TEXT: ™
  ™
  
  By Wolfgang Baur
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Editing:Richard Thompson  • Proofreading: Scott Fitzgerald Gray
  Cover Illustration: Michael Komarck  • Interior Illustrations:Tyler Walpole
  Production: Sue Weinlein Cook
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  Game Content: the class tables and “Class Features” sections in Chapters One and Two; the names, spell parameters (range, duration, etc.), and game mechanics of the
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  ®
  BOOK
  ROGUISH LUCK
  A character sourcebook for rogues, bards, and troublemakers
  THE
  OF
  
  Introduction: MAKING MISCHIEF
  What’s Inside?...................................................3
  Using This Book...............................................4
  Chapter One: CORE CLASSES
  Bandit ................................................................5
  Gutter Mage.....................................................9
  Gutter Mage Spells.......................................................12
  Shadowsworn .................................................15
  Shadowsworn Spells....................................................18
  Chapter Two: PRESTIGE CLASSES
  Deadheart Gangster .....................................21
  Fortune Hunter.............................................23
  Silvertongue Charmer .................................27
  Chapter Three: SNEAKIER ATTACKS
  Ranged Sneak Attacks ..................................30
  Moving and Stationary targets.................................30
  Sneak Attack to Disarm or Subdue............30
  Silent Sneak Attack .......................................31
  Traitorous Sneak Attack ..............................31
  Chapter Four: GANGS AND GUILDS
  Guild Statistic Blocks..................................32
  Sample Guilds.................................................34
  The Deadheart Gang ....................................................34
  The Night Market..........................................................35
  Initiation Standards.....................................36
  Apprenticeship..............................................................36
  Bloodline.......................................................................37
  Crime...............................................................................37
  Membership Approval...................................................37
  Quest...............................................................................37
  Trial by Fire ...................................................................38
  Vigil.................................................................................38
  Guild Services................................................38
  Chapter Five: GAMBLING
  Professional Gambling................................39
  Gambling Hells.............................................40
  Rich Clubs and Poor Hells.........................................40
  Honeybee Balls.............................................................40
  The Staff........................................................................40
  Cards and Dice ...............................................41
  Racing and Fighting......................................41
  Rules for Gambling.......................................41
  At the Table....................................................................41
  At the Races ...................................................................41
  At the Arena ..................................................................42
  Cheating..........................................................43
  Sleight of Hand............................................................43
  Marked Cards, Peeking, and Counting Cards .........43
  Magical Cheating .........................................................43
  Getting Caught ............................................................44
  Various Games................................................44
  Card Games....................................................................44
  Dice Games.....................................................................45
  Board Games .................................................................46
  Chapter Six: LUCK
  The Basic Luck System...................................47
  Luck Points ....................................................................47
  Using Luck Points.........................................................47
  Luck for NPCs and Monsters.....................................48
  Regaining Luck Points.................................................48
  Optional Luck Rules.....................................48
  Lucky Style ....................................................................48
  Luck Ability Score........................................................49
  Luck Granted Powers ..................................................49
  Magic and Luck.............................................................49
  Chapter Seven: ROGUISH SPELLS
  Fortune Domain............................................50
  Spell List.........................................................50
  Spell Descriptions ........................................52
  Chapter Eight: FEATS
  Feat Descriptions..........................................68
  Table: New Feats .............................................................69
  Chapter Nine: NEW EQUIPMENT AND MAGIC ITEMS
  A Rogue’s Gear................................................74
  Magic Items.....................................................75
  Armor Special Abilities ...............................................75
  Weapon Special Abilities .............................................75
  Elixirs .............................................................................75
  Wondrous Items...........................................................76
  Chapter Ten: BURGLARY AND HOUSECRACKING
  Locks and Latches.........................................78
  Basic Lock and Key Construction.............................78
  Warded Locks................................................................78
  Lever Tumbler Locks....................................................79
  Detector Locks ............................................................80
  Violent Entry................................................................80
  Magic Locks and Doors ..............................................80
  Ropes and Climbing .......................................81
  Rope Lines.......................................................................81
  Rope Walking .................................................................81
  Rappelling......................................................................82
  Catching Yourself During a Fall..............................82
  Breaking a Rope ............................................................82
  Breaking in . . . and Out................................83
  Approach and Reconnaissance ..................................83
  Guards............................................................................83
  Alarms ............................................................................84
  Means of Entry .............................................................84
  Chases and Pursuits .....................................85
  The Chase Check...........................................................85
  The Lead..........................................................................85
  Catching Up or Leaving Behind .................................85
  Long Chases...................................................................85
  Chapter Eleven: BRIBES AND CONTACTS
  Bribery.............................................................86
  NPC Contacts .................................................87
  Fencing Stolen Goods.................................88
  Finding a Fence, Guild Broker, or Pawn Shop........88
  Appendix: CONVERSIONS
  Core Classes..................................................90
  Prestige Classes............................................90
  Luck System ...................................................90
  Feats................................................................90
  Spells ..............................................................90
  Open Game License........................................94
  Table of Contents
  The Book of Roguish Luck
  2
  
  Introduction 3
  Making Mischief 
  It’s inevitable.In every group,there’s always at least one player who would rather make mischief than play the
  straight-ahead heroic knight or the mysterious spellslinger.These are the players who always pick the halfling,the tiefling
  rogue,or the smooth-talking bard.If an encounter isn’t swashbuckling enough for their tastes,they’ll start asking what
  ropes and chandeliers are available for them to swing on,or they’ll start counting up how many oil flasks they have
  available for spreading some fiery mayhem.
  I
  f you’ve bought this book, you are probably one of those rascals. (If you acquired this book through rather more dubi-
  ous means, you’re definitely one of them.) Roguish characters never want to play by the rules that bind everyone else.
  They push a little harder to be rebels, to strut their stuff, and to get away with ...
  well, with everything. Once they succeed, they brag about it, and usually they do it a
  little louder than might be wise. Their attitude is a big part of their charm—they
  would never get away with half their schemes if they weren’t so damn funny, flatter-
  ing, and amusing about them all.
  The Book of Roguish Luck offers options to support and expand sly, tricky characters
  of all kinds. Give them an inch and they’ll take your entire baggage train—but admit
  it, sometimes we all want the rogues to take crazy chances to grab a little more flash, to
  earn their way up in the harsh hierarchy of a street guild, or to get away with a maneu-
  ver that seems outrageously unlikely. This book is loaded with character types, feats,
  spells, and items that players of rogues will find irresistible.
  Despite that, The Book of Roguish Luck is not all about making life easy for rogues.
  A bored rogue is a dangerous rogue. To keep boredom at bay, this book offers just as
  many ways to complicate a rogue’s life as it does to simplify it. The detailed chapters on
  sneak attacks, on guild laws and practices, and on lockpicking, chases, and NPC con-
  tacts are intended to be used primarily from the DM’s side of the screen, and the new
  luck rules can work for villains as well as heroes.
  The principle at work in providing this material on roguish play styles and mechan-
  ics is that a DM who knows what rogues will want to do and is prepared for that is a
  DM who won’t be caught off guard. Give a rogue the tools to be cool, and he’ll take
  them and run. Keeping the rogue in the group happy often means fewer party
  headaches and more party laughs.
  Mostly, though, The Book of Roguish Luck is for players who just want to be a little
  faster, a little savvier, and a lot richer than the next guy.
  What’s Inside?
  Here’s what you’ll find in each chapter of The Book of Roguish Luck:
  Chapter One:Core Classes—Three new roguish classes for your game, two with
  more arcane punch and one with a mean streak.
  Chapter Two:Prestige Classes—Three prestige classes based on special societies
  devoted to smooth-talkers, explorers, and gangsters.
  Chapter Three:Sneakier Attacks—Ways to turn the standard roguish sneak
  attacks into something more, combining them with intimidation, range, and treachery.
  Chapter Four:Gangs and Guilds—Initiations, costs, types, and stat blocks for
  guilds of all varieties, from the public to the secretive.
  Chapter Five:Gambling—When the cards and dice go your way, you can make a
  pretty penny—but cheaters beware.
  Chapter Six:Luck—A new subsystem shows just why rogues get all the breaks—
  but luck is available for all classes.
  Chapter Seven:Roguish Spells—Extensive new shadow magic, plus spells for
  bards and gutter mages, and the Fortune domain.
  About the Author
  Wolfgang Baur is a game designer and
  veteran rogue wanted for questioning in
  several recent cases, including Beyond
  Countless Doorways, Frostburn, and
  The Dragons’ Return. He is of average
  height and build, with no known tattoos
  or distinguishing features. He is currently
  at large in the Seattle area with his wife
  and a small black dog.
  About the Illustrators
  Michigan artist Michael Komarck began
  his illustration career seven years ago.
  Since that time, his client list has grown to
  include Wizards of the Coast, AEG, Fantasy
  Flight Games, TriKing Games, FanPro LLC,
  WizKids, Kellogg’s, and Malhavoc Press.
  While he draws inspiration from many
  artists, Michael always goes back to the
  masters, especially Rembrandt, Velazquez,
  Caravaggio, Delacroix, Whistler, and Turner.
  When he can pull himself away from his
  work, he loves going to the movies, play-
  ing bass guitar, and reading. Visit his web-
  site at <www.komarckart.com>.
  Years ago, interior illustrator Tyler Walpole
  spent a good deal of time in school being
  scolded by his teachers for drawing when
  he should have been paying attention in
  class. Today, many of those same teachers
  are happy that the self-taught 28-year-old
  is able to pursue his illustration career full
  time. He lives in Des Moines, Iowa, with
  his wife Petra and son Keegan, and co-
  owns a comic book store.
  Malhavoc Press
  Malhavoc Press is game designer Monte
  Cook’s d20 System imprint devoted to the
  publication of evocative game elements
  that go beyond traditional fantasy.
  Malhavoc Press products such as The
  Complete Book of Eldritch Might exhibit a
  mastery of the d20 System rules that only
  one of its original designers can offer. 
  Current titles are available to purchase in
  either print or electronic (PDF) format at
  <www.montecook.com>.Look for
  Transcendence: An Arcana Evolved
  Player’s Companion, available soon.
  
  Chapter Eight:Feats—Just what it sounds like: sneaky feats
  with a bad reputation, plus a few new eldritch feats and the new
  luck feats.
  Chapter Nine:New Equipment and Magic Items—New item
  properties and new specific items, all the tools of the trade. Most
  items not sold in public view.
  Chapter Ten:Burglary and Housecracking—Includes details
  on how medieval locks worked, how to foil them, expanded lock-
  picking rules, and rules for ropes and climbing, alarms and
  guards, and chases.
  Chapter Eleven:Bribes and Contacts—Sure, you might steal
  the Red Queen’s Ruby, but where do you sell it? Also provides
  NPC contact tables and a system to resolve attempts at bribery.
  Appendix—The appendix contains conversion rules for using
  this book’s new classes and spells with Monte Cook’s Arcana
  Evolved. These are purely optional elements that can be disregard-
  ed in a more traditional campaign.
  Using This Book
  Throughout The Book of Roguish Luck, all references to spells, feats,
  and other rules come from either this book or from the v. 3.5
  revision of the three Core Rulebooks: the Player’s Handbook,
  DMG, and MM.
  Bonus source material and ideas to augment the information in
  The Book of Roguish Luck appear on Monte Cook’s website. To find
  the links to these free web enhancements, visit the book’s page
  online at <www.montecook.com/BORL>. In particular, look for the
  Champion of Luck as a free download.
  This book is protected content except for items specifically
  called out as Open Game Content on the title page. For full
  details, please turn to the Open Game License in the Appendix.
  Open content is not otherwise marked in the text of this book.
  Good luck!
  The Book of Roguish Luck
  4
  
  T
  he three new classes for players who prefer roguish
  character types are: the bandit, the gutter mage, and
  the shadowsworn. With them, you can either mix
  magic and mayhem or embrace your inner thug.
  Bandit 
  Whether operating as scouts, burglars, or brigands, bandits
  are simply thieves who have left the city for the easier pick-
  ings of the wide-open countryside. These woodland and
  rural rogues don’t earn an honest living; instead, they
  smuggle, poach, rustle, and rob from the rich—because
  that’s where the money is. What they lack in urban skills
  they more than make up for in scouting, ambush, and track-
  ing expertise.
  Adventures: Bandits seek out adventure in many forms,
  robbing lone knights, making dangerous runs as couriers
  across siege lines, and sometimes signing on with armies as
  scouts and raiders. They prefer the journey leading to a castle
  or dungeon over the location itself and often serve as under-
  handed servants of druids, rangers, and others who might
  need dirty deeds done to protect a small village or a distant
  grove. Bandits are of two minds about taking credit for their
  deeds: Some prefer to stay quiet to avoid notice, while others
  enjoy the attention they get for treating nobles well while
  stealing only from a particular type of target.
  Characteristics: The bandit’s power comes from ruthless-
  ness, speed, intimidation, and knowledge of terrain. Most
  bandits hate a fair fight, preferring to catch their victims
  entirely by surprise, snap off a few one-liners while they take
  what they want, then vanish without much more than a
  word and a wink. While bandits are more combat-focused
  than traditional rogues, they still have limited staying power
  in a stand-up fight.
  Alignment:Bandits are rarely bound by the laws of king
  and country. As a result, they tend toward chaotic align-
  ments. Bandits are more often out for themselves than they
  are interested in serving others, but not all of them are evil.
  Many have a price on their heads for some real or imagined
  crime. Some seek to avenge injustice and strive to overthrow
  evil rulers, living outside the law when the law serves only a
  tyrant.
  Religion: Bandits believe in what they can touch, and
  their devotion is typically just as strong or weak as their
  most recent run of luck; they tend to become more devout
  whenever things turn against them. Many bandits follow
  the nature gods of the druids and elves, reflecting their
  close ties to the land. Others worship a wide range of help-
  ful gods and goddesses, such as deities of strength, luck, or
  even horses.
  Background: Bandits are usually outlaws, exiles, and for-
  mer soldiers fallen on hard times. They are accustomed to
  working with a team of like-minded fellows, the better to
  take down bigger targets. They are also comfortable splitting
  up to avoid pursuit. Their fellowships are typically temporary
  gangs rather than permanent guilds or societies. While most
  have little or no formal education, bandits are very savvy in
  matters of wilderness survival, the rule of might, and effec-
  tive (rather than honorable) combat.
  Races:Humans, half-orcs, tieflings, half-elves, and elves
  are the most common and most widely known bandits.
  Human bandits thrive by virtue of their sheer numbers and
  because so many peasants and soldiers turn to crime when
  they are exiled or outlawed for some offense. Half-orcs have
  both the savagery and the outsider status to make excellent
  bandits, and often the toughness and cunning to lead bandit
  gangs. Half-elves, shunned by humans and elves alike, fre-
  quently find themselves cast into the wilderness, but they 
  are rarely wholly accepted by either human or elven bandit
  gangs.
  Relatively few elves turn to banditry, but those who do
  rarely retire from the profession before spending at least a
  hundred years pursuing it. In some cases, elf bandits become
  so well established in an area that they simply extract tolls
  from travelers, rather than taking all they have. Oddly, elf
  bandits show a marked tendency toward racial loyalty, usual-
  ly stealing only from nonelves.
  Gnome, halfling, and dwarf bandits are rare. Halfling
  bandits lack the viciousness required to truly excel in the
  class, but a few have become known for their skill in setting
  ambushes. Gnomes make less than optimal bandits because
  most lack a forceful presence. Generally, dwarves have too
  much respect for the law to stoop to banditry.
  Other Classes: Bandits often ally themselves with fight-
  ers, bards, druids, and barbarians for added punch and strik-
  ing power. Bandits frequently join forces with rangers as
  well, especially around the fringes of settled lands. When
  Core Classes
  This chapter presents new roguish character classes for your game.Two of them pack quite an arcane punch,
  and the other one has a decided mean streak.
  Chapter One 5
  
  robbery is difficult and roads are too well patrolled, they hire them-
  selves out as raiders for one feudal lord against another. When
  scouts and spies are called for, they wander through the woods
  with druids, whom they respect and fear. They rarely spend time
  with wizards or sorcerers (who have no interest in living outdoors),
  paladins (who would arrest them as outlaws), or clerics (most of
  whom simply have unrelated concerns).
  Bandits rarely work with urban rogues; their relationships are
  usually limited to asking rogues to fence goods. Occasionally,
  groups of bandits and rogues might work together to shelter one
  another—the bandits provide a conduit for the rogues to escape
  from town when pursued by the law, while the rogues reciprocate
  by allowing the bandits to seek shelter inside their guild outpost
  when the king’s patrols get a little too close.
  Game Rule Information
  Bandits have the following game statistics.
  Abilities: Dexterity is crucial for a bandit to move quickly and
  stealthily when preparing ambushes, stalking the king’s deer, or
  evading pursuit. Wisdom is important when tracking, spotting or
  hearing an ambush, judging others’ intentions, and working with
  animals, such as when silencing dogs. Strength helps a bandit
  fight, climb, and swim away from trouble.
  Alignment: Any nonlawful. A bandit who becomes lawful cannot
  gain new levels as a bandit but retains all bandit abilities.
  Hit Die: d6
  Luck Die: d6 (see Chapter Six)
  Class Skills
  The bandit’s class skills (and the key ability for each skill) are
  Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable
  Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int),
  Gather Information (Cha), Handle Animal (Cha), Hide (Dex),
  Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen
  (Wis), Move Silently (Dex), Profession (any) (Wis), Ride (Dex),
  Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis),
  Swim (Str), Tumble (Dex), and Use Rope (Dex).
  Skill Points at 1st Level: (6 + Intelligence bonus) × 4
  Skill Points at Each Additional Level: 6 + Intelligence bonus
  Class Features
  All of the following are class features of the bandit.
  Weapon and Armor Proficiency: Bandits are proficient with all
  simple and martial weapons and with all light and medium armor.
  Furtive Trail (Ex): A bandit is highly skilled at hiding his tracks.
  The Difficulty Class of any Survival check made in an attempt to
  track a bandit increases by 10 rather than the usual 5. A bandit can
  use this ability to cover tracks while he is mounted and can cover
  the tracks of a number of mounts or companions equal to half his
  level.
  At 8th level, a bandit can move at full walking or riding speed
  while covering his own tracks, and at half speed while covering the
  tracks of others.
  Quick Draw: At 2nd level, a bandit gains Quick Draw as a
  bonus feat, even if he does not meet the prerequisites.
  Special Ability: At 2nd level and every fifth level thereafter (7th,
  12th, and 17th), a bandit gains a special ability of his choice from
  among the following options.
  Evasion (Ex): A bandit can avoid even magical and unusual
  attacks with great agility. If he makes a successful Reflex saving
  throw against an attack that normally deals half damage on a suc-
  cessful save (such as a lightning bolt or a behir’s lightning breath),
  he instead takes no damage. Evasion applies only if the bandit is
  wearing light armor or no armor. A helpless bandit (such as one
  who is tied up, unconscious, or held) does not gain the benefit of
  evasion.
  Eye Strike (Ex): A bandit who rolls a critical threat may try to
  blind an opponent instead of increasing his damage. To do so, the
  bandit replaces the roll to confirm the critical hit with an eye strike
  attack roll against his foe, using the foe’s normal Armor Class. If
  this attack roll fails, the bandit deals no damage on the attack.
  Should the eye strike attack succeed,the target is entitled to a Reflex
  save (DC 10 + half the bandit’s class level).If the save succeeds,the
  target suffers the minimum damage for the attack,as if the bandit
  had rolled a 1 on all damage dice (including sneak attack damage).
  If the save fails, the bandit deals normal damage (no doubling or
  tripling from critical damage, and no sneak attack bonuses) and
  injures the eyes or eyelids of his target enough to prevent normal
  vision temporarily. The opponent is blinded for 2d4 rounds, loses
  his Dexterity bonus to Armor Class, suffers a 50 percent miss
  chance on attack rolls, and cannot make attacks of opportunity.
  The loss of sight can be restored before its normal duration ends by
  regeneration, a cure spell, or natural healing sufficient to offset the
  damage from the attack.
  A bandit can make eye strike attacks only against living creatures
  with discernible eyes—undead, constructs, oozes, plants, and
  incorporeal creatures lack vital areas to attack. Any creature that is
  immune to critical hits is not vulnerable to eye strike attacks. The
  bandit must be able to see the target well enough to pick out its
  eyes and must be able to reach them; Large creatures that are tall
  may be able to avoid an eye strike by a melee weapon due to their
  relative height. A bandit cannot make an eye strike against a crea-
  ture with concealment or one whose eyes are beyond reach.
  Creatures with multiple heads or more than two eyes, such as ettins
  and eye tyrants, can be blinded more than once, but each success
  affects only one head or eyestalk.
  Feat: A bandit may gain a bonus feat in place of a special ability.
  He must meet all the prerequisites for the bonus feat.
  Flying Charge (Ex): When a bandit makes a charge from horse-
  back, from a jump, or from a swinging rope, he gains a +4 bonus on
  the attack roll rather than the usual +2 bonus. A bandit suffers a –4
  penalty to Armor Class during a flying charge.
  The charge, jump, or rope-swing attack may require a Ride,
  Jump, or Tumble check, depending on circumstances.
  Knockout (Ex): This ability can be chosen only at 7th level or
  higher. A bandit can knock out an opponent faster and more 
  The Book of Roguish Luck
  6
  
  Chapter One: Core Classes 7
  reliably than anyone. Whenever a bandit chooses to make a melee attack for nonlethal
  damage, he gains his sneak attack damage as bonus damage on the attack if the oppo-
  nent fails a Fortitude save (DC 10 + bandit’s class level). If the knockout attempt is
  already a sneak attack, the sneak attack damage increases by an additional 2d6
  points. The knockout ability cannot be used with ranged weapons, and this ability
  does not stack with the effect of a merciful weapon.
  These nonlethal strikes are more difficult to execute than normal strikes, since they
  involve striking at the head or spine of an opponent. If the strike fails, the bandit has
  gotten too close or has opened himself up, and he immediately provokes an attack of
  opportunity from the target.
  Low Blow (Ex): A bandit can use dirt, sticks, a kick, or other unexpected tactics to
  gain a sudden advantage during melee combat. A low blow attack can be made as a
  standard action whenever the bandit attacks a flat-footed foe (though not in a flank-
  ing attack). The low blow attack is rolled as an unarmed attack; the bandit must
  declare the attack as a stunning attempt or trip attempt before the die is rolled. If suc-
  cessful, the opponent suffers the minimum damage for the bandit’s attack and is left
  either stunned for 1 round or prone. If the low blow attack fails, the bandit inflicts no
  damage.
  Attempting a low blow does not provoke an attack of opportunity.
  Opportunist (Ex): Once per round, a bandit can make a melee attack of opportunity
  against an opponent who has just been struck for damage in melee by another char-
  acter. This attack counts as the bandit’s attack of opportunity for that round. Even
  a bandit with the Combat Reflexes feat can’t use the opportunity more than once
  per round. The bandit must be threatening his opponent to use the ability.
  Diehard:At 3rd level, a bandit’s strength of will grants him Diehard as a
  bonus feat, even if he does not meet the prerequisites.
  Sneak Attack: If a bandit of 3rd level or higher can catch an opponent
  when she is unable to defend herself effectively from his attack, he can strike
  a vital spot for extra damage.
  The bandit’s attack deals extra damage any time his target would be
  denied a Dexterity bonus to Armor Class (whether the target actually has a
  Dexterity bonus or not), or when the bandit flanks his target. This extra
  damage is 1d6 points at 3rd level, and it increases by 1d6 every two bandit
  levels thereafter. If the bandit scores a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Ranged attacks can follow the new rules in Chapter Three: Sneakier Attacks.
  With a sap (blackjack) or an unarmed strike, a bandit can make a sneak attack that
  deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals
  lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4
  penalty.
  A bandit 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 bandit 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 bandit cannot sneak attack while
  striking a creature with concealment or striking the limbs of a creature whose 
  vitals are beyond reach.
  The sneak attack damage of a bandit stacks with sneak attack damage gained from
  other sources.
  Pounce (Ex): At 4th level and higher, a bandit can maximize his advantage when
  he catches others off guard. A bandit can take a full attack action when he charges
  an opponent who is surprised, flat footed, or who would be denied his Dexterity
  bonus to Armor Class.
  
