GOROTSUKI (Rogue)

 

    Gorotsuki are difficult to categorize for they are at least as varied in their skills, roles, and backgrounds. From lower-class street thieves and highway bandits to scheming courtiers and nobles, Gorotsuki are common but often nearly invisible in Zaidan. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, or thugs. Some appear in far less roguish guises: as officials, diplomats, and envoys (most such characters, however, have levels in the Buroka or Tatsujin classes as well). What they share is versatility, adaptability, and resourcefulness. In general, Gorotsuki are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money.

    Most Gorotsuki are self-taught or learn their skills under a shady mentor in a life on the street. Often, an experienced Gorotsuki needs an assistant for scams, second-story jobs, or just for watching her back. She recruits a likely youngster, who then learns the skills of the trade on the job. Eventually, the trainee is ready to move on, perhaps because the mentor has run afoul of the law, or perhaps because the trainee has double-crossed her mentor and needs some “space.” Some Gorotsuki band together into organized gangs, and are known as ninkyo dantai (chivalrous organizations). The members of such gangs are commonly referred to as gokudo (gangsters), but never within their hearing.

    The ninkyo dantai gangs are many different things, depending on who is asked. Some call them protectors of the common folk, others think of them as thugs and extortionists, still others rely on them as an unofficial police force. They are simultaneously despised and respected, sometimes even supported by the local authorities. On one hand, they represent the shadowy underworld, directing and controlling local activities. On the other hand, they provide protection for the helpless and watch over those in their care. Of course, such care has a price, and that is how the gokudo make their living.

    Gokudo may be tolerated, condoned, or even recognized by the government, but they are nevertheless criminals, always in danger of arrest and punishment for their crimes. As a result, the dantai do their best to keep everything running smoothly and quietly in their territories, avoiding any unwanted attention.

    Gorotsuki do not see each other as fellows unless they happen to be members of the same dantai or students of the same mentor. In fact, Gorotsuki trust other Gorotsuki less than they trust anyone else. They’re no fools. Gorotsuki follow opportunity, not ideals. They are more likely to be chaotic than lawful, they are a diverse bunch, so they may be of any alignment, and while Gorotsuki can be of any background, lower-class peasants and outcasts are the most common.

    Gorotsuki are highly skilled, and they can concentrate on developing any of several categories of skills and their role can vary dramatically based on her skill selection—from charismatic con artist to cunning burglar to agile combatant—but most Gorotsuki share certain aspects. While not equal to members of many other classes in combat, a Gorotsuki knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. The Gorotsuki’s stealth and her trap finding ability make her one of the best scouts in the game.

    Gorotsuki have a sixth sense when it comes to avoiding danger. Experienced Gorotsuki develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, Gorotsuki can “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Gorotsuji collect RP from the following types of holdings at the indicated rates.

-          Province: Full

-          Law: Half

-          Manor: Half

-          Guild: Full.

 

Class Action: Espionage (General) or Smuggling

 

CHARACTER-LEVEL INFORMATION

Alignment: Any.

 

Status: Low (Taking levels in Gorotsuki is a minor Dishonourable Deed for a High Status character).

 

Hit Die: d6.

 

Class Skills: The Gorotsuki’s class skills (and the key ability for each skill) are Administrate (Wis), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomatic (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Lead (Cha), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

 

Skill Points at 1st Level: (8 + Int modifier) x 4.

 

Skill Points at Each Additional Level: 8 + Int modifier.

