or INT

1, Cartographers guild party-crasher: You were at this party, with these map guys, you think, you were pretty drunk. Anyway, they had this map that looked a bit like where we are now. Probably… Player can close their eyes and draw, with pencil, and their off hand, one thing on the DM’s map. It’s probably there, or roughly there. Something like that anyway. Once per game, per roll

1, I only read the action scenes: You actually read a prophecy about this exact event ages ago somewhere, actually you skipped most of it, and you forgot how it ends, but the death scenes were really specific. So, you can totally cheat Death, just this once. Ignore the poison, killing stroke, etc. that would have taken you out, and play possum for a round to sell it. Of course, now the prophecy is useless because you broke it. You can only use this once for each time that you roll this result

1, I have a book on that… Name a book, its contents and subject. You own it. Once per game you can use it to add your level to a roll regarding something relevant to the subject of the book

2, Marcus Brody You have a Brody, an excellent, decent, civilised, knowledgeable friend at home. They consistently advise you not to go on adventures. They will never (no matter how much the DM wants them to) betray you. If you make it home wounded or broken, they will patch you up. They will look after your stuff while you are not around. If you are captured, and they hear about it, they will bravely (and stupidly) set out to rescue you. This rescue will, amazingly, considering how utterly useless they are at adventuring, be successful. As soon as you are rescued, the Brody will themselves be captured by someone horrible. If you fail to rescue them, they will be killed. Who’s going to look after your stuff now, you self-centered piece of shit?