  Bravado (Ex): At 6th level, a bandit can use a flurry of attacks to
  overwhelm an opponent who is caught off guard. The bandit gains
  a +2 bonus on all damage rolls made during a surprise round.
  Improved Disarm: At 6th level, a bandit gains Improved Disarm
  as a bonus feat, even if he does not meet the prerequisites.
  Ride Like the Wind (Ex): At 8th level or higher,a bandit can out-
  ride most pursuit without difficulty. A bandit’s mount gains a 10-
  foot bonus to its speed whenever the bandit rides it,even in unusual
  movement modes (such as flight).The bandit himself gains a +4
  competence bonus on all Ride checks in combat.This ability can be
  used whether or not the bandit is being pursued.
  Strike First: When he reaches 12th level, the bandit gains a per-
  manent +2 bonus on initiative checks.
  Woodland Stealth (Ex): When a bandit reaches 14th level, he
  gains the ability to blend into natural terrain. This ability means
  that a bandit can move normally or take two move actions while
  hiding and moving silently in natural terrain without suffering the
  usual –5 penalties for moving at full speed and hiding. A bandit
  cannot run while using this ability and cannot hide while being
  directly observed.
  If he is traveling on a mount through natural terrain that pro-
  vides concealment (such as a forest, jungle, scrub, savannah, tall
  grass prairie, or bayou), a bandit can apply his ranks in Hide or
  Move Silently to his mount’s checks with these skills. He can move
  at normal speed while doing so but cannot take a double move,
  run, or withdraw while using woodland stealth when mounted.
  Normally, a rider cannot attempt to hide while mounted.
  Great Disarm (Ex): At 16th level or higher, a bandit can disarm
  a flat-footed opponent as a free action. If successful, he removes a
  single held or sheathed weapon from the target creature and can
  make an immediate followup attack.
  The bandit can gain possession of the item if he chooses, or he
  may toss the item up to 10 feet away as part of the great disarm
  attempt.
  Great Escape (Ex): At 20th level, a bandit gains the ability to
  retreat from any fight unharmed. He gains a +4 bonus on Tumble
  checks when withdrawing from melee combat, and he can do so at
  full speed rather than half speed without penalty. With a successful
  Tumble check, he can leave combat at full running speed without
  provoking attacks of opportunity.
  If he must tumble through occupied squares or over the heads of
  foes, the Tumble check Difficulty Class increases by 5.
  This ability also helps a bandit escape from capture. He gains a
  +4 bonus on Escape Artist checks against any nonmagical ropes,
  shackles, bars, chains, or other bonds that confine him.
  The bandit can even escape from magical constraints such as a
  hold person spell or supernatural paralysis; doing so requires a
  full-round action and an Escape Artist check. The Difficulty Class
  to escape from magical bonds is equal to the save DC of the 
  spell + 5.
  The bandit is always entitled to an Escape Artist check, even in
  situations that normally do not allow one.
  The Book of Roguish Luck
  8
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +0
  Furtive trail
  2
  +1
  +0
  +3
  +0
  Quick Draw, special ability
  3
  +2
  +1
  +3
  +1
  Diehard, sneak attack +1d6
  4
  +3
  +1
  +4
  +1
  Pounce
  5
  +3
  +1
  +4
  +1
  Sneak attack +2d6
  6
  +4
  +2
  +5
  +2
  Bravado, Improved Disarm
  7
  +5
  +2
  +5
  +2
  Sneak attack +3d6, special ability
  8
  +6/+1
  +2
  +6
  +2
  Ride like the wind, furtive trail (full speed)
  9
  +6/+1
  +3
  +6
  +3
  Sneak attack +4d6
  10
  +7/+2
  +3
  +7
  +3
  —
  11
  +8/+3
  +3
  +7
  +3
  Sneak attack +5d6
  12
  +9/+4
  +4
  +8
  +4
  Strike first, special ability
  13
  +9/+4
  +4
  +8
  +4
  Sneak attack +6d6 
  14
  +10/+5
  +4
  +9
  +4
  Woodland stealth
  15
  +11/+6/+1
  +5
  +9
  +5
  Sneak attack +7d6
  16
  +12/+7/+2
  +5
  +10
  +5
  Great disarm
  17
  +12/+7/+2
  +5
  +10
  +5
  Sneak attack +8d6, special ability
  18
  +13/+8/+3
  +6
  +11
  +6
  —
  19
  +14/+9/+4
  +6
  +11
  +6
  Sneak attack +9d6
  20
  +15/+10/+5
  +6
  +12
  +6
  Great escape
  TABLE 1–1: THE BANDIT
  
  Gutter Mage 
  The gutter mage is an arcane rogue, able to use magic for nefarious
  purposes and often supported by a guild of wizards or sorcerers who
  need some underhanded help—or by a rogues’ guild that seeks some
  arcane muscle. Gutter mages command a motley collection of class-
  specific spells not available to traditionally taught arcane casters,
  plus a few standard arcane spells. Gutter mages are sometimes called
  motley mages.
  Adventures: Gutter mages are often thrill-seekers, eager to under-
  take adventures and confront danger. Many enjoy posing as wizards
  or rogues, keeping their true abilities secret until the moment calls
  for them to be revealed. They enjoy making flashy moves, smart
  remarks, and the bold entrances and exits that their abilities allow
  them to perform.
  Characteristics: The gutter mage’s power comes from combining
  mystical forces with speed and cunning. While his understanding
  of the arcane arts is usually weak and imperfect, it is highly focused
  on the practical, on rote memorization of the strongest formulas,
  and on arts that enhance his speed and hide his actions. A gutter
  mage prefers to strike so subtly that the victim has no idea the
  attack was coming—and ideally, has no idea he’s been robbed until
  much, much later.
  Alignment:Gutter mages tend toward chaotic alignments, and
  most seek to follow a path of freedom from guild and city laws.
  They are as likely to be driven by kindness as by greed, though, and
  they show no preference for good over evil. A few gutter mages are
  lawful, blending their powers for a higher purpose, such as serving
  on a magistrate’s team or as commissioned investigators for a local
  ruler.
  Religion: Gutter mages are rarely devout; they believe too much in
  their skills and hard-won knowledge to place much faith in the
  divine. Nevertheless, many are superstitious enough to hedge their
  bets. The more direct worshippers follow gods of luck and wealth.
  Those devoted to a higher cause often worship gods of knowledge,
  magic, or wisdom.
  Background: Gutter mages are usually runaway apprentices from
  harsh wizard taskmasters, or independent rogues who first taught
  themselves magic from a stolen spellbook. They are used to working
  alone; few others understand their compulsion to pursue both physi-
  cal and arcane talents. Gutter mages rarely form guilds or associa-
  tions, but rather serve as specialists to existing guilds or (much more
  commonly) as freelancers who hire on for a season and then move
  on. Gutter mages may have come literally from the gutter or escaped
  from the workshop, but they are both street-smart and learned.
  Races:Humans, elves, and gnomes are the most common and
  most widely known races among the gutter mages. Halflings, dark
  elves, and tieflings are known to become gutter mages as well,
  although they do so less frequently.
  Elves quickly master arcane thievery because of their high dexteri-
  ty and natural affinity for magic. Their independent point of view
  also means they often take the risks that other races hesitate at. They
  view magic as a noble calling, whether it is practiced alone or in con-
  junction with combat or stealth.
  Gnomes succeed through trickery, and their racial makeup favors
  those who combine stealth with magic. Even without their aptitude
  for illusions, they use their small size and frequently underestimated
  stature to slip past barriers that might stop others.
  Half-orc, half-elf, and dwarf gutter mages are rare. Neither
  dwarves nor the half-breeds have the disposition that makes magic
  come easily to one half schooled, and the fact that most races dis-
  trust the half-breeds makes it difficult for them to find work as free-
  lancers.
  Other Classes: Gutter mages often work with rogues, sorcerers,
  wizards, and bards, sharing arcane secrets and tricks of the rogue’s
  trade. When an army or warlord requires someone to serve as a spy
  or messenger, a gutter mage is often the logical choice. Gutter mages
  rarely spend time with barbarians (who despise them as weak), pal-
  adins (who distrust their chaotic attitude), or most druids (who sim-
  ply have unrelated concerns).
  Gutter mages rarely cross established wizards’ or thieves’ guilds;
  they always prefer to retain the possibility of being accepted as a
  member by one or both organizations.
  Game Rule Information
  Gutter mages have the following game statistics.
  Abilities: Dexterity is crucial for a gutter mage to move quickly
  and stealthily. Intelligence is vital to his understanding of the work-
  ings of arcane magic and to committing spells to memory. An
  Intelligence of 14 or higher is necessary to access the highest-level
  gutter mage spells, as well as for the crafting of scrolls, forged docu-
  ments, and other items. Charisma helps a gutter mage gain informa-
  tion, bribe officials, and talk his way out of trouble.
  Alignment: Any
  Hit Die: d4
  Luck Die: d8 (see Chapter Six)
  Class Skills
  The gutter mage’s class skills (and the key ability for each skill) are
  Bluff (Cha), Climb (Str), Concentration (Con), Craft (alchemy)
  (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex),
  Disguise (Cha),Forgery (Int),Gather Information (Cha),Hide (Dex),
  Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently
  (Dex), Open Locks (Dex), Profession (any) (Wis), Sleight of Hand
  (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  Skill Points at 1st Level: (4 + Intelligence bonus) × 4
  Skill Points at Each Additional Level: 4 + Intelligence bonus
  Class Features
  All of the following are class features of the gutter mage.
  Weapon and Armor Proficiency: Gutter mages are proficient
  with all simple and light martial weapons and all light armor. Gutter
  mages do not use shields, because they hamper spellcasting. They
  suffer the normal chances of spell failure for wearing armor.
  Spells: Beginning at 1st level, a gutter mage can cast a small num-
  ber of arcane spells. To cast a spell, a gutter mage must have an
  Intelligence of 10 + the spell’s level, so a gutter mage with an
  Chapter One: Core Classes 9
  
  Intelligence of 9 or lower cannot even cast cantrips. These spells
  are cast as if the gutter mage were a standard arcane caster, with a
  save DC of 10 + the spell’s level + the caster’s Intelligence bonus.
  Gutter mages do require spellbooks, though these books rarely
  resemble those used by wizards. Instead, a gutter mage’s spellbook
  is a collection of pages torn out of other books, scrawled notes,
  scroll pages that somehow never quite seem to fade when read, and
  other bits of magical flotsam. If a gutter mage ever loses his spell-
  book, he can create another one from found objects and purchased
  scrolls and scraps. This task takes constant searching and focused
  effort for one week per class level and costs 500 gp per class level.
  If a gutter mage steals a spellbook containing any spells of the
  highest level he can cast, he need not create another one. Instead,
  he “adopts” the new spellbook as his own. In time, he can add to it
  normally; he cannot use spells in the book that are not on the gut-
  ter mage spell list, except by scribing them onto scrolls (see below).
  A gutter mage can make a stolen spellbook his own through one
  week’s study and a successful Spellcraft check (DC 15 + the highest
  level of spell in the spellbook). If the check succeeds, the book
  works normally for the gutter mage. If the check fails, the gutter
  mage must spend another week in study before trying again.
  Scribe Scroll: A gutter mage can read arcane scrolls and gains
  Scribe Scroll as a bonus feat. This benefit includes the ability to
  read scrolls of arcane spells not on the gutter mage class list.
  Wand Mastery: Beginning at 2nd level, a gutter mage knows
  how to handle magic wands. As a result, he gains a +4 competence
  bonus on his Use Magic Device check when using any wand that
  holds a spell not on the gutter mage spell list. When he uses a
  wand that holds a gutter mage spell, no Use Magic Device check 
  is required.
  Sneak Attack: If a gutter mage of 3rd level or higher can catch
  an opponent when she is unable to defend herself effectively from
  his attack, he can strike a vital spot for extra damage. The gutter
  mage’s attack deals extra damage any time his target would be
  denied a Dexterity bonus to Armor Class (whether the target actu-
  ally has a Dexterity bonus or not), or when the gutter mage flanks
  his target. This extra damage is 1d6 points at 3rd level, and it
  increases by 1d6 every three gutter mage levels thereafter. If a gutter
  mage scores a critical hit with a sneak attack, this extra damage is
  not multiplied.
  Ranged attacks can follow the new rules in Chapter Three. With
  a sap (blackjack) or an unarmed strike, a gutter mage can make a
  sneak attack that deals nonlethal damage instead of lethal damage.
  He cannot use a weapon that deals lethal damage to deal nonlethal
  damage in a sneak attack, not even with the usual –4 penalty.
  Gutter mages can sneak attack only living creatures that have
  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. A gutter
  mage must be able to see the target well enough to pick out a vital
  spot and must be able to reach such a spot. He cannot sneak attack
  while striking a creature with concealment or striking the limbs of
  a creature whose vitals are beyond reach.
  Ward Sight (Su): When a gutter mage reaches 4th level, he gains
  the supernatural ability to recognize warding spells, runes, and
  magic traps, including spells such as glyph of warding, sepia snake
  sigil, alarm, and so forth. He may use this ability as a full-round
  action a number of times per day equal to 3 + his Intelligence 
  modifier. Ward sight acts as the rogue class’ trap sense ability but
  requires a single successful Search check to see all wards and magic
  traps on an object. A Disable Device check is needed to deactivate
  any magic traps found. When a gutter mage uses ward sight and
  finds active wards, he sees the wards without further need for con-
  centration until they are removed. As long as he can see such
  wards, a gutter mage can attempt to disarm them as if they were
  physical traps. For a gutter mage, a spell’s default Disable Device
  DC is 15 + the level of the spell.
  Nondescript (Ex): At 5th level or higher, a gutter mage can pass
  without notice in a crowd or an area filled with other creatures and
  can effectively hide in a crowd as if hiding in shadows. Indeed, a
  gutter mage is often overlooked entirely by guards and searchers
  when at least 10 other creatures are present. Using this ability in
  plain sight requires a successful Disguise check opposed by the
  watchers’ Spot check.
  Even if the Spot check succeeds, watchers see the gutter mage
  but don’t regard him as worth noticing—they are not immediately
  suspicious. Normally, a failed Disguise check makes others suspi-
  cious of the disguised person’s activities or appearance. With the
  nondescript ability, only particular offensive actions, such as com-
  bat, thievery, or spellcasting, are likely to trigger suspicion in the
  watchers.
  Improvise Spell (Sp): At 8th level or higher, a gutter mage can
  attempt to cast an arcane spell that he doesn’t really understand,
  albeit with a higher than usual risk of backfiring. He cannot impro-
  vise a spell of a level higher than the highest-level spell he can cast.
  Improvising a spell is a form of spontaneous casting that uses up
  existing spell slots in a way similar to a cleric’s or druid’s ability. An
  improvised spell normally takes up a spell slot equal to the level of
  the spell being cast, but if the gutter mage has no appropriate spell
  slots available (if he has already expended all spell slots of the appro-
  priate level for the day), he can expend two spell slots of the next
  lower level instead. The spells in those slots are lost. If those slots
  are already expended as well, the character cannot use this ability.
  The chance of success when attempting to cast an improvised
  spell varies according to the situation. If the gutter mage has seen
  the spell performed and studied the formula in a spellbook or on a
  scroll, casting the spell requires a Spellcraft check (DC 20 + the
  spell’s level). If he has only seen the spell written in a book or
  scroll, the DC is 25 + the spell’s level. If he has seen the spell in
  action but not written in a spellbook, the DC is 30 + the spell’s
  level. If he has never seen it either written or in action, the DC is 35
  + the spell’s level. If he is trying to improvise a spell he has previ-
  ously stolen (see “Steal Spell” on the next page), the DC is 27 + the
  spell’s level.
  If the attempt fails, the slot(s) are lost as normal, and no spell
  effect results.
  The Book of Roguish Luck
  10
  
  An improvisation attempt backfires when the skill check result is a natural 1, or when
  the result is at least 10 lower than the target Difficulty Class. In the case of a backfire, the
  results should follow the scroll mishap rules under “Scrolls” in Chapter Seven: Magic
  Items of the DMG. Typically, a damaging spell or a charm effect hits the caster instead of
  the intended target, while an illusion or motion spell likely spins out of control. Helpful
  spells intended for a friendly character are either reversed or target an enemy instead.
  Improvised spells can be improved with metamagic feats as long as the gutter mage can
  increase their spell level as normal.
  Staff Mastery (Ex): At 10th level or higher, a gutter mage can use any arcane staff with
  an additional +4 competence bonus on his Use Magic Device check.
  Steal Spell (Su): At 10th level or higher, a gutter mage can literally steal a spell from an
  adjacent arcane caster’s mind a number of times per day equal to 6 + the gutter mage’s
  Intelligence modifier.The gutter mage does not know ahead of time which particular spell he
  will succeed in stealing,but he must specify the spell level he wants to target.Outside com-
  bat, stealing a spell requires a successful Sleight of Hand check against a Difficulty Class
  that varies according to the level of spell being targeted (see the table below).In combat,an
  attempt to steal a spell is made as part of a successful melee attack,including a sneak attack.
  If the initial attempt succeeds, the target is entitled to a Will saving throw (DC 15 + half
  gutter mage’s level + Intelligence modifier) to resist the theft. Should the save succeed, the
  attempt to steal the spell fails and the target becomes alerted to the attempt.
  Spell Level
  Sleight of Hand DC
  0
  15
  1–2
  20
  3–4
  25
  5–6
  30
  7–8
  35
  9
  40
  If the attack roll or skill check succeeds and the target’s Will save fails, choose the stolen
  spell randomly from among those at the spell level the gutter mage targeted. Either a pre-
  pared spell or an available spell slot can be stolen, depending on whether the target uses
  prepared or spontaneous casting. If the target has no prepared spells or available spell
  slots remaining at that level, randomly choose a spell of the next lower level. The spell is
  removed from the target’s inventory and added to the gutter mage’s list of castable spells
  for the day. No material components are required to cast a stolen spell.
  The spell remains in the gutter mage’s inventory of available spells for 2d12 hours; after
  that, it fades away and is lost. If a stolen spell is of a higher level than the gutter mage can
  normally cast,use a caster level check to determine whether the casting succeeds,as is usual
  for scrolls (see Chapter Seven of the DMG).Having stolen a spell does not enable the gut-
  ter mage to use it on future occasions.The spell cannot be written into a scroll or spellbook.
  Stealing a spell is disorienting to both the target and the gutter mage; the target may
  attempt a Fortitude save (DC 10 + level of stolen spell) to avoid being dazed for a single
  round by the pain of having arcane energy ripped from his mind. The gutter mage is not
  dazed, but needs time to restore his arcane equilibrium; he cannot attempt to steal anoth-
  er spell for 1d10 rounds.
  Arcane spells cannot be stolen from traps, scrolls, constructs, or inanimate sources.
  Stealing spells from undead targets increases the Difficulty Class by 4, as the undead’s
  negative energy makes the process much more difficult.
  Reflect Spell (Su): Once he reaches 14th level, a gutter mage can counter and reflect a
  spell back against its caster three times per day. Doing so requires the gutter mage to ready
  an action, then make a successful saving throw against the spell (or a Spellcraft check
  against DC 25 + spell level if the spell does not normally allow a saving throw). The
  
  reflected spell targets its caster as the center point of its effect and
  otherwise performs normally, using the original caster’s level and
  original saving throw DC.
  A spell can be reflected only if it targets the gutter mage, and this
  ability cannot be used against touch spells.
  Capture Spell (Su): At 16th level or higher, a gutter mage can
  capture a spell that targets him or the area around him three times
  per day. To do so, he must ready an action and make a successful
  saving throw against the spell (or a Spellcraft check against DC 30
  + spell level, if the spell does not normally allow a saving throw).
  Should he capture the spell successfully, the gutter mage stores it
  within an item of his own choosing (typically a wand or a weapon)
  until he decides to release it or until the spell fades away. A cap-
  tured spell fades away within 2d12 hours if it is of a level that the
  gutter mage could cast normally, or within 1d4 hours if it is of a
  higher level than the gutter mage could normally use.
  Spell Resistance (Ex): At 19th level, a gutter mage gains spell
  resistance equal to 10 + his class level. As with other creatures that
  have spell resistance, he can choose to drop his resistance to allow
  the application of healing magic or other harmless spells.
  Alter Spell (Su): Upon reaching 20th level, a gutter mage gains
  the ability to interfere with another arcane caster, altering the
  opponent’s spell as it is cast. The other arcane caster must be with-
  in line of sight, and the gutter mage must ready an action prior to
  the enemy’s casting of a spell in order to alter it.
  To succeed at the attempt, the gutter mage must make a melee
  touch attack or a ranged touch attack against the target caster,
  using his Intelligence modifier as a bonus on the roll instead of his
  Dexterity or Strength modifier. If the attack hits, the victim may
  attempt a Will save to negate the effect (DC 10 + caster level). Even
  on a successful save, however, the target must make a Concentra-
  tion check (DC 30) to complete the spell.
  If the attack hits and the victim’s save fails, the gutter mage
  determines where the spell is targeted, how long it lasts, and any
  other variable conditions associated with the spell, up to the limit
  of the original caster’s level or the gutter mage’s caster level,
  whichever is lower.
  Gutter Mage Spells
  Gutter mages follow a motley, disjointed path to the arcane arts,
  combining half-taught elements of illusion with enchantments,
  shadow magic, and transmutations. Their skills are always aimed at
  two primary goals: reaching their targets and stealing from them.
  Everything else is secondary.
  Because gutter mages associate with thieves and rogues of
  every kind, they do not always refer to their spells by names as
  formal as those used by more academic or highborn arcane cast-
  ers. In the spell list that follows, the formal name comes first, fol-
  lowed by the spell’s name in thieves’ cant or gutter mage argot
  (where applicable).
  The Book of Roguish Luck
  12
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Spells Per Day
  Level
  Bonus
  Save
  Save
  Save
  Special
  0
  1st
  2nd
  3rd
  4th
  1
  +0
  +0
  +2
  +0
  Scribe Scroll
  1
  0*
  —
  —
  —
  2
  +1
  +0
  +3
  +0
  Wand mastery
  2
  0* 
  —
  —
  —
  3
  +2
  +1
  +3
  +1
  Sneak attack +1d6
  2
  1
  —
  —
  —
  4
  +3
  +1
  +4
  +1
  Ward sight
  2
  2
  —
  —
  —
  5
  +3
  +1
  +4
  +1
  Nondescript
  3
  2
  —
  —
  —
  6
  +4
  +2
  +5
  +2
  Sneak attack +2d6
  3
  3
  0*
  —
  —
  7
  +5
  +2
  +5
  +2
  —
  4
  3
  0*
  —
  —
  8
  +6/+1
  +2
  +6
  +2
  Improvise spell
  4
  4
  1
  —
  —
  9
  +6/+1
  +3
  +6
  +3
  Sneak attack +3d6
  5
  4
  1
  —
  —
  10
  +7/+2
  +3
  +7
  +3
  Staff mastery,
  5
  5
  2
  0*
  —
  steal spell
  11
  +8/+3
  +3
  +7
  +3
  —
  6
  5
  2
  0*
  —
  12
  +9/+4
  +4
  +8
  +4
  Sneak attack +4d6
  6
  5
  3
  1
  —
  13
  +9/+4
  +4
  +8
  +4
  —
  6   
  6
  3
  1
  —
  14
  +10/+5
  +4
  +9
  +4
  Reflect spell
  6  
  6
  4
  2
  0*
  15
  +11/+6/+1
  +5
  +9
  +5
  Sneak attack +5d6
  6
  6
  4
  2
  0*
  16
  +12/+7/+2
  +5
  +10
  +5
  Capture spell
  6 
  6
  5
  3
  1
  17
  +12/+7/+2
  +5
  +10
  +5
  —
  6  
  6
  5
  3
  2
  18
  +13/+8/+3
  +6
  +11
  +6
  Sneak attack +6d6
  6
  6
  6
  4
  3
  19
  +14/+9/+4
  +6
  +11
  +6
  Spell resistance
  6  
  6
  6
  4
  4
  20
  +15/+10/+5
  +6
  +12
  +6
  Alter spell
  6   
  6
  6
  5
  5
  * Intelligence bonus spells only.If no bonus,no spells are gained at this level. A score of 12 Intelligence is required for a bonus 1st-level spell,14 Intelligence for a 2nd-level spell,and so on.
  TABLE 1–2: THE GUTTER MAGE
  
  The gutter mage’s spell list appears below. Gutter mages have
  access to cantrips and spells of up to 4th level. Spells from the
  Player’s Handbook are unmarked, and spells included in Chapter
  Seven of this book are marked with an asterisk (*).
  0-Level Spells (Cantrips)
  Arcane Mark (Gutter Mark): Inscribes a personal rune (visible 
  or invisible).
  Bat Sight* (Blind Eye): Blindsense, low-light vision, bonus on
  ranged attacks for 1 round.
  Bouncing Fall* (Bounce the Baby): Minimizes falling damage.
  Create Equipment* (Just the Thing): Creates one nonmagical
  object for 1d4 rounds.
  Daze (Upside the Head): Humanoid creature of 4 HD or less
  loses next action.
  Detect Magic (Finder): Detects spells and magic items within 
  60 feet.
  Fast Escape* (Quicker): Adds +10 bonus to Escape Artist checks.
  Flare (Flasher): Dazzles one creature (–1 penalty on attack rolls).
  Ghost Sound (Groaner): Figment sounds.
  Guidance (Just a Bit): +1 bonus on one attack roll, saving throw,
  or skill check.
  Lullaby (Crooner’s Chant): Makes subject drowsy; –5 penalty on
  Spot and Listen checks,–2 penalty on Will saves against sleep effects.
  Prestidigitation (Fingertips): Performs minor tricks.
  Read Magic (Gutter Sight): Read scrolls and spellbooks.
  Smuggler’s Veil* (Empty Pot): Container appears empty.
  Thief Hand*: Use Sleight of Hand at a distance.
  Trinket Charm* (A Coin for Uncle): Distracts creatures with
  Intelligence of 1 to 4.
  1st-Level Spells
  Beggar’s Charm* (Fly a Flag): Helps beggars draw attention.
  Card Control* (Flip You for It): You always get the card, coin flip,
  or die roll you want.
  Compelling Question* (Shakedown): Target must answer a
  question with a single-word answer.
  Confession* (I Shouldn’t Tell You This): Target shares secret
  information.
  Distraction* (Screamer): Target takes no action for 1 round/
  caster level (new save each round).
  Dust and Dirt* (Not Worth Much): Reduces the appraised value
  of an item by 50 percent + 1 percent per level.
  Expeditious Retreat (Triple Time): Your speed increases by 
  30 feet.
  Feather Fall (Double Bounce): Objects or creatures fall slowly.
  Gambler’s Luck* (Sharper): Target gains a +1d4 bonus on gam-
  bling checks.
  Gutter Storm*: Caster surrounded by whirlwind that penalizes
  attacks and deals 1d4 points of damage/round.
  Hold Portal (Locker): Holds door shut.
  Hypnotism (Fey Lights): Fascinates 2d4 HD of creatures.
  Jump (Higher Step): Subject gets bonus on Jump checks.
  Mage Armor (Thick Rags): Gives subject +4 armor bonus.
  Private Conversation* (Just Between Us): Allows subjects to
  speak without being heard.
  Rattling Chant*: Zone of noisiness creates –10 penalty on Move
  Silently checks.
  Ray of Enfeeblement (Palsy and Shake): Ray deals 1d6 +1/two
  levels of temporary Strength damage.
  Rogue’s Stab*: Target gains +1d6 sneak attack damage.
  Shocking Grasp (Reynard’s Handshake): Touch delivers 1d6
  points/level of electricity damage (max. 5d6).
  Sleep (Like a Baby): Puts 4 HD of creatures into magical slumber.
  Switch Item* (Fool Me Once): Replaces one object with a dupli-
  cate.
  Thieves’ Charm* (Mine Mine Mine): Allows caster to take item
  without challenge.
  Watch the Watchers*: Puts a “bell” on guards that only caster
  hears.
  2nd-Level Spells
  Bull’s Strength:Subject gains a +4 bonus to Strength for one
  minute/level.
  Cat’s Grace: Subject gains a +4 bonus to Dexterity for one
  minute/level.
  Charming Lie* (Trust Me,Boys): Listeners believe whatever you
  say.
  Cloak of Darkness* (Black Gentleman): Darkness surrounds
  caster, provides 20 percent miss chance and a +5 bonus on Hide
  checks.
  Darkness (Out the Light): 20-foot radius of supernatural shadow.
  Darkvision (Rat Sight): See 60 feet in total darkness.
  False Life (Bigger Boots): Gain 1d10 temporary hit points + 1
  point/level (max. +10).
  Fog Cloud (Morning Sky): Fog obscures vision.
  Knock (Every Key): Opens locked or magically sealed door.
  Mirror Image (Twins and Triplets): Creates decoy duplicates of
  you (1d4 +1 per three levels, max. 8).
  Misdirection (Maze Chant): Misleads divinations for one crea-
  ture or object.
  Part Crowd* (Step Aside): Crowds move aside to let you pass and
  press back to block pursuit.
  Peerless Camouflage* (Running the Shadows): Allows hiding at
  full movement.
  Roof Runner*: Run safely over sloping surfaces.
  Silence (Coffin Chant): Negates sound in 20-foot radius.
  Silent as Rats*: Share your Move Silently skill with others.
  Silent Combat (Midnight Muffle): Silences combat noises.
  Small as Mice*: Share your Hide skill with others.
  Step Under My Shadow*: Allows creature to attempt Hide check
  in plain sight.
  Treasure Magnet* (Into the Bag): Sweeps most valuable objects
  into a sack in 1 round.
  Trigger Item* (Pull the Lever): Activates a charged item without a
  command word.
  Chapter One: Core Classes 13
  