 

TABLE: THE GOROTSUKI

Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

+0

+2

+0

Sneak attack +1d6, Trapfinding

2nd

+1

+0

+3

+0

Evasion

3rd

+2

+1

+3

+1

Sneak attack +2d6, Trap sense +1

4th

+3

+1

+4

+1

Uncanny dodge, defensive roll

5th

+3

+1

+4

+1

Sneak attack +3d6

6th

+4

+2

+5

+2

Trap sense +2

7th

+5

+2

+5

+2

Sneak attack +4d6

8th

+6/+1

+2

+6

+2

Improved uncanny dodge

9th

+6/+1

+3

+6

+3

Sneak attack +5d6, trap sense +3

10th

+7/+2

+3

+7

+3

Special ability

11th

+8/+3

+3

+7

+3

Sneak attack +6d6, Slippery mind

12th

+9/+4

+4

+8

+4

Trap sense +4

13th

+9/+4

+4

+8

+4

Sneak attack +7d6, special ability

14th

+10/+5

+4

+9

+4

15th

+11/+6/+1

+5

+9

+5

Sneak attack +8d6, trap sense +5

16th

+12/+7/+2

+5

+10

+5

Special ability

17th

+12/+7/+2

+5

+10

+5

Sneak attack +9d6

18th

+13/+8/+3

+6

+11

+6

Trap sense +6

19th

+14/+9/+4

+6

+11

+6

Sneak attack +10d6, special ability

20th

+15/+10/+5

+6

+12

+6

 

Class Features

All of the following are class features of the Gorotsuki.

Weapon and Armour Proficiency: Gorotsukis are proficient with the blowgun, crossbow (hand or light), dagger, punching dagger, dart, kama, light mace, ninja-to, nunchaku, sap, composite shortbow, shortsword, tonfa, and wakizashi. Medium-size Gorotsukis are also proficient with the club, heavy crossbow, heavy mace, morningstar, and quarterstaff.

    Gorotsuki are proficient with light armor, but not with tessen.

 

Sneak Attack: If a Gorotsuki can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The Gorotsuki’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Gorotsuki flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Gorotsuki levels thereafter. Should the Gorotsuki score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Gorotsuki can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty.

    A Gorotsuki can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Gorotsuki must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Gorotsuki cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding: Gorotsuki can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

     Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

     Gorotsuki can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

     A Gorotsuki who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion. .

 

Trap Sense (Ex): At 3rd level, a Gorotsuki gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Gorotsuki reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

    Trap sense bonuses gained from multiple classes stack.

 

Uncanny Dodge (Ex): Starting at 4th level, a Gorotsuki can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    If a Gorotsuki already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

 

Defensive Roll (Ex): A Gorotsuki can roll with a potentially lethal blow to take less damage from it. Once per day, when a Gorotsuki would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the Gorotsuki can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if she’s successful, she takes only half damage from the blow.

    She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the Gorotsuki’s evasion ability does not apply to the defensive roll.

 

Improved Uncanny Dodge (Ex): A Gorotsuki of 8th level or higher can no longer be flanked.

    This defense denies another Gorotsuki the ability to sneak attack the character by flanking her, unless the attacker has at least four more Gorotsuki levels than the target does.

    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Gorotsuki level required to flank the character.

 

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Gorotsuki gains a special ability of her choice from among the following options.

-          Crippling Strike (Ex): A Gorotsuki with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

-          Defensive Roll (Ex): The Gorotsuki can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Gorotsuki can attempt to roll with the damage. To use this ability, the Gorotsuki must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Gorotsuki’s evasion ability does not apply to the defensive roll.

-          Improved Evasion (Ex): This ability works like evasion, except that while the Gorotsuki still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Gorotsuki does not gain the benefit of improved evasion.

-          Opportunist (Ex): Once per round, the Gorotsuki can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Gorotsuki’s attack of opportunity for that round. Even a Gorotsuki with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

-          Skill Mastery: The Gorotsuki becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Gorotsuki may gain this special ability multiple times, selecting additional skills for it to apply to each time.

-          Slippery Mind (Ex): This ability represents the Gorotsuki’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Gorotsuki with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

-          Feat: A Gorotsuki may gain a bonus feat in place of a special ability.

 

Slippery Mind (Ex): At 11th level, a Gorotsuki gains the ability to wriggle free from magical effects that would otherwise control or compel her. If a Gorotsuki with slippery mind is affected by magic and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.

 

Based on the Rogue from The Player's Handbook and the Yakuza from Oriental Adventures.