  3rd-Level Spells
  Confusion (Ring the Chimes): Subjects behave oddly for
  1 round/level.
  Deep Slumber (Like a Rock): Puts 10 HD of creatures to sleep.
  Deeper Darkness (Out the Stars): Object sheds supernatural
  shadow in 60-foot radius.
  Dispel Magic (White Breaker): Cancels magical spells and
  effects.
  Feign Death* (Gravedigger’s Nap): Subject takes half damage
  from wounds, survives coup de grace.
  Forget* (Nothing to See): Subject creatures lose all memory of
  the last minute.
  Gaseous Form (Foggy Bottom): Subject becomes insubstantial
  and can fly slowly.
  Glibness (Silvertongue): You gain +30 bonus on Bluff checks,
  and your lies can escape magical discernment.
  Knockout* (Mugged in the Alley): Doubles allies’ damage rolls,
  changes damage to nonlethal damage.
  Nondetection (Blind the Law): Hides subject from divination,
  scrying.
  One Step Ahead* (Spider Eyes): Subject gains uncanny dodge.
  Quick Escape* (Out the Back Way): Creates a temporary nor-
  mal door.
  Smuggler’s Chest*: Hides chest on ethereal plane for up to six
  days.
  Spit Shine* (Pretty Pebble): Increases apparent value of an item.
  Storm of Ten Thousand Knives* (Dagger Chant): Throw two
  ranged daggers/level.
  Unreasonable Rage* (Mad as a Hare): Subject attacks creatures
  around it.
  4th-Level Spells
  Black Spellbreaker* (Black Blade): Item affected dispels magic
  by touch.
  Freedom of Movement (Nothing Holds Us): Subject moves
  normally despite impediments.
  Giant Vermin (Crawlers): Turns centipedes, scorpions, or
  spiders into giant vermin.
  Modify Memory (What He Really Saw): Changes five minutes
  of subject’s memories.
  Quick Escape,Greater* (Open Every Window): Create a magi-
  cal door in a solid wall.
  Scrying (My Little Eye): Spies on subject from a distance.
  Sending (Hawks and Pigeons): Delivers short message instantly.
  Thief of Spells* (Borrow a Cup of Magic): Ends spell effects on
  a creature and grants them to you.
  Transfer Curse* (My Gift to You): Passes a curse effect or cursed
  item from one creature to another.
  Treasure Magnet,Greater* (I Said Into the Bag,Dammit):
  Takes worn or held items from foes.
  Zone of Silence (Really Just Between Us): Keeps eavesdroppers
  from overhearing conversations.
  The Book of Roguish Luck
  14
  The following spells from The Complete Book
  of Eldritch Might and Monte Cook’s Arcana
  Evolved are well suited to the gutter mage.
  Spells from The Complete Book of Eldritch
  Might are marked with a double dagger (‡);
  those from Arcana Evolved are marked with
  a single dagger (†). These spells are not
  required for the class but can add depth to
  a campaign. 
  0-Level Spells (Cantrips)
  Animated Tattoo‡: Creates a moving image
  on a subject’s body.
  Canny Effort†: Caster gains a +2 compe-
  tence bonus on next skill check.
  Disorient†: Target rerolls initiative and is flat
  footed until that time.
  Door Warning†: Caster knows when door is
  opened and who opened it.
  Long Flame‡: Candle, torch, or lantern
  burns much longer than normal.
  1st-Level Spells
  Acrobatics†: Caster gets +5 competence
  bonus on Balance, Climb, Jump, and
  Tumble.
  Disdain the Divine‡: Gives +1 bonus/four
  levels to saves against divine spells.
  Glamour†: Illusion makes caster look attrac-
  tive, +5 bonus on Bluff, Diplomacy, and
  Gather Information.
  Guilt‡: One evil target is denied an action.
  Noness Toma (Slip Between Sight)‡: Caster
  gains +5 bonus on Hide.
  Unhand‡: Disarms subject.
  2nd-Level Spells
  Bypass Ward†: Suppresses magic traps,
  wards, seals, and touch-triggered runes.
  Play the Fool‡: Makes caster believe spells
  were effective when they were not.
  Precise Vision‡: +5 bonus on Spot and
  Search.
  Silent Sheath†: Target makes no sound
  whatsoever.
  Subtle Steps†: Caster gains +5 competence
  bonus on all Hide and Move Silently
  checks.
  Thief Ward‡: Hide and Move Silently checks
  are made at a –10 penalty.
  3rd-Level Spells
  Alikaba’s Theft‡: Object in subject’s hands
  appears in your hands.
  Compelling Question, Greater†: Target must
  answer a question.
  Grant Mobility‡: Allows an intelligent item
  to float and attack under its own power.
  Scry Retaliation‡: Inflicts 1d6 points of dam-
  age/level upon scrier.
  Sleep, Greater‡: Puts 4d6 HD (max. 10 HD)
  worth of creatures to sleep.
  Tracer†: Caster always knows distance and
  direction to object of the spell.
  4th-Level Spells
  Coax Forth Power‡: Magic items inflict
  50 percent more damage than normal.
  Hidden Object‡: Object can only be seen
  through magic glass.
  Locate Creature†: Provides direction to
  creature of specific type or to a specific
  individual.
  Spelltrap‡: Prepare gem that is triggered by
  specific spell.
  Gutter Mage Spells From Eldritch Might and Arcana Evolved
  
  Shadowsworn 
  Sometimes also called a shadow thief, a shadowsworn is an arcane rogue who sells his
  soul to the Plane of Shadow, one drop at a time. The commander of powerful shadow
  magic, he is utterly silent and deadly, able to walk literally under the noses of guards
  and watchers. Shadowsworn invariably go mad or become shades or shadows when
  their powers grow beyond mortal limits.
  Adventures: Shadowsworn enjoy adventuring in darkness; many people think they
  are entirely nocturnal, though in fact they are perfectly capable of functioning in day-
  light. They prefer to operate entirely by stealth, without the flashy tactics of gutter
  mages, the strength from ambush of bandits, or the trickery of rogues. A shadow-
  sworn is happiest when no one notices he has come and gone, usually taking a great
  treasure with him.
  Characteristics: The shadowsworn’s arcane knowledge comes from combining ele-
  mental shadow magic with stealth and treachery.A shadowsworn’s understanding of the
  arcane depends on an oath sworn to the powers of shadow, and as such it resembles
  sorcerous magic far more than wizardly power.A shadowsworn who is detected is always
  at a disadvantage; much of his power comes from remaining in the background and
  from the fear that his reputation engenders.
  Alignment:Shadowsworn tend toward selfishness and self-absorption, and are
  rarely concerned with great causes. They seem drawn toward balance and neutrality,
  though some retain a slight preference for law, chaos, good, or evil. They almost always
  serve themselves first, and other masters second.
  Religion: Shadowsworn are sometimes religious; some see their journey into
  night as a spiritual one. Others are impious, with little time for such devotions
  beyond the initial oath to a shadow lord; they view this as more of a business
  arrangement than a spiritual one. Those who do spend time on the spiritual path
  tend to follow gods of night and darkness. A small minority follow gods of fate or
  the primordial powers.
  Background: Shadowsworn are often born rather than made; they are baptized into
  cults of shadow-worshippers, and their childhoods are devoted to learning the mys-
  teries of the night. A few come to the shadows as adults—men and women who turn
  away from the light and swear an oath to the gods of night in exchange for power over
  the darkness. Most shadowsworn work alone rather than as part of a guild. Even
  within an adventuring group, their nocturnal habits often lead to suspicion and 
  misunderstandings.
  Races:Humans, dwarves, and half-orcs are the most common and most widely
  known shadowsworn. Dark elves, duergar, and tieflings are all nocturnal and devious
  enough to follow the shadowsworn path; only their lesser numbers keep them from
  being the most famous of shadowsworn.
  Dwarves who spend their lives in mines and quarries have a natural affinity for
  darkness that sometimes turns sinister and solitary. Dwarf shadowsworn are quiet,
  disciplined, and feared, but tend to make their own kind uncomfortable. They are
  often called “tunnel rats,” “black watchers,” or “shadow chasers.” Many leave the 
  tunnels to find others who will embrace them.
  Half-orc shadowsworn are relatively common; their dual heritage makes them enjoy
  the interplay between light and dark, and many seem to master shadow magic with
  innate understanding. They are honored by orcs as superior scouts and assassins, and
  are respected by human guilds as more naturally gifted than human shadowsworn.
  Their darkvision and keen senses give them an edge in the night world.
  Elf, half-elf, halfling, and gnome shadowsworn are uncommon, as all these races
  enjoy the sun and surface world. The gnomes’ affinity for illusion and shadow magic
  occasionally leads them into shadow thievery, but most gnome communities consider
  this a step onto a false path and banish those who pursue it. Elves who follow the
  
  shadowsworn ways are considered only a single step above the dark
  elves and find themselves shunned by most other elves. Halflings
  and half-elves who follow shadow thievery are not rejected by their
  fellows, but few members of these races have the temperament for
  nocturnal prowling.
  Other Classes: Shadowsworn often work with rogues, sorcerers,
  druids, and bandits, sharing arcane secrets and tricks of the rogue’s
  trade. They are frequently burglars, scouts, and night raiders, able
  to harass even enemies with darkvision and defensive magic. They
  rarely spend time with clerics (except for priests of night and shad-
  ow), paladins (who distrust them), or monks (who dislike the
  shadowsworn’s pact with powers outside himself).
  Shadowsworn sometimes serve as enforcers for a wizards’ guild,
  but more commonly they work alone or with a small party of
  adventurers.
  Game Rule Information
  Shadowsworn have the following game statistics.
  Abilities: Dexterity is crucial for a shadowsworn to move quickly
  and stealthily. Charisma proves vital for understanding and mas-
  tering the workings of arcane shadow magic. Wisdom allows a
  shadowsworn to resist the corruption of working with shadow
  magic longer.
  Alignment: Any nongood
  Hit Die: d4
  Luck Die: d6 (see Chapter Six)
  Class Skills
  The shadowsworn’s class skills (and the key ability for each skill)
  are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy
  (Cha), Disable Device (Int), Forgery (Int), Hide (Dex), Jump (Str),
  Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Open
  Lock (Dex), Profession (any) (Wis), Search (Int), Sleight of Hand
  (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  Skill Points at 1st Level: (4 + Intelligence bonus) × 4
  Skill Points at Each Additional Level: 4 + Intelligence bonus
  Class Features
  All of the following are class features of the shadowsworn.
  Weapon and Armor Proficiency: Shadowsworn are proficient
  with all simple and martial weapons and with all light armor.
  Shadowsworn do not use shields, because they hamper spell-
  casting.
  Spells: A shadowsworn is a magic user able to cast a small num-
  ber of arcane spells. To cast a spell, a shadowsworn must have a
  Charisma of 10 + the spell’s level, so a shadowsworn with a
  Charisma of 9 or lower cannot even cast cantrips. These spells are
  cast as if the shadowsworn were a specialist in the school of shad-
  ow magic (see page 19).
  A shadowsworn does not require a spellbook.
  Scribe Scroll: A shadowsworn can read arcane scrolls and gains
  Scribe Scroll as a bonus feat.
  Darkvision: Beginning at 2nd level, a shadowsworn gains
  increasingly powerful darkvision. If he has no darkvision, he gains
  it out to 30 feet. If he already has darkvision, he gains an additional
  30 feet to his existing range.
  This increases by another 30 feet at 7th, 13th, and 19th levels.
  Thus, a human shadowsworn at 19th level has darkvision out to
  120 feet, and a dwarf out to 180 feet.
  Sneak Attack: If a shadowsworn of 3rd level or higher can catch
  an opponent when she is unable to defend herself effectively from
  his attack, he can strike a vital spot for extra damage.
  The shadowsworn’s attack deals extra damage any time his target
  would be denied a Dexterity bonus to Armor Class (whether the
  target actually has a Dexterity bonus or not), or when the shadow-
  sworn flanks his target. This extra damage is 1d6 points at 3rd
  level, and it increases by 1d6 every three shadowsworn levels there-
  after. If a shadowsworn scores a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Ranged attacks can follow the new rules provided in Chapter
  Three: Sneakier Attacks.
  With a sap (blackjack) or an unarmed strike, a shadowsworn can
  make a sneak attack that deals nonlethal damage instead of lethal
  The Book of Roguish Luck
  16
  
  damage. He cannot use a weapon that deals lethal damage to deal
  nonlethal damage in a sneak attack, not even with the usual –4
  penalty.
  A shadowsworn can sneak attack only living creatures that have
  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 shadow-
  sworn 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 shadowsworn cannot
  sneak attack while striking a creature with concealment or striking
  the limbs of a creature whose vitals are beyond reach.
  Shadow Familiar:At 4th level or higher, a shadowsworn may
  conduct an all-day ceremony that releases his own shadow to serve
  as a familiar for him. This shadow has the usual statistics and abili-
  ties of a sorcerer or wizard familiar (see sidebar), but it is incorpo-
  real, though not undead. It cannot be turned, rebuked, or com-
  manded by a third party. It can be cured with normal curative
  spells. It resembles a flat, flickering shadow and remains invisible
  in full or partial darkness. The shadow familiar can move under
  doors and through other tiny openings and can hide itself perfectly
  well by posing as its master’s normal shadow.
  The shadowsworn may communicate with his shadow familiar
  normally starting at 4th level, rather than at 5th level as most wiz-
  ards and sorcerers do. All other abilities are as shown on the famil-
  iars table in Chapter Three: Classes of the Player’s Handbook for a
  caster of the shadowsworn’s level.
  If his shadow familiar is killed, a shadowsworn no longer casts a
  shadow normally during daylight. He may only summon another
  shadow familiar after somehow regaining his normal shadow. A
  restoration spell can accomplish this, as can the use of the summon
  shadow ability that the shadowsworn gains at 8th level (see below).
  A multiclassed shadowsworn/wizard or shadowsworn/sorcerer
  may have a standard familiar as well as a shadow familiar.
  Summon Shadow (Sp): At 8th level or higher, a shadowsworn
  can turn natural shadows into the undead creatures of the same
  name (see the MM). He can perform this summoning as a standard
  action up to three times per day, summoning 1d3 shadows plus an
  additional one for every two shadowsworn levels above 8th. For
  example, a 14th-level shadowsworn summons 1d3+3 shadows. Once
  summoned, the shadows obey his mental commands at any range,
  though they can only communicate with their summoner when they
  come within 10 feet per shadowsworn level.
  After a shadowsworn reaches 12th level, he can substitute one
  greater shadow for every three shadows he would normally summon.
  Any other creatures summoned at the same time appear as normal
  shadows. For instance, when a 12th-level shadowsworn summons
  five shadows, he can summon one greater shadow (see the MM) and
  two normal shadows.
  This ability is treated like a summon spell cast by a sorcerer of
  equivalent level.The shadows last for 1 round per shadowsworn level.
  Blind (Su): At 10th level or higher, a shadowsworn can literally
  steal a victim’s sight, including darkvision and magical vision, as a
  free action. This requires a successful ranged touch attack or melee
  touch attack, or this ability can be combined with a normal melee or
  ranged attack (including sneak attacks).
  The victim is entitled to a Will saving throw (DC 10 + half the
  shadowsworn’s level + Charisma modifier) to resist the blindness. If
  the save succeeds, the shadowsworn cannot blind that target with
  any future attempts. If the save fails, the victim is blinded for a num-
  ber of rounds equal to 1d4 + the shadowsworn’s Charisma bonus.
  A shadowsworn may return
  a creature’s stolen sight as a
  free action.
  Shadow Self (Su): Upon
  reaching 14th level, a shadow-
  sworn can call up and control
  a single copy of himself made
  from shadow. This shadow
  self, unlike normal shadows,
  is corporeal and subject to
  critical hits. It appears as a
  duplicate of the shadow-
  sworn, even wearing and car-
  rying duplicates of the con-
  troller’s gear (except that the
  shadow self’s gear is always
  nonmagical). A shadowsworn
  can direct this body to go
  places that he could not safely
  go himself, and can see and
  hear everything that the shad-
  ow self sees and hears. A
  shadow self can easily be mis-
  taken for its master; its gait,
  features, and mannerisms all
  resemble the shadowsworn’s,
  unless they are deliberately
  distorted by use of the
  Disguise skill or magic. The
  shadow self can receive and
  use additional gear of any
  kind up to 40 lbs., including
  magic items.
  The shadow self possesses
  all the shadowsworn’s characteristics, except for having half his hit
  points, a Dexterity score 4 points higher than the shadowsworn’s, a
  Strength score 4 points lower, and a +2 natural armor bonus. The
  shadow self’s base attack bonus is equal to half its controller’s base
  attack bonus, and it uses its own Strength and Dexterity modifiers
  to determine attacks and Armor Class. (Attack figures and Armor
  Class may need further adjustment if any of the shadowsworn’s gear
  is magical.)
  A shadow self is dispersed instantly by exposure to full sunlight,
  to a daylight spell or the equivalent (any effect that produces bright
  illumination out to 60 feet or more), or by a dispel magic spell; it goes
  unaffected by attempts to turn undead.
  Chapter One: Core Classes 17
  Shadow Familiar 
  Hit Dice: For the purpose of effects relat-
  ed to number of Hit Dice, use the master’s
  character level or 2d12 HD, whichever is
  higher.
  Hit Points: A shadow familiar has one-half
  its master’s total hit points (not including
  temporary hit points), rounded down,
  regardless of its actual Hit Dice.
  Armor Class: 13 (+2 Dex, +1 deflection).
  Attacks: Use the master’s base attack
  bonus, as calculated from all his classes.
  The familiar deals 1d6 points of damage
  on a successful melee attack.
  Saving Throws: For each saving throw,
  use either the familiar’s base save bonus
  (Fortitude +2, Reflex +2, Will +0) or the
  master’s (as calculated from all his class-
  es), whichever is better. The familiar uses
  its own ability modifiers on saves, and it
  doesn’t share any of the other bonuses
  that its master might have on saves.
  Skills: Hide +8, Listen +7, Search +4,
  Spot +7.
  For each of these skills in which the mas-
  ter also has ranks, use either the famil-
  iar’s skill modifier or the master’s,
  whichever is better.
  Ability Scores: Str —, Dex 14, Con —, 
  Int 6, Wis 12, Cha 13.
  Special Abilities: Shadow familiars are
  incorporeal and impart special abilities to
  their masters depending on the master’s
  combined level in classes that grant famil-
  iars, as shown on the familiars table in
  Chapter Three: Classes of the Player’s
  Handbook.
  
  The shadow self can move any distance away from the shadow-
  sworn, but it has a limited life span, slowly unraveling whenever it
  is in partial illumination or full darkness. In an area of twilight or
  shadowy illumination, it lasts for one week. In daylight under
  cloudy conditions or in a place of total darkness, such as an unlit
  cavern, it fades away within 24 hours.
  A shadowsworn who has already created one shadow self in a
  week may attempt to create additional duplicates, but each attempt
  requires a successful Fortitude save (DC 20, +5 for each additional
  shadow self beyond the second). If any such save fails, the shadow-
  sworn immediately gains a negative level and cannot create more
  than one shadow self until the negative level is removed.
  Shadow Strike (Sp): At 16th level or higher, a shadowsworn
  attacking from the shadows can call on the power of darkness to
  strike down a foe once per day. This black, silent mass of negative
  energy rolls over a 20-foot-radius area, dealing 1d8 points of dam-
  age per two caster levels to any creature that fails a Reflex save
  (DC 10 + half the shadowsworn’s caster level + Charisma modifier)
  and half damage to those that do save.
  Undead are healed by this negative energy effect, usable only
  under conditions of shadowy illumination. Creatures standing in
  total darkness or full sunlight (or within the radius of a daylight
  spell) are immune to this effect. Creatures within the radius of a
  continual flame or deeper darkness spell gain a +4 bonus on the save.
  This ability is the equivalent of a 3rd-level spell.
  Shadow Walk (Sp): At 19th level, a shadowsworn gains the abil-
  ity to shadow walk, as the spell, three times per day.
  Shadeform: Upon reaching 20th level, a shadowsworn can
  transform himself into a shadow at will, as if using the spell
  shapechange. Changing form (into a shadow or back again) is a
  move action.
  Shadowsworn Spells
  Shadowsworn follow a focused path in the arcane arts, using their
  affinity for shadow magic to cast spells in the same natural, attuned
  way that sorcerers do. Many shadowsworn say that using magic
  isn’t so much a practiced skill as an extension of the darkness with-
  in themselves.
  The shadowsworn’s spell list is given below. Shadowsworn have
  access to cantrips and spells of up to 4th level. Spells from the
  Player’s Handbook are unmarked, and spells that appear in Chapter
  Seven of this book are marked with an asterisk (*).
  0-Level Spells (Cantrips)
  Arcane Mark: Inscribes a personal rune (visible or invisible).
  Daze: Creature loses next action.
  Detect Magic: Detect spells and magic items within 60 feet.
  Douse*: Extinguishes one candle, torch, or lantern per level.
  Flare: Dazzles one creature (–1 penalty to attacks).
  Ghost Sound: Figment sounds.
  The Book of Roguish Luck
  18
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Spells Per Day
  Level
  Bonus
  Save
  Save
  Save
  Special
  0
  1st
  2nd
  3rd
  4th
  1
  +0
  +0
  +2
  +0
  Scribe Scroll
  2
  —
  —
  —
  —
  2
  +1
  +1
  +2
  +1
  Darkvision +30 feet
  2
  0*
  —
  —
  —
  3
  +2
  +1
  +3
  +1
  Sneak attack +1d6
  3
  1
  —
  —
  —
  4
  +3
  +1
  +4
  +1
  Shadow familiar
  3
  2
  —
  —
  —
  5
  +3
  +2
  +4
  +2
  —
  4
  3
  0*
  —
  —
  6
  +4
  +2
  +5
  +2
  Sneak attack +2d6
  4
  3
  1
  —
  —
  7
  +5
  +2
  +5
  +2
  Darkvision +60 feet
  5
  4
  1
  —
  —
  8
  +6/+1
  +3
  +6
  +3
  Summon shadow
  5
  4
  2
  —
  —
  9
  +6/+1
  +3
  +6
  +3
  Sneak attack +3d6
  6
  5
  2
  —
  —
  10
  +7/+2
  +3
  +7
  +3
  Blind
  6
  5
  3
  0*
  —
  11
  +8/+3
  +4
  +7
  +4
  —
  6
  6
  3
  1
  —
  12
  +9/+4
  +4
  +8
  +4
  Sneak attack +4d6,
  6
  6
  4
  1
  —
  summon shadow (greater)
  13
  +9/+4
  +4
  +8
  +4
  Darkvision +90 feet
  6
  6
  4
  2
  —
  14
  +10/+5
  +5
  +9
  +5
  Shadow self
  6
  6
  5
  2
  —
  15
  +11/+6/+1
  +5
  +9
  +5
  Sneak attack +5d6
  6
  6
  5
  3
  0*
  16
  +12/+7/+2
  +5
  +10
  +5
  Shadow strike
  6 
  6
  6
  3
  1
  17
  +12/+7/+2
  +6
  +10
  +6
  —
  6
  6
  6
  4
  2
  18
  +13/+8/+3
  +6
  +11
  +6
  Sneak attack +5d6
  6
  6
  6
  4
  3
  19
  +14/+9/+4
  +6
  +11
  +6
  Darkvision +120 feet,
  6  
  6
  6
  5
  4
  shadow walk
  20
  +15/+10/+5
  +7
  +12
  +7
  Shadeform,sneak attack +6d6
  6   
  6
  6
  5
  5
  * Charisma bonus spells only.If no bonus,no spells are gained at this level. A score of 12 Charisma is required for a bonus 1st-level spell,14 Charisma for a 2nd-level spell,and so on.
  TABLE 1–3: THE SHADOWSWORN
  
  Lengthen Shadows*: Darkness falls, –2 penalty on Spot and
  Search checks.
  Read Magic: Read scrolls and spellbooks.
  Shadow Bite*: Creature must make Concentration check, may
  drop items.
  Shadow Blindness*: Cancel creature’s darkvision.
  Shadow Knife*: Create a weapon from shadow.
  Silhouette*: Shadows dance on a wall.
  Smuggler’s Veil*: Container appears empty.
  Tongue of Fiends*: Speak Infernal.
  1st-Level Spells
  Animate Rope: Makes a rope move at your command.
  Cause Fear: One creature flees for 1d4 rounds.
  Chill Touch: One touch/level deals 1d6 points of damage and pos-
  sibly 1 point of temporary Strength damage.
  Compelling Question*: Target must answer simple question.
  Feather Fall: Objects or creatures fall slowly.
  Jump: Subject gets +30 bonus on Jump checks.
  Light Blindness*: Hampers subject’s vision.
  Mage Armor: Gives subject +4 armor bonus.
  Moonscript*: Writing invisible except in moonlight.
  Private Conversation*: Subjects speak without being overheard.
  Ray of Enfeeblement: Ray reduces Strength by 1d6 points +1
  point/two levels.
  Ray of Exhaustion: Ray makes subject exhausted.
  Rogue’s Stab*: Target gains +1d6 points of sneak attack damage.
  Shadow Hands*: Touch deals 1d6 points of cold damage/level
  (max. 5d6).
  Shadow Purse*: Purse links to extraplanar space.
  Silent Sound*: Ranged touch attack deals 1d6 points of sonic
  damage/level (max. 5d6).
  Sleep: Put 2d4 HD of creatures into comatose slumber.
  Trackless*: Splits a trail or erases it, adding +10 to Track DC.
  2nd-Level Spells
  Blindness/Deafness: Makes subject blind or deaf.
  Cat’s Grace: Subject gains 1d4+1 Dexterity for one hour/level.
  Cloak of Darkness*: Darkness surrounds caster, provides 20 per-
  cent miss chance and a +5 bonus on Hide and Move Silently checks.
  Darkness: 20-foot radius of supernatural darkness.
  Darkvision: See 60 feet in total darkness.
  Death Knell: Kills dying creature; you gain 1d8 temporary hp,
  +2 bonus to Strength, and +1 level.
  Grey Spellbreaker*: Cancel or suppress ongoing spells by touch-
  ing area, creature, or object.
  Knock: Opens locked or magically sealed door.
  Mirror Image: Creates decoy duplicates of you (1d4+1/three 
  levels, max. 8).
  Misdirection: Misleads divinations for one creature or object.
  Scare: Panics creatures of less than 6 HD.
  Shadow Jump*: Move between shadows within 100 feet + 10
  feet/level.
  Shieldbreaker*: Allows one weapon to ignore or break shields,
  dispels shield.
  Silent Combat*: Silences combat noises.
  Slither*: You become an incorporeal shadow for 1 round.
  Step Under My Shadow*:
  Hide while in plain sight.
  Touch of Idiocy: Subject
  takes 1d6 points of temporary
  Intelligence, Wisdom, and
  Charisma damage.
  3rd-Level Spells
  Blink: You randomly
  vanish and reappear for 
  1 round/level.
  Confusion: Subjects
  behave oddly for 1
  round/level.
  Deeper Darkness: Object
  sheds absolute darkness in
  60-foot radius.
  Dispel Magic: Cancels magical spells and effects.
  Displacement: Attacks miss subject 50 percent of the time.
  Enter Shadow*: Become incorporeal and enter target’s shadow.
  Feign Death*: Subject takes half damage from attacks, survives
  coup de grace.
  Chapter One: Core Classes 19
  Level
  0
  1st
  2nd
  3rd
  4th
  1
  4
  —
  —
  —
  —
  2
  5
  2*
  —
  —
  —
  3
  5
  3
  —
  —
  —
  4
  6
  3
  —
  —
  —
  5
  6
  4
  2*
  —
  —
  6
  7
  4
  2
  —
  —
  7
  7
  5
  3
  —
  —
  8
  8
  5
  3
  —
  —
  9
  8
  5
  4
  —
  —
  10
  9
  5
  4
  2*
  —
  11
  9
  5
  5
  2
  —
  12
  9
  5
  5
  3
  —
  13
  9
  5
  5
  3
  —
  14
  9
  5
  5
  4
  —
  15
  9
  5
  5
  4
  2*
  16
  9
  5
  5
  5
  2
  17
  9
  5
  5
  5
  3
  18
  9
  5
  5
  5
  3
  19
  9
  5
  5
  5
  4
  20
  9
  5
  5
  5
  4
  * If the shadowsworn has a high enough Charisma score to gain a bonus spell of this level.
  The School of Shadow Magic
  The school of shadow magic is closely
  related to the school of illusion and
  somewhat more tangentially related to
  creation and necromancy, but it stands
  apart from all of them. It uses the power
  of the planes of Negative Energy and
  Positive Energy to generate spell effects,
  in the same manner that elementalists
  use the various elemental planes to gen-
  erate their magic. 
  All spells cast by shadowsworn are of this
  school, rather than the traditional schools
  they are also associated with. All shadow-
  sworn spells have the shadow descriptor.
  TABLE 1–4: SHADOWSWORN SPELLS KNOWN
  
  Haste: One creature/level moves faster than normal, +1 bonus
  on attack rolls, Armor Class, and Reflex saves.
  Nondetection: Hides subject from divination, scrying.
  Shadow Bridge*: Magically jump between two locations.
  Silence: Negates sound in 15-foot radius.
  Slow: One subject/level takes only one action/round, –2 penalty
  to Armor Class, –2 penalty on attack rolls.
  Suggestion: Compels subject to follow stated course of action.
  Terror*: Subject is panicked for 1 round/level.
  4th-Level Spells
  Black Hand*: Permanently drains 1d3 points of Strength,
  Dexterity, and Constitution from enemy; you gain these points.
  Black Spellbreaker*: Affected item dispels magic by touch.
  Enervation: Subject gains 1d4 negative levels.
  Fear: Subjects within cone flee for 1 round/level.
  Flickering Fate*: +4 bonus to Armor Class, attacks, and saves
  for one creature.
  Freedom of Movement: Subject moves normally despite impedi-
  ments.
  Ghost Weapon*: Weapon ignores armor and natural armor.
  Phantasmal Killer: Fearsome illusion kills subject or deals 3d6
  points of damage.
  Plane Shift: Up to eight subjects travel to another plane (plane
  of Shadow only).
  Scrying: Spies on subject from a distance.
  Shadow Conjuration: Mimics conjuration below 4th level, but
  only 20 percent real.
  The Book of Roguish Luck
  20
  The following spells from The Complete Book
  of Eldritch Might and Monte Cook’s Arcana
  Evolved are well suited to the shadowsworn.
  Spells from The Complete Book of Eldritch
  Might are marked with a double dagger (‡),
  those from Arcana Evolved are marked with
  a single dagger (†). These spells are not
  required for the class but can add depth to
  a campaign. 
  0-Level Spells (Cantrips)
  Detect Creature†: Detects the aura of a
  specified creature type.
  Long Flame‡: Candle, torch, or lantern
  burns much longer than normal.
  Minor Illusion†: Creates illusion of non-
  moving object in caster’s hand.
  Minor Ward‡: Inscription harms those who
  pass it.
  Quick Boost‡: Gives +2 bonus to Constitution,
  Dexterity, or Strength score of one subject.
  Scent Bane†: Negates scent ability.
  1st-Level Spells
  Animate Weapon†: Weapon attacks on its
  own with caster’s base attack.
  Betray the Years‡: Object becomes immune
  to aging.
  Comrade’s Trail‡: You create a magical trail
  only your friends can see.
  Illusory Creature, Lesser†: Illusory creature
  moves as caster wishes.
  Illusory Object, Lesser†: Creates illusion of
  a static object.
  Minor Lasting Image‡: Creates permanent,
  tiny, immobile image.
  Recent Occupant‡: Learn name and race of
  last creature in area.
  Touch of Disruption†: Touch attack deals
  1d8 hp damage +1 point/caster level; heals
  undead.
  2nd-Level Spells
  Bypass Ward†: Suppresses magic traps,
  wards, seals, and the like.
  Energy Lash‡: Energy whip inflicts 1d6
  points of damage +1/two levels.
  Garris Adon (Seeming of Form)‡: Object
  seems like something else.
  See Invisibility†: Caster can see invisible
  creatures and objects.
  Shrapnel Globe‡: Creates exploding sphere
  for 1d6 hp damage/two levels.
  Silent Sheath†: Target makes no sound.
  Subtle Steps†: Caster gains +5 competence
  bonus on Hide and Move Silently checks.
  3rd-Level Spells
  Arrow Deflection‡: Sends incoming ranged
  attacks back at attackers.
  Bone Tattoo‡: Offers spell resistance of 10 +
  level against cold, polymorph, and mind-
  affecting attacks.
  Compelling Question, Greater‡: Target must
  answer question.
  Dragonskin‡: +4 natural armor plus ele-
  mental resistance 10.
  Illusory Object, Lesser†: Creates illusion
  with sound, smell, texture, and tempera-
  ture.
  Whisper of Madness†: Target suffers 1d8
  points of damage +2 points of Wisdom
  damage +1 point of Wisdom/five levels.
  4th-Level Spells
  Circle of Binding‡: Targets cannot leave
  circle.
  Gaze of Terror†: Gaze attack panics targets,
  making them flee.
  Slay Illusion‡: Creates illusion that destroys
  other illusion.
  Shadowsworn Spells From Eldritch Might and Arcana Evolved
  
  Prestige Classes
  In this chapter you’ll find three new prestige classes based on special societies devoted
  to smooth-talkers,explorers,and gangsters.
  T
  he swaggering deadheart gangster is used to getting
  his way.Fortune hunters get by on luck,guts and
  smarts.The silvertongue charmer’s artful conversa-
  tion sways others and maybe even changes reality.So whether
  your character is after profit,thrills,or power,there’s a pres-
  tige class here that’s sure to fit.
  Deadheart Gangster 
  Deadheart gangsters have given up the flash and panache of
  the lone thief for the solid, dependable profit of organized
  street crime. These ruthless toughs with political connec-
  tions arise as often from warrior backgrounds as from rogu-
  ish ones. The greatest of deadheart gangsters are the
  founders of criminal brotherhoods that live on even after
  their deaths.
  Deadheart gangsters succeed through fear and the threat
  of violence. They don’t always attack foes head on; instead,
  they maneuver around them, firebombing their establish-
  ments, burning unwanted rivals out of their lairs, and gath-
  ering together bands of the urban poor to take what they
  want from rich nobles, merchants, and traders. Their power
  to terrify ordinary people is the source of their strength; once
  that power is broken, deadheart gangsters rarely survive for
  long, as their own kind quickly kill them and take over their
  positions of power.
  Deadheart gangsters are good fighters in a rough-and-
  ready street-fighting way. However, they are neither disci-
  plined combatants nor adept with any form of learned
  magic; instead, their sheer stubbornness, physical presence,
  and willingness to break the law give them an edge. In addi-
  tion, deadheart gangsters often have a great web of contacts
  that gives them influence among constables, guards, and
  other law-enforcers.
  This prestige class is most popular among humans,
  dwarves, and halflings who have mastered the arts of bribery
  and corruption. Most deadheart gangsters come from peas-
  ant stock, though a few fallen nobles have been found
  among their numbers.
  Hit Die: d8
  Luck Die: d4+1 (see Chapter Six)
  Requirements
  Alignment: Any nonlawful
  Base Attack Bonus:+5
  Hide: 4 ranks
  Intimidate:7 ranks
  Sense Motive: 7 ranks
  Special: Must be initiated by a clan or guild member;
  see “Man of Respect,” below.
  Class Skills
  The deadheart gangster’s class skills (and the key ability for
  each skill) are: Appraise (Int), Bluff (Cha), Diplomacy
  (Cha), Disguise (Cha), Forgery (Int), Gather Information
  (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local)
  (Int), Listen (Wis), Move Silently (Dex), Profession (any)
  (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and
  Use Rope (Dex).
  Skill Points at Each Level: 4 + Intelligence bonus
  Class Features
  All of the following are class features of the deadheart 
  gangster.
  Weapon and Armor Proficiency:A deadheart gangster
  gains proficiency with martial weapons and with light and
  medium armor.
  Legbreaker: A deadheart gangster is proficient in
  unarmed combat and automatically gains the Improved
  Unarmed Strike feat at 1st level. His unarmed strike deals
  greater-than-normal damage that increases at higher levels
  for all sizes of character, as shown in the table below.
  Character Size
  1st–4th
  5th–9th
  10th+
  Large
  1d6
  1d10
  1d20
  Medium
  1d4
  1d8
  1d12
  Small 
  1d3
  1d6
  1d8
  Tiny
  1d2
  1d3
  1d6
  Streetwise: A deadheart gangster gains a +2 competence
  bonus on Gather Information, Knowledge (local),
  Intimidate, and Sense Motive checks.
  Man of Respect: At 2nd level, a deadheart gangster is 
  fully initiated into the fellowship in a special ceremony that
  replaces all the candidate’s feudal ties to liege lords,churches,
  and family with a powerful oath to serve the silent brother-
  hood of the deadhearts. (See Chapter Four: Gangs and
  Guilds for more on initiations.) Someone who breaks this
  new oath of loyalty is usually found dead with his heart cut
  out within a short period of time. On the other hand, mem-
  bers of the gang do not fight one another and can usually
  count on each other for mutual aid.
  Chapter Two 21
  TABLE 2–1: DAMAGE BY LEVEL
  
  When they reach 2nd level, all members of the class understand a special thieves’
  cant peculiar to their kind (see Chapter Four). It can be understood only by other
  members of this prestige class or by the use of comprehend languages or similar magic.
  Informants: At 3rd level or higher, a deadheart gangster may use his Gather
  Information skill to extract street lore from informants who come to him, rather
  than having to seek out information. Doing this requires a Gather Information
  check in a settled area of at least 50 other creatures, such as aboard ship or in a city,
  town, or village. In such an environment, the deadheart gangster may roll on the
  table below once per week. The exact information he gains is up to the DM; some
  suggestions are provided below.
  Gather
  Information
  Check Result
  Information Gained
  15 or less
  No new information.
  16–20
  Minor crimes, fines and punishments, gang arrests, prostitutes
  beaten, counterfeiting, street fights, bar brawl, gambling den 
  raided, smuggling attempt, poisoning attempt.
  21–25
  New rogues in area, rival released from prison, corrupt officials,
  bribes offered, merchant asks favor, rigged gambling or racing,
  poisoning attempted, poisons for sale.
  26–30
  Secret treasures of merchant, shipment details, news of own
  gang’s politics or major crimes, corrupt guards or sentries,
  skimming of gang profits, scroll or potion for sale.
  31–35
  Blackmail information, treachery among rogues, raid by lawful 
  forces, news of an attack by another gang, fraud, noble asks 
  favor, attempted assassination, major magic item for sale.
  36+
  Secrets of nobles, treachery among nobles, secret plans of a rival,
  cohort or follower’s imminent betrayal, attempted coup, regicide.
  Whenever the deadheart gangster is away from the settled area, he can make no
  checks to gain new information. However, on his return the character is entitled to
  make several checks to “catch up on events”—a number of checks equal to his class
  level or the number of weeks he was away, whichever is smaller. These catch-up
  checks require that the deadheart gangster spend a day prior to each check question-
  ing henchmen, fellow gang members, and street informants; the information does
  not come without effort.
  Icy Dread (Ex): At 4th level and higher,a deadheart gangster can exhibit a disquiet-
  ing presence that upsets normal animals,small children,and weak creatures when he
  moves adjacent to them.The character may choose to turn this ability off at any time.
  When the ability is active, creatures within 5 feet of the deadheart gangster that
  have fewer Hit Dice than the character become panicked unless they make a success-
  ful Will save  (DC 12 + the deadheart gangster’s Charisma modifier). Creatures with
  less than 1 HD are automatically affected (no save). If a creature is allowed a save
  and succeeds, it is unaffected. If the save fails (or if the creature has less than 1 HD),
  the creature is panicked for a number of rounds equal to half the gangster’s class
  level, rounded up. If the gangster has 12 or more ranks in Intimidate, increase the
  save DC by 2.
  Icy dread has no effect on undead,constructs,oozes,and similar mindless creatures.
  Paralyzing Gaze (Su): At 5th level and higher, a deadheart gangster can effectively
  stare down and paralyze any creature that uses eyes to see. Doing so requires a full-
  round action.He can attempt it a number of times per day equal to 3 + the gangster’s
  Charisma modifier.
  
  Chapter Two: Prestige Classes 23
  Treat the deadheart gangster’s paralyzing gaze as a standard gaze
  attack that holds a target that fails a Will save (DC 10 + half the
  gangster’s class level + gangster’s Charisma modifier). If the save
  fails, the creature remains held for a number of rounds equal to the
  gangster’s class level. If the save succeeds, the target goes unaffected.
  Fearsome Leadership: At 7th level, a deadheart gangster can
  attract a larger than usual crowd of followers and gains stronger than
  usual loyalty from the ones he has. If he does not already have the
  Leadership feat, he gains it as a bonus feat, even if he does not meet
  the prerequisites. If he already has the Leadership feat, he gains a +1
  bonus to his Leadership score, improving his cohort and possibly
  gaining additional followers.
  Tribute:At 8th level or higher, a deadheart gangster receives
  money from those who respect him and pay him a form of criminal
  fealty, also called tribute, tithing, vigorish, or “the percentage” in var-
  ious cants and argots. This tribute is granted for a particular commu-
  nity; each deadheart gangster chooses his own territory when he
  reaches 8th level and must successfully negotiate access to that terri-
  tory (violently or otherwise) with any other deadheart gangsters,
  bandits, or rogues of 8th level or higher in the area. Typically, this
  negotiation leads to either a profit-sharing agreement, an assassina-
  tion, or an offer that cannot be refused.
  Once he secures access to his chosen territory, each month the
  deadheart gangster gains 1 percent of the gold piece limit for that
  community (see “Generating Towns” in Chapter Five: Campaigns of
  the DMG) as his share of the proceeds from all criminal activity in
  the city. This tribute can be reduced by aggressive action from the
  town watch (which cuts the amount in half), by infighting among
  the territory’s gangs (which reduces the tribute to nothing for that
  month, even if the fighting lasts only a few days), or by the appear-
  ance of a rival (which either cuts into profit by means of some shar-
  ing arrangement, or results in the death of one of the claimants to
  the tribute).
  Crime Lord: At 10th level, a deadheart gangster has such a wide
  range of influence in his chosen territory that he knows about most
  crimes committed by any rogue, bandit, or assassin in the area. Even
  those misdeeds not performed by criminals who work for him are
  immediately reported to him by a network of informers. The dead-
  heart gangster may roll on the informants table on the previous page
  once per day rather than once per week, and he gains a +3 compe-
  tence bonus on all Gather Information checks.
  The crime lord’s connections with fences and other shady charac-
  ters give him an opportunity to buy stolen magic items for 75 percent
  of the usual cost. The DM still determines whether a particular item
  is available for purchase.
  In addition, his tribute increases to 4 percent of the gold piece
  limit of his territory per month, though a crime lord often shares 
  this wealth with his followers or rivals.
  Finally, a crime lord acquires a special 7th-level character as a 
  personal retainer—either an assassin, a fighter who serves as a
  bodyguard, a gutter mage advisor, or a shadowsworn. This retainer
  acts as a special cohort attracted to the crime lord’s organization
  and serves loyally as long as the crime lord rules. Upon the crime
  lord’s death, the follower may attempt to control the territory for
  himself.
  Fortune Hunter
  Some people are born lucky. Others make their own luck. Fortune
  hunters depend on both kinds of providence to get ahead and have a
  talent for finding what others ignore, achieving what others consider
  impossible, and seeing what others miss. They are found everywhere,
  from jungles where rumors tell of golden cities, to lost tombs aban-
  doned to their curses and their traps, to ancient temples said to hold
  powerful relics—anywhere there might be a big score at high risk,
  you’ll find a fortune hunter. Most fortune hunters are invited into
  their secret society with a few simple rituals and a toast.
  While some classes use luck as a supplement to their own skills
  and abilities, fortune hunters are hooked on the stuff. Their fights
  are often a matter of perfect timing and lucky breaks, and their 
  discovery of clues and treasures is likewise often driven by Dame
  Fortune more than by hard work. Some fortune hunters work a valu-
  able sideline in gambling, forgery, and roguish swindles; others are
  upright and trustworthy—but they always keep their eye on the
  prize. Their power comes from being in the right place at the right
  time, though they also have guts and common sense in abundance
  and use them to muddle through tough situations.
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1
  +1
  +0
  +2
  +2
  Legbreaker, streetwise 
  2
  +1
  +0
  +3
  +3
  Man of respect
  3
  +2
  +1
  +3
  +3
  Informants
  4
  +2
  +1
  +4
  +4
  Icy dread
  5
  +3
  +1
  +4
  +4
  Paralyzing gaze
  6
  +3
  +2
  +5
  +5
  —
  7
  +4
  +2
  +5
  +5
  Fearsome leadership
  8
  +4
  +2
  +6
  +6
  Tribute
  9
  +5
  +3
  +6
  +6
  —
  10
  +5
  +3
  +7
  +7
  Crime lord
  TABLE 2–2: THE DEADHEART GANGSTER
  
  The Book of Roguish Luck
  24
  Greed is a major factor in determining what races become for-
  tune hunters. This prestige class is most popular among humans,
  half-orcs, gnomes, and dwarves because of their mercenary nature.
  Many elves and half-elves consider the class beneath them. Some
  halflings become fortune hunters with moderate success, though
  they are rarely quite as greedy or as bold as the humans who
  brazenly seek their fortunes. Rogues, gutter mages, and bandits
  often decide to become fortune hunters, throwing in their lot with
  Lady Luck.
  Fortune hunters are adventure-seekers first, last, and always.
  They rob tombs, steal secret plans, recover holy relics, save vil-
  lagers whose children have been enslaved, and launch rebellions
  when such activities might be profitable. They seek thrills, oppor-
  tunity, and things previously unknown as eagerly as forgotten
  tombs, abandoned temples, and lost causes. While some fight for
  good and others are just out for themselves, all fortune hunters
  crave new and dangerous journeys.
  Most fortune hunters are deeply superstitious; any class devot-
  ed to tomb-robbing, trickery, and plain dumb luck would be fool-
  ish to ignore the gods of luck, fortune, fate, and wealth. Many for-
  tune hunters worship practical gods of wisdom, speed, and
  strength; they rely on themselves but are always happy to accept
  a little help.
  Hit Die: d6
  Luck Die: d12 (see Chapter Six)
  Requirements
  Base Attack Bonus: +3
  Spot:8 ranks
  Appraise: 5 ranks
  Survival: 5 ranks
  Luck Points: 25 or more (no penalty if points drop below
  25 later)
  Class Skills
  The fortune hunter’s class skills (and the key ability for each skill)
  are: Appraise (Int), Bluff (Cha), Climb (Str), Decipher Script (Int),
  Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery
  (Int), Gather Information (Cha), Handle Animal (Cha), Hide
  (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (geogra-
  phy) (Int), Knowledge (history) (Int), Knowledge (local) (Int),
  Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession
  (any) (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak
  Language (n/a) (Int), Spot (Int), Survival (Wis), and Swim (Str),
  Tumble (Dex), and Use Rope (Dex).
  Skill Points at Each Level: 4 + Intelligence bonus
  Class Features
  All of the following are class features of the fortune hunter.
  Weapon and Armor Proficiency:A fortune hunter is proficient
  with all simple and martial weapons, and with a single exotic
  weapon of the character’s choice. A fortune hunter is also profi-
  cient with all light and medium armor and shields.
  Narrow Escape (Ex): Once per round, a fortune hunter has a
  chance of avoiding any confirmed critical hit or any hit that would
  reduce the character to 0 hit points or less. This ability only oper-
  ates if the player chooses to avoid the critical hit. Avoiding the hit
  requires a successful Will save (DC 10 + half the points of damage
  dealt). In the case of a damaging spell that would reduce the char-
  acter to 0 hit points or less, this ability effectively gives the fortune
  hunter a second saving throw.
  A successful narrow escape costs 1 luck point (see Chapter Six).
  No luck is lost if the attempt fails.
  Improved Unarmed Strike: Fortune hunters are good with their
  fists and sometimes have a history of brawling. A fortune hunter
  gains Improved Unarmed Strike as a bonus feat, even if he does
  not meet the prerequisites. If he already has this feat, he gains
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1
  +0
  +0
  +2
  +2
  Narrow escape, Improved Unarmed Strike
  2
  +1
  +0
  +3
  +3
  —
  3
  +2
  +1
  +3
  +3
  Just a scratch
  4
  +3
  +1
  +4
  +4
  Special ability
  5
  +3
  +1
  +4
  +4
  Evasion
  6
  +4
  +2
  +5
  +5
  Fool’s luck, Leadership
  7
  +5
  +2
  +5
  +5
  Intuition, lucky move
  8
  +6/+1
  +2
  +6
  +6
  Improved bluff
  9
  +6/+1
  +3
  +6
  +6
  Improved evasion, special ability
  10
  +7/+2
  +3
  +7
  +7
  Fortune hunter’s lore
  11 
  +8/+3
  +3
  +7
  +7
  —
  12 
  +9/+4
  +4
  +8
  +8
  Slow fall 20 feet
  13
  +9/+4
  +4
  +8
  +8
  —
  14 
  +10/+5
  +4
  +9
  +9
  Slow fall 30 feet, special ability
  15
  +11/+6/+1
  +5
  +9
  +9
  Perfect chase
  TABLE 2–3: THE FORTUNE HUNTER
  
  Endurance instead. Should the character already have both feats, he gains no benefit from
  this class feature.
  Just a Scratch:Beginning at 3rd level,the fortune hunter’s wounds are never as bad as they
  first appear.The fortune hunter can always heal a number of hit points equal to his class level
  immediately after an encounter in which he lost more than that number of hit points.
  Special Ability: At 4th level and every fifth level thereafter (9th and 14th), a fortune
  hunter gains a special ability of his choice from among the following options. Some
  options may be taken more than once.
  Eye Strike (Ex): A fortune hunter who rolls a critical threat may try to blind an
  opponent instead of increasing his damage. To do so, the fortune hunter
  replaces the roll to confirm the critical hit with an eye strike attack roll
  against his foe, using the foe’s normal Armor Class. If this attack roll
  fails, the fortune hunter deals no damage on the attack.
  Should the eye strike attack succeed, the target is entitled to a
  Reflex save (DC 10 + half the fortune hunter’s class level). If the save
  succeeds, the target suffers the minimum damage for the attack, as if
  the fortune hunter had rolled a 1 on all damage dice (including sneak
  attack damage).
  If the save fails, the fortune hunter deals normal damage (no dou-
  bling or tripling from critical damage, and no sneak attack bonuses)
  and injures the eyes or eyelids of his target enough to prevent normal
  vision temporarily. The opponent is blinded for 2d4 rounds, loses his
  Dexterity bonus to Armor Class, suffers a 50 percent miss chance on attack
  rolls and cannot make attacks of opportunity. The loss of sight can be
  restored before its normal duration ends by regeneration, a cure spell, or natu-
  ral healing sufficient to offset the damage from the attack.
  A fortune hunter can make eye strike attacks only against living creatures
  with discernible eyes—undead, constructs, oozes, plants, and incorporeal crea-
  tures lack vital areas to attack. Any creature that is immune to critical hits is not vul-
  nerable to eye strike attacks. The fortune hunter must be able to see the target well
  enough to pick out its eyes and must be able to reach them; Large creatures that are tall
  may be able to avoid an eye strike by a melee weapon due to their relative height. A for-
  tune hunter cannot make an eye strike against a creature with concealment or one
  whose eyes are beyond reach. Creatures with multiple heads or more than two eyes,
  such as ettins, chimeras, and eye tyrants, can be blinded more than once, but each suc-
  cess affects only one head or eyestalk.
  Feat: A fortune hunter may gain a bonus feat in place of a special ability. He must meet
  all the prerequisites for the bonus feat.
  Flying Charge (Ex): When a fortune hunter makes a charge from horseback, from a
  jump, or from a swinging rope, he gains a +4 bonus on the attack roll rather than the
  usual +2 bonus. A fortune hunter suffers a –4 penalty to Armor Class during a flying
  charge.
  The charge, jump, or rope-swing attack may require a Ride, Jump, or Tumble check,
  depending on circumstances.
  Low Blow (Ex): A fortune hunter can use dirt, sticks, a kick, or other unexpected tactics
  to gain a sudden advantage during melee combat. A low blow attack can be made as a
  standard action whenever the fortune hunter attacks a flat-footed foe (though not in a
  flanking attack). The low blow attack is rolled as an unarmed attack; the fortune hunter
  must declare the attack as a stunning attempt or trip attempt before the die is rolled. If
  successful, the opponent suffers the minimum damage for the fortune hunter’s attack
  and is left either stunned for 1 round or prone. If the low blow attack fails, the fortune
  hunter inflicts no damage.
  Attempting a low blow does not provoke an attack of opportunity.
  
  The Book of Roguish Luck
  26
  Lethal (Ex): A fortune hunter can make a critical hit count for
  more with one designated type of weapon with which he is profi-
  cient, such as a longsword or a rapier. When a fortune hunter con-
  firms a critical hit with the selected weapon, its critical multiplier
  increases by 1. Instead of ×2 for a longsword, for example, he
  inflicts ×3 normal damage on a critical hit with that weapon.
  Likewise, with a greataxe, he inflicts ×4 instead of ×3. When
  unarmed, he always inflicts ×3 instead of ×2.
  The benefit of this ability does not stack with the ability of a
  keen weapon, but it does stack with the Improved Critical feat.
  Opportunist (Ex): Once per round, a fortune hunter can make a
  melee attack of opportunity against an opponent who has just been
  struck for damage in melee by another character. This attack counts
  as the fortune hunter’s attack of opportunity for that round. Even a
  fortune hunter with the Combat Reflexes feat can’t use the oppor-
  tunity more than once per round. The fortune hunter must be
  threatening his opponent to use the ability.
  Two-Fisted Mayhem (Ex): The fortune hunter is an expert brawler.
  He inflicts 1d3, 1d4, or 1d6 points of damage as a Small, Medium-
  size, or Large fortune hunter. This base damage increases by +1 for
  every five class levels the fortune hunter has.
  Evasion (Ex):From 5th level, a fortune hunter can avoid even
  magical and unusual attacks with great agility. If he makes a suc-
  cessful Reflex saving throw against an attack that normally deals
  half damage on a successful save, he instead takes no damage. The
  fortune hunter can use evasion only if he wears light armor or no
  armor. A helpless fortune hunter does not gain the benefit of eva-
  sion.
  Fool’s Luck (Ex): At 6th level and higher, a fortune hunter
  exudes luck and confidence. For 1 round after he activates this abil-
  ity as a free action, the fortune hunter is entitled to two rolls
  instead of one for every attack roll, opposed check, skill check, or
  saving throw he makes, keeping the higher roll. He may use this
  ability three times per day.
  If a fortune hunter spends a luck point to reroll an attack roll,
  opposed check, skill check, or save during a round when this ability
  is active, he rerolls with two dice instead of one (see Chapter Six).
  Leadership: At 6th level, a fortune hunter gains Leadership as a
  bonus feat, even if he does not meet the prerequisites. If he already
  has Leadership, he gains a +1 bonus to his existing Leadership
  score
  Intuition: At 7th level, a fortune hunter gains a sense of what to
  do in any given situation. He can improvise the right solution to
  most problems faster and more often than almost anyone else. In
  game terms, the player can ask the DM to modify a roll three times
  per game session, with regard to any problem. This substitution
  should always be tied to a game mechanic, such as:
  •
  Rerolling a botched skill check with a second, related skill.
  For instance, after failing a Bluff check, the fortune hunter
  may immediately use his intuition ability to make a
  Diplomacy check. The first, failed check is ignored.
  •
  Changing the last move action in progress, such as chang-
  ing running movement down a hallway into a Climb
  check when the fortune hunter discovers a nest of snakes
  in the hall.
  •
  Substituting a skill check for a saving throw, such as mak-
  ing a Jump check to get over a pit instead of a Reflex save
  to avoid it, or using a Survival check instead of a Fortitude
  save after eating poisonous berries.
  An especially generous DM may choose to have the intuition
  ability grant hints to the character as well. These hints should
  always allow the fortune hunter both a chance at success and maxi-
  mum peril on the way to that success.
  Lucky Move: At 7th level or higher, a fortune hunter can reroll
  any initiative check by spending a luck point. He keeps the higher
  roll.
  Improved Bluff: At 8th level and higher, a fortune hunter can
  more effectively bamboozle a creature with which he shares a lan-
  guage. He can use a Bluff check (opposed by the viewer’s Spot
  check) to don a disguise in a single round by changing his posture
  and a single article of clothing. He can also make his way past
  checkpoints with a Bluff check (opposed by the guards’ Sense
  Motive check), even in situations when one would not normally
  be allowed.
  Improved Evasion: At 9th level, a fortune hunter gains the
  improved evasion ability. This ability works like evasion, except that
  while the fortune hunter still takes no damage on a successful
  Reflex saving throw against attacks, henceforth he takes only half
  damage on a failed save. A helpless fortune hunter does not gain
  the benefit of improved evasion.
  Fortune Hunter’s Lore: At 10th level and higher, a fortune
  hunter may make a special fortune hunter’s lore check with a bonus
  equal to his class level + his Intelligence modifier to see whether he
  knows some relevant information about local notable people, leg-
  endary items, or important places. (A fortune hunter with 5 or
  more ranks in Knowledge [history] gains a +2 bonus on this
  check.)
  A successful lore check will not reveal the powers of a magic item
  but may give a hint as to its general function. A fortune hunter may
  not take 10 or take 20 on this check; this sort of knowledge is
  essentially random (see “Bardic Knowledge” in Chapter Three:
  Classes of the Player’s Handbook).
  DC
  Type of Knowledge
  10 
  Common, known by at least a substantial minority;
  common legends of the local population.
  20 
  Uncommon but available, known by certain people 
  in the area.
  25 
  Obscure, known by few, hard to come by.
  30 
  Extremely obscure, known by very few, possibly forgotten
  by most who once knew it, possibly known only by those
  who don’t understand the significance of the knowledge.
  Slow Fall (Ex): At 12th level and higher, a fortune hunter within
  arm’s reach of a wall can use it to slow his descent.With this ability,
  
  he takes damage as if the fall were 20 feet shorter than it actually is. The fortune
  hunter’s ability to slow his fall (that is, to reduce the effective distance of the fall
  while next to a wall) improves to 30 feet at 14th level.
  Perfect Chase: A fortune hunter who attains 15th level is always fortunate
  during a chase (whether he is pursuing or being pursued). A boat is available
  when he leaps from a bridge, a rope awaits at every chasm, and so forth.
  Whether his Jump, Climb, and Use Rope checks succeed, of course, is another
  matter entirely.
  Silvertongue Charmer 
  Some rogues are talkers. The silvertongue charmers raise the art of conversation
  to such a high level that they talk most other creatures into doing their work for
  them; they are relentlessly social creatures. They are typically found in urban cen-
  ters full of people, especially in castles, courts, palaces, taverns, fairs, tournament
  grounds, and markets.
  A silvertongue charmer specializes in using her steady patter to directly influ-
  ence those around her and has access to a range of enchantments and charms.
  Charmers combine a wide range of information with flattery and insight into
  what others want in order to steer events their own way. Their power lies not in
  combat or even primarily in magic; instead, they succeed or fail based on their
  persuasiveness and their network of contacts.
  A silvertongue charmer believes so strongly in what she is saying that she
  sometimes becomes caught up in her own web of words, unable to distinguish
  between what she says or believes and the real world around her. If she says
  something, it is so. For this reason, when a silvertongue charmer swears a great
  oath, she usually does not break it—sometimes to other people’s great surprise.
  This doesn’t mean that charmers are trustworthy; what they say one day, they may
  change the next. “I will follow you to the ends of the earth” may turn into “I
  think you’ll have to visit that dragon lair without me” without any real sense of
  contradiction in the charmer’s mind.
  This prestige class is most popular among humans and elves who rely heavily
  on Bluff, Diplomacy, and the power of performance, especially bards, rogues, and
  aristocrats. Some sorcerers find themselves drawn to it as well.
  Hit Die: d4
  Luck Die: d8 (see Chapter Six)
  Requirements
  Bluff:8 ranks
  Diplomacy: 5 ranks
  Sense Motive:5 ranks
  Class Skills
  The silvertongue charmer’s class skills (and the key ability for each skill) are: Bluff
  (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle
  Animal (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local)
  (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (any) (Cha),
  Profession (any) (Wis), Sense Motive (Wis), and Spot (Wis).
  Skill Points at Each Level: 6 + Intelligence bonus
  Class Features
  All of the following are class features of the silvertongue charmer.
  Weapon and Armor Proficiency:A silvertongue charmer gains no additional
  proficiency with any weapons or armor.
  
  The Book of Roguish Luck
  28
  Spells: When a silvertongue charmer who was formerly an arcane
  spellcaster gains a level in the class,she gains new spells per day
  (and spells known,if applicable) as if she had gained a level in an
  arcane spellcasting class she belonged to before adding the prestige
  class.She does not,however,gain any other benefit a character of
  that class would have gained.
  A silvertongue charmer casts arcane spells much like a bard. In
  fact, the spell list for the class is the same as the bard spell list.
  Characters who enter this class without any previous spellcast-
  ing experience uses Table 2–5: Charmer Spell Advancement (see
  next page) to determine how many silvertongue charmer spells
  (i.e., bard spells) they can cast each day.
  The key ability for the class’ spellcasting is Charisma.To cast a
  spell, a silvertongue charmer must have a Charisma modifier at
  least equal to the spell’s level. A charmer’s bonus spells rely on her
  Charisma, and saving throws against her spells have a DC of 10 +
  spell level + her Charisma modifier.
  A silvertongue charmer is limited to casting a set number of
  spells of each level per day, but she need not prepare them in
  advance. The number of spells she can cast per day is improved by
  bonus spells based on her Charisma score even if she was previous-
  ly a wizard.
  Fast Talker (Ex): A silvertongue charmer can confuse and delay
  anyone she talks to and often leaves other individuals in such a
  state that they need a bit of time to recover. This ability functions
  only when one or more creatures willingly listen to what the
  charmer has to say; thus it does not work in combat. The targets
  are not hostile while the charmer continues speaking and for
  1 round after she stops.
  Listeners are allowed a Will save to resist (DC 10 + half the
  charmer’s level + her Charisma modifier). A successful save means
  that the target sees through the charmer’s web of confusion and
  remains unmoved. Failure means the target is effectively dazed for 
  a full round.
  Discern Lie (Sp): At 2nd level or higher, a silvertongue
  charmer can use discern lies at will three times per day. This effect
  is equivalent to the spell cast by an arcane caster of the
  charmer’s class level.
  Master of Rhetoric (Ex): At 3rd level, a silvertongue charmer
  can use Diplomacy to sway large crowds (rather than just individu-
  als) to undertake a particular course of action. To do so, she must
  speak to the listeners uninterrupted for at least one minute in a
  language they understand. This time allows the charmer to sway
  the crowd through sheer force of personality.
  The charmer must make a Diplomacy check for this ability to
  succeed, as described in “Influencing NPC Attitudes” (Player’s
  Handbook, Chapter Four: Skills), and using any applicable modi-
  fiers from the table below. At the end of the charmer’s speech, the
  crowd may or may not decide to adopt the charmer’s suggested
  course of action, but their attitude will be no worse than indiffer-
  ent. If the charmer succeeds, a number of audience members equal
  to three times her class level becomes helpful.
  Diplomacy Circumstance
  DC Modifier
  One or more shills in the crowd support you*
  –2/shill, max. –10 
  Charmer has bad reputation
  +2
  Target of violent action is popular
  +5
  Target of violent action is hated
  –5
  Action requires petty cash or common goods from crowd +2
  Action requires weapons or valuables from crowd
  +5
  Crowd is already violent toward the character
  +10
  * Shills are not automatically successful;each one must have ranks in either Bluff or
  Diplomacy and must succeed at a skill check (DC 15) to add the shill modifier to a
  charmer’s attempt.
  Enthrall (Sp): At 4th level or higher, a silvertongue charmer
  can keep an audience listening for as long as she keeps talking.
  The crowd ignores most external sights and sounds while listen-
  ing, as in the enthrall spell. This may affect a number of listeners
  equal to the charmer’s class level. Listeners are entitled to a Will
  save (DC 10 + half the charmer’s class level + Charisma modifi-
  er); those who succeed can ignore the charmer’s voice and wan-
  der off.
  Confidence (Ex): At 5th level and higher, a silvertongue charmer
  exudes an aura of confidence and trustworthiness. If she can talk
  to any creatures she meets for at least a full round, they generally
  Class
  Base Attack
  Fortitude
  Reflex
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  Spells Per Day
  1 
  +0
  +0
  +2
  +2
  Fast talker 
  +1 level of existing class
  2
  +1
  +0
  +3
  +3
  Discern lies
  —
  3
  +1
  +1
  +3
  +3
  Master of rhetoric 
  +1 level of existing class
  4
  +2
  +1
  +4
  +4
  Enthrall
  —
  5
  +2
  +2
  +4
  +4
  Confidence
  +1 level of existing class
  6
  +3
  +2
  +5
  +5
  Smooth talk
  —
  7
  +3
  +3
  +5
  +5
  Arcane voice
  +1 level of existing class
  8
  +4
  +3
  +6
  +6
  Snake charm
  —
  9
  +4
  +4
  +6
  +6
  Temptation
  +1 level of existing class
  10
  +5
  +4
  +7
  +7
  Greater truth
  —
  TABLE 2–4: THE SILVERTONGUE CHARMER
  
  Chapter Two: Prestige Classes 29
  react with less hostility and resentment than normal. Creatures with-
  in a 20-foot radius suffer a –2 circumstance penalty to Will saves
  while in the charmer’s presence. This ability is language dependent
  and does not function in combat.
  Creatures with an Intelligence or Wisdom score of 6 or lower are
  affected by the charmer’s confidence as if a charm monster spell had
  been cast on them. Affected creatures are entitled to a Will save (DC
  10 + half the charmer’s class level + her Charisma modifier); if this
  save succeeds, the creature goes unaffected by the aura of confi-
  dence. This effect lasts only so long as the charmer does not injure,
  insult, or abuse the creature, or leave its presence for more than a
  minute. If the charmer attacks the target creature, the effect ends
  immediately.
  Smooth Talk (Sp): When she reaches 6th level, a silvertongue
  charmer’s words have become powerful enough to hold a magical
  appeal for others. This effect acts as a suggestion spell with a caster
  level equal to the charmer’s class level; she can use the ability three
  times per day. The suggestion typically involves convincing creatures
  that something is not at all what it seems. A peasant is truly a king’s
  lost son, or a bag of beans is magical, or a writ of arrest is really a
  scroll of commendation and credit. The target of such an attempt is
  entitled to a Will save (DC 14 + the charmer’s Charisma modifier).
  Arcane Voice (Su): At 7th level, a silvertongue charmer can dis-
  pense with material components entirely, instead using just her voice
  and somatic gestures for any spell she casts once per day. This
  includes the ability to ignore material components that have mone-
  tary value; however, material components costing more than 100 gp
  can be dispensed with only if the charmer makes a successful
  Fortitude save (DC 12 + spell level). For spells with components
  worth 1,000 gp or more, the DC of this save becomes 20 + spell
  level. If the save fails, the spell fails, and the charmer loses the spell
  slot for the day.
  Snake Charm (Su): When she attains 8th level, a silvertongue
  charmer’s stare becomes hypnotic and keeps others entranced. The
  charmer’s eyes can produce a gaze attack that holds the attention of
  one living creature that meets her stare; undead and constructs are
  immune. The charmer may affect any target creature within 10 feet by
  taking a full-round action to lock onto it with her stare. The target
  must make a Will save (DC 10 + half the charmer’s ranks in
  Intimidate + her Charisma modifier). If the save fails, the creature
  stares, unable to break away, and is dazed for that round. If the save
  succeeds, the creature can look away, and the charmer may not
  attempt another snake charm against it for 24 hours.
  While locked in a staredown, both charmer and the creature are
  effectively dazed. The target is entitled to another Will save next
  round to break the staredown, but the charmer may break it at any
  time. If she does so, the creature immediately becomes free to act.
  Temptation (Sp): At 9th level, a silvertongue charmer gains the
  ability to cast charm monster as a language-dependent magical effect
  once per day. A silvertongue charmer can keep multiple creatures or
  monsters enchanted this way (a number equal to her Charisma
  bonus), but if she charms more than one such creature, the others
  grow jealous and will fight one another within 1d4 hours.
  Each time this ability is used, there is a 5 percent cumulative
  chance that the charmer becomes ensnared in her own temptation
  and falls prey to a fit of narcissism, staring into a mirror or other
  reflecting surface, or gazing at her body in self-absorbed fascination
  for 1d4 rounds. When the charmer falls victim to this narcissism, the
  cumulative percentage chance resets to 0 and increases normally
  again as above.
  Greater Truth (Su): At 10th level, a silvertongue charmer can
  make entire groups of listeners believe any lie passionately and with-
  out hesitation. They may believe there is a bridge where none exists,
  or that a particular creature has insulted the king, or that their gold
  is cursed to bring them bad luck. The lie can be as outrageous as day
  turning to night, and the listeners will believe it and do their best to
  act accordingly.
  This ability, usable once per day, can affect a number of creatures
  equal to 10 + the charmer’s Charisma bonus. Each listener is enti-
  tled to a Will save (DC 10 + half the charmer’s class level + her
  Charisma bonus). If the save succeeds, the listener sees right
  through the attempt, though this does not prevent other creatures
  from believing in the greater truth the charmer has described for
  them. The effect lasts for one hour, at which point the creatures
  realize they have been duped.
  Spell Advancement
  While the silvertongue charmer prestige class generally advances the
  spellcasting ability of a character as if she had continued with a for-
  mer class, a charmer who begins without any arcane spell access
  gains spells as shown in the spell advancement table below.
  Silvertongue charmers who already have access to arcane spells on
  their own gain additional access to the bard spell list, but do not gain
  the extra spells from Table 2–5.
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  1
  2   
  —
  —
  —
  —
  —
  2
  3
  0*
  —
  —
  —
  —
  3
  3
  1
  —
  —
  —
  —
  4
  3
  2 
  0*
  —
  —
  —
  5
  4
  2
  1
  —
  —
  —
  6
  4
  3
  2
  0*
  —
  —
  7
  4
  3
  2 
  1
  —
  —
  8
  5
  4
  3
  2
  0*
  —
  9
  5
  4
  3
  2
  1
  —
  10
  5
  4
  3
  3
  2
  0*
  * Charisma bonus spells only.If no bonus,no spells are gained at this level.
  TABLE 2–5: CHARMER SPELL ADVANCEMENT
  
  Sneakier Attacks
  In this chapter you’ll find ways to turn standard roguish sneak attacks into something more,combining them with
  intimidation,range,and treachery .
  T
  o some, the sneak attack is the essence of the rogue—
  the right strike at the right time, rather than a blow
  that connects with sheer brawn behind it. While the
  rules for sneak attacks cover the most common uses of this
  ability, this chapter presents some additional ways to strike
  when least expected. It expands upon sections of the core
  rules that are not covered in detail, and changes some core
  rules to make them consistent with other rules presented in
  this book.
  Ranged Sneak Attacks
  Typically, one makes a sneak attack with a melee weapon, but
  the standard rules support sneak attacks using ranged weapons
  as well, as long as the target is within 30 feet. This might be
  acceptable for weapons with long-range accuracy, but many
  weapons are far more variable than this rule suggests. The sub-
  stantial difference between, say, a dagger and a heavy crossbow,
  is best represented by using ranged sneak attack rules appropri-
  ate to each weapon, based on its range increment and whether
  the target is moving or stationary.
  Moving and Stationary Targets
  The standard rules for ranged attacks do not distinguish
  between moving targets and stationary targets, but anyone who
  has attempted to fire an actual ranged weapon will understand
  the difference between the two kinds of targets.
  For game purposes, a stationary target is one that has
  remained still by sitting, lying prone, or standing in a single
  location for 2 rounds or more without taking a move action.
  This amount of time is long enough for a skilled archer or
  sneak attacker to optimize a shot. A creature usually must be
  unaware of danger to be considered stationary. No target
  remains stationary after the first shot is loosed against it,
  whether or not the attack hits; any target becomes a moving
  target—assuming it’s capable of moving—as soon as someone
  shoots at it.
  A moving target is equivalent to the standard sort of target
  covered by the existing game rules. Creatures that are walking,
  running, in melee combat, or otherwise adjusting their posi-
  tion each round are all considered moving targets, even if they
  do not use their full movement allowance each round.
  The key difference between attacks against stationary targets
  and moving targets is distance; a ranged sneak attack can cause
  damage out to a longer range if the target remains stationary
  and in plain sight. Targets sitting astride a horse or being car-
  ried on a litter count as moving, even though the mounts and
  bearers are taking the move actions.
  To deal damage to a moving target, one must make a ranged
  sneak attack from a distance equal to or less than the weapon’s
  range increment (due to the requirement for accuracy), if that
  range increment is 30 feet or less. A weapon with a longer
  range increment can be used to sneak attack a more distant
  target, reflecting the better accuracy of these weapons. The
  maximum range in such a case is equal to 30 feet + half the
  difference between 30 feet and the weapon’s range increment.
  For instance, a rogue can use a light crossbow (range incre-
  ment 80 feet) for a ranged sneak attack out to 55 feet (30 feet
  + half of 50 feet).
  Against a stationary target, one can use any weapon for a
  sneak attack against a target up to 30 feet away. More accurate
  ranged weapons can hit a stationary target out to a distance
  equal to the weapon’s range increment or 100 feet (whichever 
  is less).
  Table 3–1 on the next page provides these maximum range
  figures for all the ranged weapons in the Player’s Handbook that
  deal hit point damage.
  Sneak Attack to Disarm
  or Subdue
  Not every rogue is a would-be assassin, and not all sneak
  attacks are meant to kill their targets. A sneak attack may be
  intended merely to startle, disarm, or capture its target.
  A character with the sneak attack ability who also has the
  Improved Disarm feat may attempt to disarm as part of a sneak
  attack with the usual +4 bonus on the opposed attack roll, but
  does not deal damage if he wins the opposed roll.
  Sometimes, the intent of a sneak attack is to subdue a target
  rather than injure it. In such a case, a character with the sneak
  attack ability can make a sneak attack that deals nonlethal dam-
  age if he uses a sap (blackjack) or an unarmed strike. He cannot
  use a weapon that deals lethal damage to deal nonlethal dam-
  age on a sneak attack, not even with the usual –4 penalty on
  the attack roll, unless the weapon is a bludgeoning weapon
  such as a club, mace, or staff.
  Chapter Three
  
  Chapter Three: Sneakier Attacks 31
  Silent Sneak Attack
  On many occasions, it’s more important to be silent than to be
  deadly. In these cases, a rogue often will creep up to a foe and
  either grab his mouth or neck, or threaten to slash his throat.
  In some cases, magic will be used instead of Hide and Move
  Silently to place the rogue in a position to enforce silence; the
  effect is the same regardless of how the rogue gains the drop 
  on his foe.
  Making a silent sneak attack requires combining the use of
  a light bladed weapon with a successful grapple attempt (to
  place the blade in a threatening position) and an Intimidate
  check opposed by the target’s Bluff check (the attacker gains a
  +4 circumstance bonus on this check). If both of these suc-
  ceed, the attacker’s threat of extreme damage makes the victim
  give in, enabling the attacker to tie him up, knock him out, or
  otherwise incapacitate him.
  Should the grapple attempt fail, the attacker may still try to
  win an opposed Intimidate/Bluff check, but he must take a
  –4 circumstance penalty on the check. If this check fails,
  combat proceeds normally. If this check succeeds, the attacker
  has his victim cowed, and the victim gives in without further
  resistance.
  Traitorous Sneak Attack
  Usually a rogue seeking to make a sneak attack does so by stay-
  ing out of sight until the blow is struck. However, some rogues,
  particularly members of the silvertongue charmer prestige class
  (see Chapter Two), can walk right up to a victim and make a
  surprise attack while keeping a smile on their faces. This ploy is
  called a traitorous sneak attack, and it involves the use of social
  skills as well as melee skills.
  One must meet two conditions to succeed at a traitorous
  sneak attack: hiding one’s weapon and obscuring the intention
  to attack. Keeping a weapon hidden until the crucial moment
  requires a successful Sleight of Hand check opposed by the
  target’s Spot check. Keeping the target from guessing the
  attacker’s true intentions requires a successful Bluff check
  opposed by the target’s Sense Motive check. If this second
  check fails, the target senses that something is wrong and
  becomes suspicious of the attacker, though he does not neces-
  sarily see the threat of a blade. If the attacker pulls his weapon
  while behind the victim or otherwise out of the victim’s line 
  of sight, only the Bluff check opposed by the target’s Sense
  Motive check is required. However, if other people are present,
  they are entitled to Spot checks to notice the weapon and 
  may warn the victim.
  While the need for two checks means that the target has two
  chances to avoid a sneak attack, the conditions of a traitorous
  sneak attack usually mean that the target is flat-footed and not
  wearing armor. In most cases, sneak attacks by seduction are
  made as part of a larger effort to convince a target to retire to a
  private place where armor can be removed.
  Weapon
  Moving Target Max.Range
  Stationary Target Max.Range
  Axe, throwing
  10 feet
  30 feet
  Bolas
  10 feet
  30 feet
  Crossbow, hand
  30 feet
  30 feet
  Crossbow, heavy
  75 feet
  100 feet
  Crossbow, light
  55 feet
  75 feet
  Crossbow, repeating heavy
  75 feet
  100 feet
  Crossbow, repeating light
  55 feet
  75 feet
  Dagger
  10 feet
  30 feet
  Dart
  20 feet
  30 feet
  Club
  10 feet
  30 feet
  Hammer, light
  20 feet
  30 feet
  Javelin
  30 feet
  30 feet
  Longbow
  65 feet
  90 feet
  Longbow, composite
  70 feet
  100 feet
  Sai
  10 feet
  30 feet
  Shortbow
  45 feet
  55 feet
  Shortbow, composite
  50 feet
  60 feet
  Shortspear 
  20 feet
  30 feet
  Shuriken
  10 feet
  30 feet
  Sling
  40 feet
  50 feet
  Spear
  20 feet
  30 feet
  Trident
  10 feet
  30 feet
  TABLE 3–1: RANGED SNEAK ATTACKS
  
  Gangs and Guilds 
  This chapter gives you the lowdown on initiations,costs,and stat blocks for guilds of all types,from the public to the secretive.
  It also provides two sample guilds,ready to run.
  T
  hieves, rogues, bandits, and rascals of all kinds gather
  together to pull off bigger jobs, to find a patsy, to brag
  to their peers, to fence goods, and just to find someone
  who both understands and appreciates their triumphs. As a
  result, street gangs, city guilds, secret societies, bardic colleges,
  and roguish conspiracies are all common in civilized lands large
  enough to support a criminal population. This chapter deals
  with these organized rogues.
  Guild Statistic Blocks
  Rogues’ guilds vary in size and purpose, from small gangs to
  powerful conspiracies that span continents. The guild statistics
  block is intended to summarize the power and influence of a
  particular guild in a succinct way. The following elements make
  up such a block. (For sample guilds, turn to page 34.)
  Secrecy: Not all guilds are known to the public, and even
  among secret guilds, there are different degrees of obscurity. A
  guild is categorized as public, open, or secret.
  Public guilds are known to almost everyone, and their head-
  quarters are marked with a sign known to members and non-
  members alike. They may not seek attention, but they do not
  hide themselves, either. Their presence in a city is easy to learn
  about, as are most of its members. A successful Gather
  Information check (DC 11) is enough to reveal a public guild’s
  place of operation.
  Open guilds are known among most rogues, but not among
  the public at large. Their buildings are not marked and often
  are guarded against any visitors other than members. Finding
  out about such a guild requires a successful Gather Information
  check (DC from 14 to 19) plus a little bit of fast talking or
  bribery to get in the door.
  Secret guilds are not known to the public or to most mem-
  bers of the underworld. Their headquarters are obscure,
  unmarked, guarded, and often concealed behind a façade of
  some other business, building, or a “cover” organization (such
  as a charity, a noble’s club, or a merchant’s guild). Just finding
  a contact who knows anything about a secret guild requires a
  successful Gather Information check (DC 20+), followed by
  persuasion or threats, as reflected in a successful Diplomacy or
  Intimidate check (DC 22+), to get the contact to talk. Gaining
  an audience with members of a secret guild is rarely accom-
  plished on their territory; more often, asking about a secret
  guild eventually gets the guild’s attention (sometimes weeks or
  months later). The secret society usually sends someone it
  trusts to approach the snooper and find out whether he pres-
  ents a threat or an opportunity.
  Strictness: Some guilds are much friendlier and more
  accepting than others; their degree of strictness varies from soft
  to rulebound to strict to harsh.
  The most relaxed guilds are referred to as soft guilds.They tend
  to be those involved in less dangerous activities,led by good- or
  neutral-aligned patrons,and with few punishments for failure.
  Even the most heinous betrayal of the guild tends to result in
  exile and removal from the guild rather than retribution.
  Far more common are rulebound guilds, which have a code of
  expected behavior and punishments. Fines and extra duties are
  more common than physical punishment or magical penalties
  for failure, but rulebound guilds do discipline those who fail in
  their duties.
  One step more rigid are the strict guilds. These organizations
  typically enforce a chain of command, such as initiate, appren-
  tice, journeyman, senior master, and guildmaster. Punishment
  for failure may take the form of a beating, time in a cell, or a
  magical effect such as a charm or other enchantment command-
  ing future obedience.
  The most organized and hierarchical guilds are referred to as
  harsh guilds. They are uncompromising in their conditions,
  guidelines, and code of behavior, with severe physical penalties
  for failure. These military societies, assassins’ guilds, and other
  types of very restricted guild are typically lawful or evil in their
  outlook. Typical punishments include flogging, ritual scarring,
  beatings by fellow guild members in a gantlet, or the loss of an
  eye, a hand, or a finger.
  Size: Every guild is also categorized by the size of its mem-
  bership, being either a gang (2–12 members), band (13–40),
  company (41–100), guild (101–300), major guild (301–900), or
  society (901+). When a guild is located in a particular village,
  city, or nation, that location is also listed here. The exact mem-
  bership appears in the Members section, with a racial profile.
  Purpose: Just as important as a guild’s size and level of secre-
  cy is its purpose.The most common purposes a guild could have
  are described here,though others are certainly possible.
  Assassins are hired killers, a guild devoted to mayhem more
  than most. They kill for profit, for politics, or both. Most assas-
  sins’ guilds are strict.
  Beggars depend on the charity of others, but they do form
  guilds among themselves to regulate districts and income
  among their members. Most beggars’ guilds are rulebound.
  Chapter Four
  
  Chapter Four: Gangs and Guilds 33
  Many thieves, rogues, and gamblers
  have their own slang or argot, also called
  thieves’ cant. The samples provided here
  are taken from terms used by 18th-centu-
  ry British thieves, a form of jargon that
  works fairly well for English speakers.
  Arrested: boned, hooked, pulled, roasted,
  snapt, touched
  Bandit: colt, high pad, knight of the road,
  land pirate, rank rider
  Beggar: rattling mumper, ruffler
  Begging: maunding
  Booty: quota, swag, whack
  Bribe: dawb, grease, hush money, sop
  Brothel: academy, nunnery, snoozing ken
  Call for the watch: cry beef
  City watchman: bandog, bus napper, bus
  napper kenchin, harman, myrmidon,
  night magistrate, pig
  Cloak: calle
  Club: jordain, oaken towel
  Coin (counterfeit): button, dump
  Con: amuse, bilk, fob, fun, fuzz, hood-
  wink, sham
  Con man: amuser, jack in a box, needle
  point, nip, sharper
  Counterfeiter: figure dancer, queer bit
  maker
  Counterfeiting: drawing the king’s 
  picture, sweating
  Courthouse: nubbing ken
  Criminals being punished:
  •
  Being transported: barrow man, lag
  •
  In stocks: babes in the wood, 
  nappered, overseer
  •
  With hands burned: badge, 
  charactered
  Crowbar: Bess, Betty, ginny, jemmy
  Danger: lay
  Day: lightmans
  Death sentence: cramp word
  Dog: bufe
  Drunk: clear
  Escape: bing, burning the ken, hike, rub
  Follow: drag
  Fool: Ben, cullability, gudgeon, gull,
  milch cow, pigeon, queer
  Gallows: chatts, deadly nevergreen, leaf-
  less tree, morning drop, new drop, nub-
  bing cheat, three legged mare, three
  legged stool, topping cheat
  Gambling den: hell
  Gang: birds of a feather
  Gypsies: cattle, moon men
  Good: bene, rum
  Hanged: acorn, artichoked, beilby’s ball,
  cry cockles, cropped, dangled, frumma-
  gemmed, hearty choked, hempen fever,
  ironmonger’s shop, jammed, leaf,
  noozed, nubbing, scragged, stretched,
  swing
  Hangman: Jack Ketch, Ketch, nubbing
  cove, sheriff’s journeyman, topping cove,
  turned off
  Hideout: dive, fencing ken, flash ken,
  stalling ken, stop hole abbey, stuling ken
  Highway robbery: recruiting service
  Hit: click
  Honest man: cull
  House: ken, panny
  Housebreaker: cracksman, draw latch,
  rusher
  Inform: cackle, long tongued, nose,
  office, peach, rat, sing
  Judge: beak, fortuneteller, queer cuffin
  Kill: crash, use up
  Lantern: darkee, glim
  Lawyer: black box, cursitor, petty fogger,
  puzzle-case
  Lead: moss
  License: jukrum
  Lie: amuse, gamon, palaver
  Lock pick: charm, dub, kate, screw
  Lock picker: gilt
  Lock picking: black art, dub lay
  Man: cove
  Madam of brothel: abbess, aunt
  Money: caravan, iron, king’s pictures,
  plate, pony, rag, ready, rhino, ribbin,
  wedge
  Mugger: ding boy
  Murder: hush
  Night: darkman
  Oath: cap, earnest, rap (false), salmon
  Pickpocket: autem divers, bung nipper,
  buzman, foyst, natty lad, nypper, reader
  merchants
  Picking pockets: dive, figging law, forking
  Pocket: cly
  Priest: autem bawler
  Prison: bilboes, boarding school, por-
  ridge, pound, queer ken, quod, reposito-
  ry, sheriff’s hotel, shop, spring-ankle
  warehouse
  Prison ship: floating hell
  Prisoner: jail bird, queer birds
  Prostitute: aunt, bat, bawd, buttock and
  file, cattle, fen, laced mutton, public
  ledger, queer mort, tail
  Purse: boung, dummee, reader
  Rich: equipt, oak
  Ring: jem, onion
  Shackles: darbies, king’s plate, ruffles,
  slang
  Staff: jordain
  Steal: bite, bite the blow, cloy, curbing
  law, heave, hoist, lift, nim, prad lay
  Stocks: Bilboes, parenthesis, penance
  board, wooden ruff
  Stolen: ard, made
  Swap: bug, ring the changes
  Tavern owner: beggar maker
  Theft: game
  Thief: angler, ark ruffian, bawdy basket,
  blue pigeon, bubber, bufe napper, bung
  nipper, buzman, canter, canting crew,
  Captain Sharp, clank napper, cloyes,
  cracksman, draw latch, dromedary, fag-
  ger, fidlam ben, filcher, footpad, foyst,
  gallows bird, gilt, glazier, kiddey, little
  snakesman, lully prigger, made man,
  moon curser, napper of naps, natty lad,
  nypper, old hand, pad borrower, poulter-
  er, prigger, queer cove, reader merchant, 
  resurrection man, rover, sneak, swaddler,
  tayle drawer, waterpad, whip jack
  Thief (head): Arch Rogue, Dimber
  Damber, Prince Prig, Upright Man
  Thieves’ cant: flash lingo, gibberish, 
  patter flash
  Victim: content, provendor
  Whipping: air and exercise, cly the jerk,
  hue, teize
  Whipping post: jigger
  Widow: ace of spades, hempen widow 
  (if husband was hanged)
  Witness (false): affidavit man, knight of
  the post
  Woman: mort, mot
  Wound: beef
  Sources: 
  Dictionary of the Vulgar Tongue: A
  Dictionary of Buckish Slang, University
  Wit, and Pickpocket Eloquence, London,
  1811 (based on a version by Captain
  Grose, 1785).
  The Penguin Dictionary of Historical
  Slang by Eric Partridge (for some pre-
  WWI terms).
  A Brief Guide to Thieves’ Cant
  
  Cultists form a religious guild or sect that bands together as part
  of the worship of a particular god.
  Highwaymen are members of a brotherhood that robs (and
  sometimes kills) travelers. Many highwaymen’s guilds are soft in
  strictness, simply exiling those who do not fit in.
  Jobbers are a type of city guild run for profit only; all other con-
  cerns are secondary. A stat block should include a list of the organi-
  zation’s primary money-making activities, such as counterfeiting,
  extortion, gambling, prostitution, theft, or the like.
  Rebels are just that—peasants or others seeking to overthrow
  their lords. A guild made up of rebels may include assassins, smug-
  glers, or brigands all with their own immediate goals, but the
  group’s main objective is always the end of a particular priest’s or
  noble’s rule of their region.
  Smugglers form guilds devoted to the task of moving goods and
  people into and out of certain territories for profit, by evading laws,
  taxes, and tariffs established by a king or other ruling power. Most
  smugglers’ guilds work along a natural border such as a coastline, or
  they bring goods into or out of a city in defiance of the law.
  Alignment: Most rogues’ guilds tend toward either evil or chaos,
  though guilds of any alignment are possible in theory. Lawful evil
  guilds are both efficient and ruthless, and thus tend to survive
  longer than most. Only a few guilds are good-aligned.
  Cash Limit: Most guilds are in the business of both buying and
  selling services (see Table 4–1: Guild Services Rates). The maximum
  amount of money available to the guild to purchase goods appears
  next in the stat block. For transactions of greater value, the sellers
  need to gain an audience with one of the guild’s leaders.
  Assets: This shows the amount of cash available if the entire
  guild’s holdings, both as a group and individually, were added up.
  All of a guild’s assets are rarely found in a single location.
  Initiation: A cost in gold or magic items, or a task from the list
  below, is usually required before an applicant is accepted as a full
  guild member. Honorary members are not required to undergo an
  initiation. In many guilds, more than one type of initiation is
  required, such as a vigil followed by a trial by fire for a highway-
  men’s guild, or an apprenticeship followed by the commission of a
  crime for a smugglers’ guild.
  Apprenticeship initiations require a payment of a fee and then a
  course of study under a guild master.
  Bloodline initiations are only used for those who are born into the
  guild, or those who marry a member.
  Crime initiations require that the initiate commit some sort of
  illegal act.
  Membership approval initiations are tryouts; candidates are accept-
  ed on a temporary basis, as novices, and slowly indoctrinated into
  the guild’s secrets, plans, and methods. At a certain stage, the can-
  didate is usually either fully accepted into the society (“made” or
  “sponsored” by a higher-ranking member) or blackballed and dis-
  missed. A skill check Difficulty Class or a minimum skill rank
  requirement is often included in the listing.
  Quest initiations require a member to perform a specific task for
  the good of the guild. This can be as simple as a burglary or a
  prison break, or it may require a long trek to retrieve a sacred
  object, assassinate a powerful leader, or the like.
  Trial by fire initiations require a candidate to show his or her physi-
  cal speed,fortitude,or strength of will,with tests such as walking on
  hot coals,snatching a dagger in mid-flight,or standing in freezing
  water for hours.A Fortitude save DC is included in the listing.
  Vigil initiations require that the candidate stand watch in a temple
  or at a particular site sacred to the guild until he receives a sign,or
  until the existing members agree that he has passed the vigil.
  All of these types of initiations are discussed in more detail in
  the “Initiation Standards” section on page 36.
  Note that most guilds willingly waive their initiation require-
  ments for the right candidate, or at least make the initiation a for-
  mality rather than a true test.
  Membership: This part of the statistics block spells out both the
  number of active members of the guild (which matches the size infor-
  mation) and its racial composition.The possible racial compositions
  are unified (100 percent of a single type),dominant (at least 80 per-
  cent of a single type),mixed (no more than 60 percent of any type),
  and mongrel (no more than 30 percent of any type).
  Leaders,Bosses,and Others: A list of the guild’s leaders, its
  most important captains and bosses, and its oddballs and notables
  comes next. Race, level, and gender are typically listed here.
  Notes: Numbers are never quite sufficient to describe anything as
  fluid as a guild.This final section denotes special goals,feuds,
  strongholds,and other information about a particular guild.
  Sample Guilds
  The two examples in this section can play a role in your campaign
  or merely serve as models for new guilds and gangs that you create.
  The Deadheart Gang 
  Open rulebound guild,Gather Information (DC 18),city of Tarsis;
  Jobbers (theft,extortion,gambling,counterfeiting);AL NE;Cash
  limit 2,500 gp;Assets 28,878 gp;Initiation:apprenticeship and
  crime (Sleight of Hand  pickpocketing job [DC 20] or highway rob-
  bery);Membership 209;Mixed (human 58%,half-orc 17%,halfling
  9%,gnome 7%,dwarf 5%,quickling faen* 4%).
  * A race from Monte Cook’s Arcana Evolved.
  Leader: Guildmaster Radovan (NE male human bandit 7/dead-
  heart gangster 10).
  Important Characters: Gustoi Flamberg,male half-orc rogue 5
  (Keeper of the Inner Guard);Redmane,male human fighter 6/ban-
  dit 2 (enforcer);Ziombo the Lucky,male dwarf cleric 6 (priest of
  Fortuna);Sylva Cowslip,female halfling rogue 8/fortune hunter 2
  (spy and gossip);Kinnea Pattermonger,female gnome expert 4/gut-
  ter mage 5 (trapmaker and arcane specialist).
  Others: Runner Olli (gutter mage 2) and Runner Fra Telli (gut-
  ter mage 5), male human apprentices of Guildmaster Radovan;
  Bricol (fighter 5), Radovan’s bodyguard.
  Notes: The Deadheart Gang is concentrated in a single major
  metropolis and the roadhouses and villages in the surrounding
  roads and hills. While it is not the only rogues’ guild in Tarsis, it is
  The Book of Roguish Luck 
  34
  
  very well informed about the city and knows everything going on within its terri-
  tory. The Deadheart Gang hopes to expand to neighboring towns and along mer-
  chant routes over time. At the moment, it is consumed with a recruiting drive to
  support this expansion, actively seeking skilled candidates.
  The gang is ruled with supreme skill by the two-faced Radovan,a man of coarse
  habits,a voracious sexual appetite,and remarkably dirty clothes and coloring.He
  spends little time in daylight and less time actually working,instead manipulating
  events through his guild captains.Physically,he is fat,flabby,and pale as death.He
  speaks crudely and without any sign of breeding.Born the bastard son of a fish-
  monger,he quickly put his ability to sense weakness in others to use.His earthy
  strength and his complete determination to claw a living from the rich gave him an
  advantage over those more hesitant,more educated,or more scrupulous.He is said
  to be married with a dozen children,but his wife is rarely seen.
  The guild has recruited a large number of half-orcs in recent years to serve as
  debt collectors, leg-breakers, extortionists, and gambling den bouncers. This effort
  is evidence of the guild’s movement further into gambling and loan-sharking
  operations. The gnomes and dwarves in the guild specialize in counterfeiting and
  running gambling dens. The Deadheart Gang’s halflings and quicklings are its
  pickpockets, as well as its eyes and ears in the streets.
  The Night Market 
  Public strict major guild, Gather Information (DC 11), cities of Arbatum,
  Earlscross, and Coldhill; Jobbers and smugglers (theft, fencing, gambling, forgery,
  counterfeiting); AL N; Cash limit 10,000 gp; Assets 889,043 gp; Initiation:
  apprenticeship and membership approval (six months); Membership 797;
  Dominant (human 81%, dwarf 15%, gnome 3%, tiefling 1%).
  Leader:Guildmaster Alaric (LE male human rogue 8/gutter mage 9)
  Important Characters:Thornhilda, female dwarf shadowsworn 5 (Keeper of
  the Treasury); Midnight Marrick, male human cleric (Luck) 8 (Chief of the
  Coldhill Market); Black Hand Maresha, female human cleric (Luck) 6; Tovanna
  Flicker, female gnome bard 6/silvertongue charmer 9 (diplomat and negotiator);
  Red Rose, female human fortune hunter 9 (Chief of the Abartum Night Market).
  Others:Smuggler Chieftain Sunyareth (gutter mage 4) and Road Security Chieftain
  Nothbald (bandit 5),male human lieutenants of Guildmaster Alaric;Gunmark
  (barbarian 9),Alaric’s enforcer;Right Honorable Theomund (male human cleric
  [Fortune] 9),the judge of the Night Market Court (settles disputes among thieves).
  Notes:The Night Market is a powerful urban collective of fences, slavers, and
  smugglers with sidelines in forgery, counterfeiting, and rigged gambling. It is
  closely allied with priests of the goddess of luck, and her temples serve as meeting
  spots and recruiting grounds for the guild. Based in the great cities of Abartum,
  Earlscross, and Coldhill, the guild is quite open about many of its activities. Each
  night, it opens a marketplace that does business until dawn, offering gambling
  hells (see Chapter Five) and selling used and stolen property, carefully crafted
  tools for war and burglary, and illicit goods of all kinds. Depending on who turns
  up at the marketplace on any given night, potions, poisons, and magic scrolls can
  also sometimes be found there.
  The guild’s ruler,Alaric,is a proud man who sees members as his family—and
  tolerates no insolence or disobedience from his “younger cousins.” His strong rule
  keeps the large,far-flung guild together,and he makes a point of spending time with
  lesser members during the Night Market.Physically,he is tall,pale,and fair-haired,
  with a thick beard to make him appear older than his 44 years.He believes passion-
  ately in the guild and its patron goddess,and his behavior is closely tied to his faith.
  He frequently tells others of how he raised himself up from the streets (he was
  Chapter Four: Gangs and Guilds 35
  
  apprenticed into the guild at age seven),and most believe this tale of
  self-improvement points the way to their own future good fortune.
  The guild has a strict policy against allowing in elves, half-elves,
  and half-orcs, all of which Alaric considers unreliable. It strives to
  earn most of its wealth through (shady) trade rather than violence,
  but the Night Market is not above slaving, kidnapping, and engag-
  ing in the drug trade. Those who cross the guild are frequently
  warned off by plagues of bad luck inflicted upon them by the
  guild’s priests—many of its enemies seem to die from bad fish,
  falls from a horse, or slipping on a muddy road next to a cliff.
  Initiation Standards
  Initiation is a part of joining most guilds, but the difficulty of get-
  ting in can vary wildly. The variable DCs and gold piece costs for
  test-based initiations are described in the sections that follow.
  Apprenticeship
  The cost to become an apprentice starts at 500 gp for a raw recruit
  and can go up to 10,000 gp or more for a master rogue trying to join
  a prestigious guild (such as the Deadheart Gang or the Night Market).
  As a rule of thumb, the minimum cost of an apprenticeship is
  500 gp for each rogue level the candidate has, plus 800 gp per
  nonrogue level. For the purpose of this determination, rogue levels
  include rogue, bard, bandit, gutter mage, and shadowsworn levels.
  Some prestige class levels may also qualify as rogue levels, at the
  DM’s discretion.
  If the guild is public, the cost is simply the sum of these figures
  (for instance, 500 gp for an applicant with only one rogue level, or
  1,800 gp for someone with two rogue levels and one fighter level).
  If the guild is open, multiply the base cost by 2; if the guild is
  secret, multiply the base cost by 3.
  The Book of Roguish Luck 
  36
  Some taverns, inns, and gambling hells
  (see Chapter Five) are best known for their
  roguish, bawdy, or violent clientele. A few
  examples are provided here, all popular
  with guild members and recruiters. The
  “Assets” entry for each locale tells how
  much cash the place has for buying fenced
  goods or for placing into the bank when
  gambling. The “Specialties” entry is a short
  list of the services most likely provided by
  the business.
  Black Lion Inn
  The Black Lion Inn is a well-known haunt of
  prostitutes and a favorite of slumming aris-
  tocrats, immediately across the street from
  the Phoenix, a famous theatre where
  dancers, bears, jugglers, singers, and plays
  all amuse the crowds. Another reason for
  the Black Lion’s popularity is that the
  madam and the barkeep are notoriously
  intolerant of anyone disturbing their guests’
  privacy.
  For that same reason, secret meetings
  between thieves and fences are also com-
  mon here, and many gamblers take a room
  to play dice or cards when they wish to bet
  against each other instead of against the
  bank in a gambling hell. At times, these
  gambling rooms hold many of the city’s
  richest and most powerful guildmasters,
  merchants, and officials.
  Assets: 2,500 gp
  Specialties: Prostitution, strip card games,
  private rooms
  Crossbones Club
  The Crossbones Club, a gambling hell known
  for its wealthy patrons, offers up a bank of at
  least 5,000 gp a night, and typically 10,000
  gp on holidays. Bets of up to 20,000 gp are
  known among the “deep” players, and
  young nobles are wined, dined, and treated
  with fawning care by the large staff.
  The club employs a staff of more than 30
  dealers, croupiers, waiters, guards, pit man-
  agers, chefs, and other workers. Pickpockets
  find the Crossbones Club a productive site,
  as drunken nobles with fat purses prove
  tempting targets. Getting in usually requires
  a pickpocket to adopt a disguise or bribe a
  doorman or kitchen maid.
  Assets: 100,000 gp
  Specialties: Hazard, primero card game (see
  Chapter Five: Gambling)
  The Green Griffon
  The Green Griffon, a racer’s betting parlor, is
  just a short distance from the horse track
  and has a clear line of sight to the aerial loop
  where griffons and pegasi occasionally race.
  Assets: 40,000 gp
  Specialties: Racing bets, a rooftop gallery
  for watching aerial races
  The Spread Eagle
  The Spread Eagle is a famous tea and coffee
  house known for its rough and violent cus-
  tomers. Rumor has it that over the course of
  every year the Spread Eagle’s customers are
  entirely exchanged for new ones, as the old
  thieves, rogues, and bandits are hanged,
  beheaded, stabbed in the street, exiled, or
  otherwise gotten rid of. Oddly enough, the
  house is just a stone’s throw from the pillory
  and the gallows, a fact that guild members
  find darkly amusing.
  Assets: 500 gp
  Specialties: Fencing, forgery
  The Tunnels
  The Tunnels serve many of the establish-
  ments described here; the rogues of the city
  are like rats, quick to flee into subterranean
  homes, passages, and burrows whenever
  they are threatened on the surface. In the
  slums, these passageways are referred to as
  “the tunnels” because they are so common
  and mazelike; only the natives of the area
  know all the underground routes. Some of
  the tunnels connect to the catacombs under
  the local church. 
  A few of the tunnels run down to the coast
  and were originally constructed by smug-
  glers to move contraband from ships into
  the city (or vice versa). These areas are jeal-
  ously guarded, especially when a shipment
  is coming in. The tunnels come in handy for
  a quick escape from town, or just for lying
  low until the mob or the watch gives up its
  search.
  Assets: 100 gp
  Specialties: Escape, secret rendezvous,
  smuggling
  The White Lion
  The White Lion is famous for concerts and
  dances in its upper rooms, many of which
  become orgies by morning. These festivities
  are often attended by nobles as well as com-
  mon folk, because the White Lion encour-
  ages visitors to arrive masked. With masks
  in place, some noble women even arrange
  to meet their lovers here for a night out.
  A few difficult-to-track rumors (Gather
  Information, DC 28) claim that some of the
  nobles who come here anonymously are
  confronted about their vices by intimidating
  bullies from the Deadheart Gang, who
  demand payoffs for their silence. If such a
  gentleman or lady can be tracked down
  (Gather Information, DC 20), that aristocrat
  would be very grateful to anyone who kills
  or otherwise silences the gangsters respon-
  sible for the slow bleeding and constant
  fear this extortion generates.
  Assets: 4,000 gp
  Specialties: Music, dance, prostitution,
  extortion
  A Selection of Guild Taverns and Gambling Hells
  
  Bloodline
  Bloodline membership can never be bought or won through a stan-
  dard initiation. Those who are born into the guild learn of their
  membership either during childhood, when they are expected to
  begin training to master the needed skills, or upon achieving adult-
  hood, which may be as young as 12 or 13 years old.
  Crime
  Committing a crime as a form of initiation is as easy or as difficult as
  the members of the guild choose to make it.The crimes involved
  include theft,burglary,arson,highway robbery,smuggling,forgery,
  a jailbreak,fraud,extortion,and murder.
  For a beggars’ guild, the crime could be as simple as generating a
  certain amount of cash from begging while remaining completely
  silent; a jobbers’ guild might require an applicant to pickpocket a city
  guard. For an assassins’ guild or even a smugglers’ guild, the death
  of a customs officer might be a requirement. Typically, the initiation
  is a crime against a special enemy of the guild, or a crime committed
  under difficult circumstances. The conditions that make committing
  a crime difficult could include doing the deed in daylight, without
  tools, silently, against a particular target (such as a guard station or a
  powerful wizard), or in a public place.
  Membership Approval
  This form of initiation requires the candidate to work for the mem-
  bers for weeks or months, while they evaluate whether or not the
  candidate would fit in well and help the group survive and prosper.
  After an appropriate period of time has passed, the applicant makes a
  membership check (d20 + the applicant’s Charisma modifier + the
  applicant’s class levels in the relevant class or classes). The Difficulty
  Class for this check varies as shown on the table below. Use the high-
  est Difficulty Class that applies (for instance, an assassins’ guild that
  is secret has a DC of 25, not 18) and modify it up or down if the
  guild is harsh, strict, or soft.
  Guild Type
  DC
  Public 
  8
  Open
  12
  Secret
  18
  Rebel
  20
  Assassins
  25
  Harsh
  +10
  Strict
  +5
  Soft
  –5
  If the check succeeds, the guild welcomes the applicant as a fully
  initiated member. If not, the applicant is let go and asked to apply
  again (for a soft guild), turned away firmly (for a strict guild), or
  driven away and told not to return (for a harsh guild).
  Quest
  A quest should play out as part of a longer campaign. Some initiation
  quests come with restrictions against identifying oneself as a guild
  member, accepting help, or even asking for advice. Others require the
  initiate to cover the entire distance of the quest on foot or accom-
  plish a task unarmed. A few call for an initiate to avoid capture while
  carrying a message between two groups of guild members, or to
  swear a vow of silence during the quest.
  Chapter Four: Gangs and Guilds 37
  
  Some typical quests include finding a lost set of records of
  bribery of public officials, carrying out a flashy recruitment drive
  among a particular group (children, elves, toll collectors, and so
  on), or capturing a particularly famous songbird to return to a
  bards’ guild. In some guilds, the initiation quest may overlap with a
  crime initiation: a quest for vengeance against an enemy before
  joining an assassins’ guild, or a quest to slay a former guild mem-
  ber who betrayed her compatriots. Other quests are more cerebral,
  such as disarming a magic trap, or finding a way to pick a detector
  lock (see Chapter Ten: Burglary and Housecracking).
  Trial by Fire
  A trial by fire initiation typically requires a Fortitude or Reflex save.
  A variety of physical tests appear in the table below.The Difficulty
  Class for any particular save varies by the type of guild,as shown on
  the table in the “Membership Approval” section above.
  A few soft guilds permit the use of protective magic during a trial
  by fire.An example of this would be a test that requires the candidate
  to walk across a lake of molten lava;with the help of protective magic,
  he could splatter lava in all directions and even walk out with knee-
  high “boots” of hardened stones.Even with the protection,a Will
  save might be required for the candidate to overcome his fear of fire,
  and a few points of damage might slip past the protections.For a
  twist on this initiation that a strict guild might use,the protective
  spell might be dropped once the candidate is in the middle of the
  test,to judge his coolness under fire and ability to survive.
  Test
  Save Type 
  Balance pit
  Reflex
  Drowning
  Fortitude
  Fire
  Will to grab or enter fire,
  Fortitude to remain in it
  Knives
  Reflex
  Poison
  Fortitude
  Vigil 
  Vigils are tests of determination and stamina. Successful comple-
  tion of a vigil involves either a Will save or a Fortitude save, using
  the Difficulty Classes on the table in the “Membership Approval”
  section on the previous page.
  In all types of vigils, the candidate is first ritually purified or
  blessed by a senior member of the guild. Once the candidate is
  ready, she might then be told to keep a watch over some object or
  location day and night without rest. Sometimes the item under the
  candidate’s protection during the vigil is a treasure (which may
  become animated and attempt to flee from the candidate) or a por-
  tal or doorway (which the candidate must defend with her life). If
  the candidate cannot maintain her attention, she fails; if she avoids
  tricks and distractions, she succeeds. The candidate may or may not
  receive sustenance during her vigil; typically, strict guilds provide
  no food, and harsh guilds provide no water.
  Guild Services
  Guilds don’t just function as social clubs;they need to earn their way
  in the world.Different guilds offer different services,but all of them
  charge roughly similar rates for a particular endeavor.Table 4–1 above
  provides typical fees that members and nonmembers must pay to
  receive the indicated service.
  Several guild services are called “licenses”;these are also referred
  to as territories,rackets,or fiefdoms.Any individual caught perform-
  ing a task without having a license for it is either forced to join the
  guild on the spot with a hefty fine (at best),or may be beaten up as a
  warning or murdered outright (at worst).The degree of severity of
  the punishment depends on the strictness of the guild.
  The Book of Roguish Luck 
  38
  Service Offered
  Typical Member Fee
  Nonmember Fee
  Beggar’s license
  1 gp/day
  —
  Burglary, freelance
  10% of take
  —
  Burglary, targeted
  20% of take
  200 gp+
  Collection
  10% of the sum owed
  20% of the sum owed
  Extortion
  —
  5% of all income
  Fencing
  20% value of goods
  40% value of goods
  Forgery
  10 gp/point of DC
  100 gp/point of DC
  Gambling license
  House’s take is 10%
  —
  Intimidation
  10 gp/level of target
  50 gp/level of target
  Mugger’s license
  30% of take
  —
  Pickpocket’s license
  1 gp/day plus 10%
  —
  Prohibited goods
  Double normal rates
  Triple normal rates
  Poison procurement
  Varies
  Varies, may lead to extortion later
  Protection
  —
  Varies, typically 20% of income
  Safe house shelter
  50 gp/night
  250 gp/night
  TABLE 4–1: GUILD SERVICES RATES
  
  I
  t’s no surprise that rogues who live and die by luck and
  skill are attracted to games of chance. Gambling for
  money has been a popular entertainment throughout
  history, and rogues have always walked away with their share
  of the action. A few rules that expand the scope and poten-
  tial danger of gambling can turn a casual evening’s enter-
  tainment at the inn into a side adventure worth pursuing.
  Professional Gambling
  It is possible but risky to use the Profession (gambler) skill
  to earn a living (see the sidebar). Adventurous player charac-
  ters can earn more than the standard amount (half their
  Profession check result per week). The amount earned
  depends on the size of the pots available in a given area, and
  on whether a player character is willing to cheat. In addition,
  it is possible to have a string of bad luck and lose money,
  even for a professional gambler.
  The maximum pot available for a week’s work is the same
  as the gold piece limit of the community (DMG Table 5–2,
  under “Generating Towns” in Chapter Five: Campaigns).
  This is rather less than the amount of ready cash a commu-
  nity might have, because relatively few NPCs are willing to
  wager their money on games of chance. Winning the entire
  amount requires a perfect combination of luck and skill. In
  all cases, a gambler must bring at least 10 percent of the gold
  piece limit as a stake to play at the table of the biggest game
  in any community. If he puts out a smaller stake, his poten-
  tial winnings are reduced accordingly.
  To determine a gambler’s takings,the gambling PC makes a
  Profession (gambler) check;if his check equals or exceeds the
  minimum DC for the community’s size (see Table 5–1, next
  page),multiply the check result by 2 percent,and then by the
  gold piece limit to determine how much he wins.For example,
  in a large town (limit 3,000 gp) a gambler plays for a week and
  gets a gambling check result of 25, which gives him winnings
  of 50 percent. That translates into a haul of 1,500 gp. On a
  check result of 20, he would still have won 40 percent, or
  1,200 gp. If the check result does not beat the minimum, the
  locals get lucky and the professional loses half his stake.
  Seems too easy, doesn’t it? It is. The snag in this easy road
  is that if another professional gambler plays in the town, he
  is trying to take the same available funds, and the two (or
  more) gamblers must make opposed checks to see who
  comes out the winner for the week. The losers in such a 
  contest lose their entire stake. If a loser rolls a 1, he has fool-
  ishly overbet and loses twice his stake. Thus, in a village or
  hamlet, a gambler might well pick up 50 gp or 100 gp rela-
  tively unopposed, but in a small city, he might just as easily
  lose 1,500 gp.
  Winnings may be spread around. If four or more gamblers
  seek to win in a large city or metropolis (and most large set-
  tlements have several professionals in residence), not just
  the highest check wins; there are enough sheep for multiple
  card sharps to fleece . The city’s total pot is divided equally
  between the gamblers
  whose check results
  put them in the top
  half of all competi-
  tion. For example, a
  small city with seven
  players would divide
  the pot evenly among
  the top three players;
  the size of the pot is
  determined by the
  highest check result.
  In a metropolis with
  41 gamblers compet-
  ing, the pot would be
  divided among the
  top 20 players; on a
  gambling check result
  of 40, the pot would
  be 80,000 gp, or
  4,000 gp for each
  competitor. The los-
  ing players each lose
  their stake.
  The number of
  NPC professional
  gamblers present in a community (and serving as competi-
  tion for one or more PCs) depends mainly on the communi-
  ty’s size, as shown on Table 5–1. Roll d% to determine
  whether any NPC professionals are present; if that roll indi-
  cates the presence of nonplayer characters, another die roll
  can determine the exact number. An NPC professional gam-
  bler has a Profession (gambler) modifier equal to half the
  minimum Difficulty Class for the community (round down).
  Gambling 
  When the cards and dice go your way,you can make a pretty penny—but cheaters beware!
  Profession (Gambler)
  Profession (gambler) is a skill that can
  help any character make more money at
  games of chance. Ranks in the skill func-
  tion in most ways just like ranks in any
  other Profession skill. If a gambler wishes
  merely to make a few coins, he can earn
  half his Profession check result in gold
  pieces per week of dedicated work with
  no risk of losing. It’s also possible to use
  Profession (gambler) to make much more
  money by cheating when gambling, or to
  use ranks in Profession (gambler) to
  affect the odds in a single game of
  chance.
  Action: You can add a certain number of
  your ranks in Profession (gambler) to a
  card game, dice game, or board game
  gambling check. The limit typically ranges
  from 1 to 4 ranks (plus your Wisdom mod-
  ifier), depending on the type of game
  played. In games such as picket, primero,
  mancala, and senet (all described later in
  this chapter), one may add any number of
  ranks in Profession (gambler).
  For fights and races, a character with at
  least 5 ranks in Profession (gambler)
  gains a +2 synergy bonus on his gambling
  check when betting on such activities.
  Chapter Five 39
  
  Finally, a gambler can attempt to cheat, which allows him to add
  his Sleight of Hand modifier to his gambling check, as described in
  the “Cheating” section on page 43. A professional gambler who
  cheats may be discovered if a Spot check catches him. On a roll of 1,
  the cheating is so clumsy and blatant that no opposed check is
  required to notice it.
  Gambling Hells
  A gambling hell (also called a gambling den) is a club devoted to
  gambling in all its forms, from dice and cards to arena fights, cock-
  fights, and racing.
  The size of the wagering in one of these places varies greatly.
  Poor peasants, soldiers, and other members of the lower classes
  dice for a few coppers, which they can ill afford to lose. Royalty,
  nobles, merchant princes, and priests can and do wager 100,000
  gp on a single horse race. The most notorious gamblers won’t even
  open their purses for any wager of less than 500 gp.
  Rich Clubs and Poor Hells
  Gambling is a social activity, and in every society there are leaders
  and there are followers. The small hells that cater to the lower
  classes are home to the downtrodden. These rough, noisy, filthy
  dens are pits for gambling, gluttony, and vice, all openly on 
  display—however, there isn’t much money to be made as the owner
  of a small hell. Rogue guilds sometimes operate poor hells as fronts
  for other more sordid activities.
  Rich clubs are another matter entirely. Marris Crockford is the
  owner of a large gambling hell called the Crossbones Club (see the
  sidebar in Chapter Four). As the richest and most fashionable of
  the many gambling hells of a large city’s noble quarter, it is the
  place to see and be seen. For Crockford, it is a hunting ground: He
  lures his prey to the killing floor, and his skill and wits keep him
  two steps ahead of those who have money to squander on gam-
  bling habits. Everything in the Crossbones Club is of high quality,
  but nothing is really free: The beautiful singers and dancers, the
  finest wines and spiced foods—everything is calculated to lure
  those few nobles who can afford to lose big.
  Crockford is busy ruining a generation of young nobles, perhaps
  as many as 100 rakes and hell-raisers who are both very rich and
  very idle. They gamble not so much for gain (they already have
  more than enough to buy whatever they wish) but for thrills.
  Crockford makes sure that they have all the best wines, brandy, rich
  foods, and beautiful surroundings when they place their wagers. At
  the same time, many customers of the Crossbones Club are poor
  sports; they lie and cheat and complain bitterly when they lose.
  They often get away with not paying their debts, though their repu-
  tations always suffer if they leave debts to linger.
  Honeybee Balls
  Though many of the heaviest gamblers are men, women often
  organize gambling occasions of their own at the fashionable gam-
  bling hells known as honeybee balls. Well-connected members of
  society invite the wealthy and powerful to dances and balls where
  gambling is ostensibly a sideline. In fact, these ladies often receive a
  small fee for every gentleman who shows up and wagers, as well as
  getting a percentage of the bank’s winnings. Smart rogues know
  that pretty flowers will draw a crop of bumbling bees to the tables
  and dice—and launching a new club or renewing the clientele at an
  old one more than justifies the expense of a lavish party.
  An entry ticket to a honeybee ball costs at least 150 gp; anyone
  who can’t afford that isn’t worthy. The club committee is as select
  and powerful as any city council—despite the cost, it’s an honor to
  be invited and a bigger honor to lose money. Some women run
  gambling hells of their own, but most work with an established
  club or guild. In any case, betting freely and losing handsomely is
  a sure way into a lady’s heart, if she is on the committee. Some
  women also use these occasions to hatch schemes of their own—
  romantic, roguish, or otherwise.
  The Staff
  The workers at any gambling hell or club have just one purpose: to
  separate gamblers from their money as smoothly and quickly as
  possible. The idea is to take the mark’s money politely, even fawn-
  ingly, without giving offense to the nobles for fear of delaying
  their return.
  The staff in a gambling hell typically consists of 25 people in
  addition to the owner. A director watches the gambling, a dealer
  handles the cards (and is often an expert in sleight of hand tricks,
  as the house is not above cheating), and at least one crowpee
  (croupier) watches the game and ensures that no one cheats the
  dealer. One or two puffs are retained to act as decoys, playing and
  winning for high stakes that are always secretly returned to the
  house. A clerk watches the puffs to ensure that they only cheat the
  players and not the club, and a squib watches the puffs as a puff-in-
  The Book of Roguish Luck
  40
  Community Size
  Minimum DC
  NPC Professionals
  Thorp
  7
  5% chance of 1
  Village
  10
  10% chance of 1
  Hamlet
  13
  20% chance of 1d2
  Small town
  18
  30% chance of 1d4
  Large town
  20
  40% chance of 1d6
  Small city
  25
  65% chance of 1d10
  Large city
  30
  80% chance of 1d20
  Metropolis
  35
  95% chance of 3d10
  TABLE 5–1: GAMBLING DCS AND NPC PROFESSIONALS
  
  training. A flasher is sometimes hired to talk about the bank’s heavy
  losses, to encourage others to play. A waiter or two makes sure that
  players drink too much; senior waiters will sometimes create a dis-
  traction when the house is cheating. Sometimes a gambling hell
  retains a barrister to double-talk anyone who doubts the rules or
  interpretations of a game. Some clubs employ a cooler, who can steal
  luck from a gambler on a lucky streak.
  The more violent side of the club’s personnel is seen in the dun-
  ner, who collects the debts of gamblers, though not always on the
  premises. The captain is purely a fighter, meant to beat down anyone
  who attempts violence in the club. The orderly and the porter work
  together to watch the street, the first as a lookout and the second to
  stand on duty at the door and stay on good terms with the local
  night watchmen, soldiers, and constables. The porter is typically a
  powerful fighter or barbarian, often a former soldier.
  The house staff at the better establishments includes a cook, a
  wine steward, and an usher or linkboy to carry a lantern for the big
  spenders. Part-timers such as street urchins, harlots, actors, bards,
  and beggars may sometimes steer customers to the club, or offer
  additional services once players arrive. Most of these hangers-on
  earn a small fee from the club for every person who mentions their
  name; others are simply members of the staff, paid a weekly wage.
  Cards and Dice
  Cards used in gambling are both expensive and rather rare. Usually
  only the well-off and a few criminals can afford a deck. Each deck is
  made separately, and the size of cards is not standard: round cards,
  tall cards, and larger, Tarot-sized cards are all common. Owning a
  deck of cards is sometimes cause for suspicion, and some cities pass
  laws attempting to regulate just how much money young lords are
  allowed to wager and lose in these games. These laws are almost uni-
  versally ignored, but might make for an interesting encounter with a
  magistrate or lord who hopes to bully his money back from a card
  sharp who has taken everything he has.
  Dice in their most basic form are rough cubes made from sheep’s
  knuckles (thus called “knucklebones”). Expensive dice can be made
  of ivory, rare woods such as mahogany or ebony, or horn.
  Racing and Fighting
  Races involving horses, chariots, camels, griffons, dogs, or other
  creatures are a part of many cultures and the object of many a wager.
  The arenas also offer opportunities for gambling, but the blood
  sports are not for everyone. Cockfights, bullfights, bear baiting,
  lions, boxing, wrestling, and gladiatorial contests are entertainment
  in crueler societies with a tradition of warlike prowess. These fights
  can include giant-versus-dwarf grudge matches, or a single giant
  lizard opposed by a group of halflings. In a heavily magical society,
  owlbears could match up against wolves, or a young dragon might
  come up against several knights or gladiators.
  To keep expenses down, the arena owners might hire a cleric or
  necromancer to make zombies out of the losers from the week
  before—the opening act would be a match between up-and-coming
  gladiators and the zombies of their now undead predecessors.
  Rules for Gambling
  Typically, gamblers win or lose depending on a combination of their
  own skill and their opponents’ prowess. Gamblers who wager on
  fights and races are dependent on inside information, their judg-
  ment of the animals, jockeys, and trainers, and so forth. In any case,
  a dose of luck is often part of the mix.
  At the center of these rules is the gambling check: a roll of d20 +
  character’s Wisdom bonus. Any character can attempt a gambling
  check—it requires no ranks in any particular skill. However, those
  with ranks in Profession (gambler) may add their ranks to the
  check result. Other modifiers may apply as discussed below. If the
  optional luck ability score system is in use (see Chapter Six), PCs
  add their Luck ability score modifiers to gambling checks.
  The rules in this section cover activity in a single game or over
  an evening of gambling. To use the Profession (gambler) skill over
  days or weeks, see “Professional Gambling” on page 39. Luck
  points added to a gambling check come off the character's luck
  pool normally.
  At the Table
  Not all gambling games are equal. Different games allow for a differ-
  ent portion of luck, as shown in Table 5–3: Gambling Games on page
  46. In general, dice games are largely driven by luck, while card
  games are more often driven by skill.
  The easiest way to determine whether a player character wins or
  loses in a particular card game is with a gambling check. In games
  that use bluffing as part of play, opposed Bluff/Sense Motive checks
  may add a bonus to some gamblers’ chances and a penalty to others’.
  If a game involves bluffing,any participant may try to bluff by mak-
  ing a Bluff check opposed by the other players’ Sense Motive checks.If
  successful,he adds his Bluff ranks to the gambling check.If the check
  fails,he automatically suffers a –4 circumstance penalty on his gam-
  bling check,as the other players see through the deception.
  If a player wants to cheat, he adds his Sleight of Hand modifier as
  a bonus to his gambling check. This check is opposed by the Spot
  checks of the other players at the table and possibly the dealer. See
  also the “Cheating” section on page 43.
  The games listed on Table 5–3 are described in more detail start-
  ing on page 44. The amount of any game’s winnings depends on the
  size of the betting pool; competitors should determine how much to
  wager before making any rolls.
  At the Races
  A horse race and a race between wyverns both depend on roughly
  the same factors: the animals themselves, their riders, and the extent
  of their training. Most owners and trainers seek to keep as much of
  this information hidden from the public as possible, because what
  the public knows, their rivals will surely learn as well. Acquiring
  information, then, is the first goal of any serious gambler at the
  races. Grooms, jockeys, race officials, and others can turn a pretty
  profit by selling what they know. A day’s work and a Gather
  Information check (ranging from DC 10 for a small race of five ama-
  teur colts to DC 30 for a kingdom-wide derby featuring a dozen
  Chapter Five: Gambling 41
  
  prime racehorses) grants a gambler a +2 bonus on his gam-
  bling check when wagering on the race.
  The outcome of the race is determined by an opposed
  check among all the animals involved,assuming that all are 
  of roughly the same type or breed.Each horse,dog,or dragon
  makes a d20 roll modified by the creature’s Dexterity bonus
  (for short races),Constitution bonus (for endurance races),
  the Ride modifier of the jockey (if any), and the Handle
  Animal modifier of the trainer or jockey (if any). A jockey 
  may expend luck points on a race normally (see Chapter Six).
  Barring cheating,the highest check result wins the race.
  At the Arena
  Contests of raw skill are determined by the
  strength of the fighters or creatures
  involved. However, a smart gambler
  can use Gather Information checks
  or Handle Animal checks to
  judge the relative strengths of
  the opponents.
  Judging a warrior usu-
  ally takes another war-
  rior’s eye, or the eye
  of an arena gambler
  who knows the
  history of the
  combatants.
  Finding someone willing to share this sort of privileged
  information usually calls for bribery or a great network of
  contacts. Success requires a day’s work and a Gather
  Information check (DC 20 for gauging a well-known war-
  rior’s relative strength, DC 25 for a stranger with a reputa-
  tion in the ring, and DC 30 for a complete stranger or new-
  comer with an unknown fighting style or history). If the
  Gather Information check fails, the gambler still gets an ear-
  ful of opinion, but it is all wrong or even deliberate misinfor-
  mation 
  If the Gather Information check succeeds,the gambler can
  determine whether the odds being offered are stingy,fair,or
  particularly generous for a particular fighter.This knowledge
  should give him an advantage when placing bets;it may be
  easiest to assume that he bets correctly,and only bribery,
  cheating,or foul play in the ring can result in an upset.
  Treat fighting animals the same way, though Handle
  Animal checks can apply instead of Gather Information
  checks to obtain accurate information.Since animals usually
  die in the arena more frequently than humans do,they rarely
  have a long history of victories and defeats for Gather
  Information to work on. The Handle Animal check for gain-
  ing information has a DC of 20; most animal fights are
  unpredictable,but their trainers can make a difference.Wins
  in the animal arena are decided by standard combat,modified
  by the skill of the fighting animal’s handler.Every two ranks
  of Handle Animal a handler possesses provides a +1 bonus on
  the attack roll for a single round;these bonus points can be
  all spent in a single attack or spread over several rounds.
  The Book of Roguish Luck
  42
  
  Cheating
  Where there are games, there are cheaters. Cheaters fall into three
  categories: those who cheat through sheer speed and dexterity,
  those who cheat using magic, and those who cheat through clever
  teamwork, marked cards, and manipulation. The last category
  might not be considered cheating by some—but tell that to the
  noble lord who is convinced that two of his opponents are working
  together unfairly.
  And of course, as every rogue knows, it’s only cheating if you get
  caught.
  Sleight of Hand
  The simplest and most direct form of cheating is sleight of hand: the
  card up the sleeve, the palmed set of weighted dice, the slide of a
  coin or chip from a losing bet to a winner. Not all of these moves are
  equally easy; it’s much simpler to hide a card than to bring an extra
  one into play without being noticed, for example. Other circum-
  stances can also help a cheat, such as a distraction or poor lighting.
  Note that games with a dealer are more difficult to cheat on than
  games between equal players, and games with an audience always
  increase the risk of discovery—though these games often can also 
  be the most profitable.
  Table 5–2 provides modifiers to a cheater’s Sleight of Hand check
  that apply in the indicated conditions. For example, if a gambler is
  trying to cheat by palming dice (–2) in a game being overseen by a
  croupier (–5) in an environment with poor lighting (+2), he
  attempts his Sleight of Hand check with a –5 penalty.
  Sleight of Hand
  Condition
  Modifier
  Dealer
  –2* (or make opposed checks)
  Croupier or pit boss
  –5
  Small crowd
  –3*
  Large crowd
  +1
  Palming dice
  –2
  Take extra card
  –2
  Take hidden card
  –3
  Conceal a card
  +1
  Distraction
  +3
  Poor lighting
  +2
  * Disregard the penalty for a dealer or a small crowd in circumstances when cheating is most
  often ignored.
  Marked Cards, Peeking, 
  and Counting Cards
  Using marked cards, looking at another player’s cards, and counting
  cards are all tactics that help a rogue beat the odds. All these tech-
  niques are well known to gambling houses, however. A cheater who
  is discovered can expect expulsion at best, and more often a severe
  beating or even the loss of hands or fingers.
  Marked cards add a +5 circumstance bonus on gambling checks to
  the gambler who uses them. One can detect their presence with a
  Spot check (typically DC 20 or more, because the marks are usually
  well hidden).
  Looking at an opponent’s cards is generally accomplished in one of
  two ways: peeking when an opponent is sloppy, or using one or more
  mirrors to see the cards that are hidden from direct view.
  Peeking requires a successful Spot check opposed by the card-
  holder’s Sense Motive  check, with a +10 circumstance bonus on the
  Sense Motive check allowed for most gamblers with any sense in a
  public setting.
  Mirrors provide a +2 bonus on the cheater’s Spot check against a
  single opponent. Any gambler at the table can find a mirror with a
  successful Spot check against a Difficulty Class equal to the Disable
  Device check used to place the mirror; discovery of a hidden mirror
  usually leads to trouble.
  Counting cards requires a strong mind and a ready memory. A
  character must have an Intelligence score of 12 or higher to try to
  count cards. A gambler attempts to counts card by making an
  Intelligence check (DC 14). On a success, the player gains a +4
  bonus on his gambling check to win the hand. On a failed check, the
  distraction of trying to count cards adds a –2 penalty to the player’s
  gambling check for that particular hand of the game. On a check
  result of 1, the card counting becomes obvious to other gamblers
  who make a successful Spot check (DC 14).
  Magical Cheating
  The most subtle form of cheating is magical. In these cases, the god
  of fortune may literally turn the dice or spin the wheel to favor his
  followers and disciples, or arcane forces may transform the turn of a
  card or weight the throw of dice. Using divine magic to foretell the
  odds is frowned on, despite the quoting of Lady Fortune’s scripture
  by priests of the luck gods.
  Many gamblers carry charms said to prevent magical cheating or
  to warn them of such tampering. Most of these charms are useless,
  but a few sound a very clear chime when magic affects the course
  of play.
  Spells
  The use of magic isn’t limited to combat; some wizards figured out
  long ago that casting a spell before entering a gambling den was a
  fine way to make a little extra money for inks, parchment, and other
  arcane materials. The most commonly used spells at the table
  include scrying, augury, bless, prayer, card control, switch item, and gam-
  bler’s luck. (The last three of these are described in Chapter Seven:
  Roguish Spells.)
  Many large establishments ban spellcasters outright; it’s just too
  much trouble to watch them. Other gambling dens prefer to catch
  magical cheaters in the act through constant scrying, the use of detect
  magic spells, and careful monitoring of familiars (see the next page
  for more on using familiars to cheat).
  Chapter Five: Gambling 43
  TABLE 5–2: SLEIGHT-OF-HAND CHEATS
  
  Familiars and Animal Companions
  As long as a familiar or animal companion stays in a room and shares
  its senses with its gambling master, it can be a hugely valuable part-
  ner capable of telling its master what cards others hold,or watching
  for sleight of hand or other cheating by one’s opponents. The best
  familiar for this purpose is the quasit (see “Familiars” in Chapter Six:
  Characters of the DMG), which can make itself invisible. However,
  any other creature can simply remain motionless and silent and
  stand a good chance of being ignored.
  Many gambling establishments follow a “familiars on the table
  or at the door” policy to prevent this form of cheating.
  Getting Caught
  The best way to avoid a fight over cheating is not to get caught, but
  sooner or later every gambler who cheats runs across someone who
  spots his chicanery. The first line of defense is always denial, repre-
  sented by a Bluff check. Note that most gambling hells have a
  director, barrister, or pit boss (the titles vary) with a Sense Motive
  modifier of at least +5, and often +10 or more. The banker or owner
  of the gambling hell may have a Sense Motive modifier of +15 to
  +20. Fooling the bankers is never easy, and they’ve seen it all
  before.
  Even if the cheater’s Bluff check succeeds, most accusations of
  cheating will get the suspected offender an invitation to leave for
  the night. He may keep his winnings, but he will be watched very
  carefully when he returns, and the establishment may warn other
  gambling hells about him.
  If the Bluff check fails, the cheater is banned and added to 
  that gambling hell’s list of exiled cheaters and ne’er-do-wells.
  Depending on the type of institution and the local laws, he may
  also be arrested for fraud and charged in court. He may be acquit-
  ted at trial, assuming he can find a way through the court system. If
  he can’t hire a lawyer, use Diplomacy and Knowledge (legal) checks
  to determine whether the cheater is found guilty. Typical punish-
  ments include a fine equal to twice the fraudulent winnings, a pub-
  lic whipping, or a few weeks of jail time. The whipping may be
  made private for noble criminals.
  If his Bluff check fails by 5 or more, and the accusation of cheat-
  ing seems credible, the cheater’s winnings are likely to be impound-
  ed and he may be treated to enough nonlethal damage to bring him
  close to unconsciousness. Marked cards or loaded dice are taken
  and destroyed in front of his eyes. The victim will definitely be
  arrested and thrown in jail for at least a month.
  The Bluff check isn’t always the end of it, of course. Some
  cheaters proclaim their guilt by leaving in a hurry, pursued by
  those they have cheated. They may have fallback strategies such as
  creating a distraction and running off, using magic to escape, hid-
  ing during a distraction, and the like. Note that most gambling
  hells have a limited number of exits, all of them watched by the
  staff. And everyone at the table will certainly remember the
  cheater’s face; it may be time to move on to another town before
  gambling again.
  Various Games
  Described below are just a few of the games played in gambling
  dens and taverns everywhere.
  Card Games
  In cultures all across the land, a traveler looking for one can always
  find a card game to get into.
  Bassette: The dealer gives each player 13 cards (the dealer takes
  none). Players put bets on cards they favor, then the dealer pulls
  cards from the bottom of the deck; those that match one of the
  cards with a wager on it are won by the dealer. Those that don’t
  match are won by the player, who may choose not to be paid off,
  but to keep that card in play for a larger payout if the card wins
  again. Rather messy, but with enough decks, bassette can be played
  by a huge number of people.
  Bone-Ace (also called One and Thirty):A version of blackjack,
  bone-ace requires no house dealer and always values an ace as
  one. The goal is similar to that of blackjack: to get as close as pos-
  sible to 31 without going over. The dealer is determined randomly
  each round, and cards must always be dealt from the bottom of
  the deck.
  Faro: This is the preferred card game of famous rogues and
  nobles. It is a banking game, in which any number of players or
  punters (typically up to five or six) bet against the bank.
  The game is played on a board showing the 13 cards in a suit—
  ace to ten plus jack, queen, and king—on an inlaid or painted
  field. Players place coins on the board to bet on a particular card
  to win; the players can also bet on a card to lose by placing a cop-
  per counter on the board. It’s possible to bet on multiple cards at
  once with a single coin or counter.
  A single shuffled deck is placed face up next to the board; the
  top card is discarded. The second card thus revealed is a losing
  card, and the house pays off all the bets made with a counter
  (bets to lose), while collecting the bets placed with coins (bets
  to win). The second card is then removed, and the next card
  wins.
  Two cards constitute a turn. A new round of betting takes
  place at the start of each turn. The game continues in the same
  way through the whole deck, alternating winning and losing
  cards. The last card is not counted as a win or loss. Note that it is
  possible to get a split; that is, for two cards in a row to be of the
  same type (two jacks, say). In this case, the jack both wins and
  loses, and the house takes half of all the bets on that card
  (whether the bets were to win or lose).
  Karnoeffel (or Kaiserspeil): This trick-taking game has its own
  set of cards (king, ober, under, seven, six, five, four, three, two, and
  banner) and its own names for the suits (shields, flowers, bells, and
  acorns). The four banners usually are all included in the trump suit
  and are promoted from the side suits by calling out “Kaiser.” The
  deck totals 40 cards.
  The object is to win three out of five tricks, but the value of any
  given hand depends on how much betting there has been. The first
  player to get to 101 points wins.
  The Book of Roguish Luck
  44
  
  Picket: Played with a 36-card deck, this deceptively complex two-
  player game rewards careful play; the goal is to reach 100 points
  first. The cards include ace, six, seven, eight, nine, ten, jack, queen,
  and king. The six through ten cards are worth face value, all the face
  cards are worth 10, and aces are worth 11. The cards are shuffled, cut,
  and dealt, 12 to each player. Anyone who has no face cards in the
  opening hand immediately scores 10. The players are called “dealer”
  and “elder.” The elder plays first, drawing up to eight cards and peek-
  ing at the rest. The dealer may then draw up to eight remaining
  cards and flip the rest face up.
  This is followed by four scoring types,called ruff,sequence,ternary/
  quartorze, and tricks. The high degree of complication means that
  even skilled players can have a run of very bad luck against a novice.
  Primero: Primero is a card game with some similarities to poker
  (and as with poker, there are hundreds of variations). The deck con-
  sists of 40 cards,essentially a normal 52-card deck with the eights,
  nines,and tens removed.All face cards count for 10 points,aces 16,
  and twos through fives count as 12 to 15,respectively.A six counts as
  18,and a seven counts as 21.
  Each player is dealt four cards face down. Each player may bid,
  stake, or pass; staking is essentially covering a previous bid, but in
  primero you only need to cover the most recent bid, not all bids
  since your last stake. You may also pass without staking, but this
  requires you to discard one or two cards from your hand (possibly
  destroying your hand) and then draw that number from the deck.
  Also, you cannot fold a primero hand—you must play it out. The
  hands are called, in order of increasing rank, numerus (a pair or
  three cards of the same suit), primero (one card of each suit),
  maximus (the ace, six, and seven of a single suit), fluxus (four cards
  of one suit), and chorus (four of a kind).
  For example, if a player has a three of clubs, a four of diamonds,
  a two of hearts, and a queen of spades, he has one of each suit (a
  primero) and he has 13 + 14 + 12 + 10 points, or 49 total. He could
  bid “primero 49” as his highest bid. Any other player who bid would
  have to bid a higher rank than a primero (such as a maximus or cho-
  rus) or bid a higher point total (such as “primero 50”). Usually, a bid
  is announced with the amount of money wagered at the same time:
  “primero 49 for 10 ducats” or “I’ll raise that to 20 ducats at max-
  imus 55.”
  Dice Games
  There are relatively few dice games compared to card games, and yet
  every soldier with time on his hands has a set of dice to throw dur-
  ing the long dull hours of a watch or on the day after the payroll
  comes to town. The most popular by far is hazard, though tablero
  has its adherents.
  Hazard: As the most-played dice game in many gambling dens,
  hazard is enjoyed by both peasants and gentlemen. The game of haz-
  ard requires the shooter to first generate a “point” between 5 and 9
  using two dice, and then to either roll the same number again to
  win, or roll a 2 or 3 to lose. Rolls of 11 and 12 may also win.
  Tablero: This is a gambling or drinking dice game, the object of
  which is to make your opponent run out of coins or beer before you
  do. The two players play on a board of seven by seven squares, and
  they fill three or four of the board’s columns with coins of equal
  value. The first player must place the fourth column’s coins and
  Chapter Five: Gambling 45
  45
  
  throw the dice; he may then move coins within the columns as
  indicated (rolling a 3 and a 6 allows him to move any coins exactly
  3 and 6 places). If this results in two coins being adjacent to each
  other in any row other than the home row (the row closest to each
  player), he removes those coins from the board, and his opponent
  must replace them. If he wishes, he may leave the coins on the
  board and roll the dice again, hoping to expand the row and win
  more coins. If a player completes a row of seven coins, he removes
  them all and wins an additional coin from his opponent.
  The players alternate dicing, each one’s turn ending when he
  either removes coins from the board or rolls a 7, 11, or 12, in which
  case he does not move any coins and must pass the dice.
  The drinking alternative requires a waterproof board, beer or
  wine, and glasses instead of coins, which the opponent must refill.
  Board Games
  Board games can be the most complex of the varieties discussed
  here. Some gamblers can spend their lives perfecting one game, so
  characters are urged to check out their opponents before risking
  their stake.
  Glückhaus: This dicing board game can be played by two play-
  ers, but is only interesting with three or more players. The board
  has a 12 at the top row, then two rows of three entries (9, 10, and
  11 as well as 6, 7, and 8), tapering off with a row of 5 and 3 and
  the bottom row of 2. Fortune-telling cards or regular cards are
  sometimes used to make the board, or carved wooden images of
  merchant ports, ships, or anything else. Note that the lack of a
  number 4 on the board is deliberate; rolling a 4 means the player
  passes.
  Play begins when all players put one or more coins on the 7. The
  first player rolls two dice, and if he rolls anything other than a 2, 4,
  7, or 12, he checks that field on the board and takes the coins he
  finds there. If he finds no coin, he must put one down on that
  number.
  If he rolls a 7, he does not take the coins on that square, but
  instead adds another coin to the pile there. The “hoard” on the 7
  sometimes grows large, and this square on the board is usually a
  little bigger than the others.
  Rolling a 2 means the player takes all the coins on the board
  except the ones on the 7. Rolling a 12 means he takes all the coins
  on the board. After a single roll, play passes to the left.
  Mancala: This game pits two players against each other, each
  trying to move the largest number of stones along two rows to a
  kalana, or scoring pit, where they score points while also capturing
  the opponent’s pieces. It involves no dice and no elements of
  chance, just a straightforward movement of pieces, a bit like check-
  ers. A player’s Intelligence modifier is added to any gambling check
  he makes when playing mancala.
  Senet: Senet is a race game played with dice and a simple board.
  Each player has seven pawns, and the first to move them all off the
  board’s S-shaped track wins. However, some squares of the 30-
  square board have special effects that switch pieces, move pieces
  from one spot to another, and so forth. Both strategy and luck are
  required.
  The Book of Roguish Luck
  46
  Game
  Maximum
  Maximum Profession
  Name
  Type
  Number of Players
  (Gambler) Ranks
  Bluff
  Dealer?
  Bassette
  Cards
  3 with one deck,
  2
  No
  Yes
  7 with two decks
  Bone-ace
  Cards
  7 or 8
  2
  No
  No
  Faro
  Cards
  10
  3
  No
  Yes
  Karnoeffel
  Cards
  5
  4
  Yes
  No
  Picket
  Cards
  2
  Unlimited
  No
  No
  Primero
  Cards
  5
  Unlimited
  Yes
  Yes
  Hazard
  Dice
  Any
  1
  No
  No
  Tablero
  Dice
  2
  3
  No
  No
  Glückhaus
  Board
  3 to 6
  0
  No
  No
  Mancala
  Board
  2
  Unlimited
  No
  No
  Senet
  Board
  2
  Unlimited
  No
  No
  TABLE 5–3: GAMBLING GAMES
  
  W
  hile these luck rules help player characters suc-
  ceed more often on a given roll,NPCs and mon-
  sters can use them,too.For most monsters,this
  factor won’t make a big difference, but fortune’s favor means
  that powerful villains may succeed more often.If you prefer to
  help just the PCs, don’t give monsters or NPCs luck points.
  The Basic Luck System
  All characters are lucky or unlucky to some degree, but
  rogues, bards, and similar characters tend to be luckier than
  most. The luck system grants all characters luck points, rep-
  resented by a renewable pool of points that one can apply to
  saving throws, attack rolls, and skill checks.
  Luck Points
  Each character begins play with a number of luck points
  determined by her class and the roll of the initial Luck Die
  shown in Table 6–1, plus her Charisma modifier. A character
  might have 0 or negative luck points at 1st level.
  Class
  Luck Die
  Rogue
  1d10
  Bard 
  1d8
  Gutter mage
  1d8
  Bandit
  1d6
  Shadowsworn
  1d6
  Cleric (Luck)
  1d4+1
  Ranger
  1d4+1
  Barbarian
  1d4+1
  Fighter
  1d4
  Paladin
  1d4
  Cleric (other)
  1d3 
  Druid
  1d3
  Monk
  1d2 
  Sorcerer
  1d2 
  Wizard
  1d2
  When a character increases in level, she gains additional
  luck points to spend and raises the maximum number of
  luck points she may have at a given time. The number of luck
  points a character gains depends on the class she has just
  advanced in (see Table 6–1).
  Prestige classes gain luck points depending on whether
  they are primarily roguish classes (1d6), fighting classes
  (1d4), divine casters (1d3), or arcane casters (1d2). This is a
  DM determination for each prestige class; classes with a list-
  ed set of luck points are the only exception.
  A character’s maximum luck always equals her starting
  luck roll plus her rolls from gaining additional levels, just
  like maximum hit points. A character cannot exceed this
  number of luck points, even through the use of spells, feats,
  or magic items that grant additional luck points.
  Using Luck Points
  A character can spend luck points to improve an attack roll, a
  skill check, or a saving throw. Luck points cannot be used to
  reroll damage rolls, hit point rolls, ability checks, caster level
  checks, or percentile rolls.
  One can use luck points to improve initiative checks or
  negate critical hits in conjunction with appropriate feats or
  class abilities.For instance,fortune hunters gain the ability to
  spend luck points to reroll their initiative checks when they
  reach 7th level (see Chapter Two:Prestige Classes).
  Lucky Attacks and Lucky Skill Checks
  A character can use luck points to reroll attack rolls and skill
  checks.When an attack roll or skill check has failed,a player
  may declare that roll unlucky after the fact and announce that
  she is making a lucky roll.The character spends 1 luck point
  from her pool to reroll the original d20 roll.A luck reroll can
  be made only once for each attack roll or skill check,unless
  the character has the A Step Ahead feat (see Chapter Eight).
  When a character spends a luck point, she rerolls the
  attack roll or skill check immediately. The spent luck point is
  deducted from the character’s pool, which she can replenish
  by gaining additional levels or through certain feats, spells,
  and magic items. The result of the second roll is used,
  whether it succeeded or not.
  A luck point may be used to reroll an attempt to confirm a
  critical hit.
  If a character’s luck pool ever falls to 0 points or less (due to
  a spell effect or use of the Burn Luck feat), she cannot make
  any luck rerolls until her pool again has at least 1 point in it.
  Lucky Saving Throws
  Lucky saving throws are similar to lucky attacks and lucky
  skill checks, but it costs 2 luck points to reroll a failed save.
  The character is stuck with the result of the second roll,
  whether it succeeds or not.
  Luck 
  Rogues believe in their own skill,but most also put their faith in luck.If you would like to give divine and natural luck
  more of a role in your game,the luck rules presented here can help.
  Chapter Six 47
  TABLE 6–1: LUCK DICE FOR CORE CLASSES
  
  Luck for NPCs
  and Monsters
  Both monsters and nonplayer characters
  may be lucky, if they are not undead or constructs. In most cases,
  they should not expend more than one-fifth of their total luck
  points in a single encounter (minimum 1) against the party.
  NPCs gain luck points per their class levels, and monsters gain
  1d3 luck points per Hit Die. Or roll a Luck ability score for the crea-
  ture or NPC (see page 49) and use that to assign luck points
  according to the table on the next page. The numbers on the table
  represent the monster’s or NPC’s total luck pool.
  Regaining Luck Points
  A character accrues luck points by gaining a level, from the effects
  of certain spells or feats, and sometimes when the DM grants 1 luck
  point or more as part of an adventure’s award (see “Lucky Style,”
  below). Luck is a fairly rare quantity in the universe. Be careful how
  you spend it.
  Maximum Luck
  No character may exceed her maximum luck. Maximum luck is
  always equal to the total result of all Luck Dice the character has
  rolled, just as maximum hit points are always equal to the total
  result of all Hit Dice the character has rolled.
  When using the optional Luck ability score (see next page), add
  the modifier from that score to the Luck Dice total. A character
  always gains at least 1 luck point per level, even if her
  Luck modifier is a negative number.
  Optional Luck Rules
  There’s always room for more luck in your games. With that
  idea in mind, here are a few additional luck rules to try.
  Lucky Style
  As an option,the DM may award luck points for good play.That is,a
  player who makes the group laugh (or gasp),a player who delivers a
  line with gusto,or simply a timid player who steps up to a big con-
  frontation may earn 1 luck point for doing so.Lucky style luck points
  are awarded immediately and can be used immediately,or the DM
  can track them and award them at the end of a session.
  Actions
  Luck Point Award
  Impressing the group 
  +1
  Invoking Lady Luck when truly desperate
  +1
  Showing extra style or panache
  +1
  Making the group laugh
  +1
  Taking a huge chance
  +2
  Luckiest player
  +1
  Writing up a game session
  +1
  All of these awards are a little arbitrary and at the DM’s discre-
  tion,but the general idea is to reward good and amusing play.None
  of these awards should be given more than once per game session.
  48 The Book of Roguish Luck 
  
  Impressing the Group: If everyone at the table goes “Oooooh” at
  what a character just did or said, it’s probably worth a point.
  Invoking Lady Luck: A truly amusing bit of pleading might be
  worth 1 luck point. Point-mongering and chiseling for points should
  be ignored. A DM might also make (or not make) this award on the
  basis of a die roll or coin flip, especially if multiple player characters
  are followers of deities of luck or fortune.
  Extra Style or Panache: When someone performs with daring,
  pluck, spirit, or bravado, such as facing down a demon lord while the
  rest of the party flees, or taking on the elder dragon’s mother-in-law,
  the character deserves a luck point. She’ll probably need it.
  Making the Group Laugh: It’s about having fun.Give the joker a
  luck point.
  Taking a Huge Chance: Sometimes a character does something
  monumentally stupid that may save the entire party. If the party sur-
  vives, grant the character 2 luck points. This award should never be
  given to someone being stupid to save himself, only for helping other
  characters.
  Luckiest Player: If someone just made an almost impossible roll
  with or without spending luck points, she deserves 1 luck point. This
  award isn’t just for rolling a 20 to get a critical threat, but also for the
  low-Wisdom barbarian who sees through the clever bluff of the wily
  villain against all odds, or the foolhardy gnome who decides to dis-
  arm the fiendishly clever trap with a toothpick and some cross-class
  ranks in Disable Device.
  Writing up a Game Session: If you keep track of campaign events
  and one of the players does a good writeup to share with the group,
  give that character a luck point.
  Luck Ability Score
  If the DM decides that some people are born luckier than others, he
  can use Luck as an ability score. Roll the Luck ability score at the
  same time that all other scores are generated, using the same method
  of character generation. Luck bonuses or penalties are then applied
  to the luck points gained at each level, just as Constitution bonuses
  or penalties are applied to hit points gained at each level. Bonuses
  and penalties for high and low Luck scores are the same as for any
  other ability score (see Table 1–1 in Chapter One: Abilities of the
  Player’s Handbook). Undead, constructs, and other nonliving crea-
  tures do not have a Luck score.
  If a character casts a spell with the luck or fortune descriptor, she
  adds her Luck bonus (if any) to the saving throw’s Difficulty Class.
  Most of these are divine spells.
  All Profession (gambler) checks, luck checks, and gambling checks
  are affected by the Luck ability score modifier as well. No other skill
  checks or saving throws are affected directly by the Luck modifier
  unless the character spends a luck point. If she does spend a luck
  point, she may use her Luck modifier instead of any other ability
  score’s modifier for a single attack roll, save, or check. For example,
  a gambler caught cheating might attempt to talk her way out of
  trouble; if she spends a luck point, she can use her Luck modifier (+4
  for a Luck score of 18) instead of her Charisma modifier (–1 for a
  Charisma score of 9) on the opposed Bluff check. The player may
  declare this use of luck after making the roll.
  Luck Granted Powers
  If you choose, all worshippers of deities with the luck portfolio may
  regain 1 luck point whenever they perform a service for the church.
  Priests of a luck god or goddess regain luck points at a rate equal to
  1 + their Charisma modifier per game session. This effect does not
  stack with the benefit of the Fortune’s Child feat (see Chapter
  Eight).
  Magic and Luck 
  Sorcerers, wizards, gutter mages, bards, and other arcane casters can
  use luck to reduce or avoid the chance of arcane spell failure when
  casting a spell. To do so, such a character spends 1 luck point for
  every 5 percent chance of spell failure she wishes to offset. If this
  expenditure of luck brings the arcane spell failure chance to 0 per-
  cent, she need make no arcane spell failure roll.
  LUCK SCORE
  CR*
  1–11
  12–13
  14–15
  16–17
  18–19
  20+
  1/4 or less
  1
  1
  1
  1
  1
  2
  1/2 
  1
  1
  2
  2
  3
  3
  1 
  1
  2
  3
  4
  5
  6
  2
  2
  4
  6
  8
  10
  12
  3
  3
  6
  9
  12
  15
  18
  4
  4
  8
  12
  16
  20
  24
  5
  5
  10
  15
  20
  25
  30
  6
  6
  12
  18
  24
  30
  36
  7
  7
  14
  21
  28
  35
  42
  8
  8
  16
  24
  32
  40
  48
  9
  9
  18
  27
  36
  45
  54
  10
  10
  20
  30
  40
  50
  60
  * For creatures of CR 11 or better,expand the table with multiples of that Challenge Rating.
  TABLE 6–2: LUCK SCORES BY CHALLENGE RATING
  Chapter Six: Luck 49
  
  Roguish Spells 
  This chapter provides spells for the new arcane casters presented in Chapter One,the shadowsworn and the gutter mage.
  Many of these spells are also available to characters of other classes.
  I
  n addition to shadow magic, this chapter includes new
  spells specifically for bards,introduces the fortune domain,
  and expands the choices available to clerics serving gods
  of luck, who may obtain access to the fortune domain.
  Fortune Domain
  These divine spells are all available to priests of gods or god-
  desses of luck and possibly to deities of thieves, merchants, and
  gamblers, at the DM’s discretion.
  Granted Power: You gain 1 additional luck point per game
  session (see Chapter Six: Luck).
  Fortune Domain Spells
  1 
  Fortune’s Frown: Subject creature becomes unlucky.
  2 
  Lucky Break:One future failed roll becomes a success.
  3 
  Fortune’s Bitch: Affected creatures gain +4 temporary
  luck points.
  4 
  Zone of Bad Luck:As fortune’s frown, but affects 
  multiple targets.
  5 
  Lucky Totem:Make a small item into a permanent
  lucky totem.
  6 
  Fortune’s Armor:Zone of good luck grants +5 bonus
  to Armor Class, +5 bonus on saves.
  7 
  Broken Mirror:Ranged touch attack steals luck from
  living creature.
  8 
  Shared Luck:Create a pool of luck points from which
  subjects can draw.
  9 
  Eternal Luck:Grant a permanent +1 inherent bonus
  to one of target’s ability scores.
  Spell List
  Wizards and sorcerers rarely know the gutter argot names for
  spells of gutter mage origin, but most rogues, bards, and other
  members of the criminal underworld do. Thus the sorcerer/wiz-
  ard spell list here does not mention the slang or gutter argot
  name of these spells, while some other lists include them in
  parenthesis after their formal names. The shadowsworn and
  gutter mage spell lists appear in their class descriptions.
  Assassin Spells
  1st-Level Assassin Spells
  Fast Escape (Quicker): Adds +10 bonus to Escape Artist
  checks.
  Forget (Nothing to See): Subject creatures lose all memory
  of the last minute.
  Private Conversation (Just Between Us): Allows subjects to
  speak without being heard.
  Rogue’s Stab: Target gains +1d6 sneak attack damage.
  Shadow Hands: Touch deals 1d6 points of cold damage/level
  (max. 5d6).
  2nd-Level Assassin Spell
  Part Crowd (Step Aside): Crowds move aside to let you pass
  and press back to block pursuit.
  Bard Spells
  1st-Level Bard Spells
  Confession (I Shouldn’t Tell You This): Target shares secret
  information.
  Countercharm: Breaks a charm effect.
  Dust and Dirt (Not Worth Much): Reduces the appraised
  value of an item by 50 percent + 1 percent per level.
  Gambler’s Luck (Sharper): Target gains a +1d4 bonus on
  gambling checks.
  Private Conversation (Just Between Us): Allows subjects to
  speak without being heard.
  Silent Sound: Ranged touch attack deals 1d6 points of sonic
  damage/level (max. 5d6).
  2nd-Level Bard Spells
  Charming Lie (Trust Me,Boys): Listeners believe what you say.
  Peerless Camouflage (Running the Shadows): Allows hid-
  ing at full movement.
  Rogue’s Stab: Target gains +1d6 sneak attack damage.
  3rd-Level Bard Spells
  Quick Escape (Out the Back Way): Creates a temporary
  normal door.
  Spit Shine (Pretty Pebble): Increases apparent value of item.
  Unreasonable Rage (Mad as a Hare): Subject attacks crea-
  tures around it.
  4th-Level Bard Spell
  Quick Escape,Greater (Open Every Window): Create a
  magical door in a solid wall.
  Chapter Seven
  
  Chapter Seven: Roguish Spells 51
  5th-Level Bard Spell
  Thief of Spells (Borrow a Cup of Magic): Ends spell effects
  on a creature and grants them to you.
  Cleric Spells
  0-Level Cleric Spell
  Tongue of Fiends: Speak Infernal.
  1st-Level Cleric Spell
  Gambler’s Luck: Target gains +1d4 bonus on gambling checks.
  2nd-Level Cleric Spell
  Fortune’s Frown: Subject creature becomes unlucky.
  3rd-Level Cleric Spells
  Feign Death: Subject takes half damage from attacks,
  survives coup de grace.
  Lucky Break:One future failed roll becomes a success.
  4th-Level Cleric Spell
  Fortune’s Bitch: Subjects gain +4 temporary luck points.
  5th-Level Cleric Spell
  Zone of Bad Luck:As fortune’s frown, but with multiple targets.
  6th-Level Cleric Spell
  Lucky Totem:Make a small item into a permanent lucky totem.
  7th-Level Cleric Spell
  Fortune’s Armor:Zone of good luck grants +5 bonus to
  Armor Class, +5 bonus on saves.
  8th-Level Cleric Spell
  Broken Mirror:Ranged touch attack steals luck from living
  creature.
  9th-Level Cleric Spell
  Shared Luck:Create a pool of luck points from which sub-
  jects can draw.
  Druid Spells
  1st-Level Druid Spells
  Douse: Extinguishes one candle,torch,or lantern per level.
  Moonscript: Writing invisible except in moonlight.
  2nd-Level Druid Spells
  Feign Death: Subject takes half damage from attacks,
  survives coup de grace.
  Roof Runner: Run safely over sloping surfaces.
  Silent as Rats: Share your Move Silently skill with others.
  Small as Mice: Share your Hide skill with others.
  Ranger Spell
  1st-Level Ranger Spell
  Rogue’s Stab: Target gains +1d6 sneak attack damage.
  Sorcerer/Wizard Spells
  0-Level Sorcerer/Wizard Spells (Cantrips)
  Conj
  Create Equipment: Creates one nonmagical object for
  1d4 rounds.
  Ench
  Trinket Charm: Distracts creatures with Intelligence
  scores of 1 to 4.
  Illus
  Shadow Bite: Creature must make Concentration
  check, may drop items.
  Shadow Knife: Create a weapon from shadow.
  Silhouette: Shadows dance on a wall.
  Smuggler’s Veil: Container appears empty.
  Trans
  Bat Sight: Blindsense, low-light vision, bonus on
  ranged attacks for 1 round.
  Bouncing Fall : Minimizes falling damage.
  Douse: Extinguishes one candle,torch,or lantern per
  level.
  Lengthen Shadows: Darkness falls, –2 penalty on
  Spot and Search checks.
  Shadow Blindness: Cancel creature’s darkvision.
  Tongue of Fiends: Speak Infernal.
  1st-Level Sorcerer/Wizard Spells
  Ench
  Beggar’s Charm: Helps beggars draw attention.
  Thieves’ Charm: Allows caster to take item without
  challenge.
  Evoc
  Silent Sound: Ranged touch attack deals 1d6 points
  of sonic damage/level (max. 5d6).
  Watch the Watchers: Puts a “bell” on guards that only
  caster hears.
  Illus
  Switch Item: Replaces one object with a duplicate.
  Trans
  Light Blindness: Hampers subject’s vision.
  Private Conversation: Allows subjects to speak with-
  out being heard.
  Rattling Chant: Zone of noisiness creates –10 penalty
  on Move Silently checks.
  Trackless: Splits a trail or erases it, adding +10 to
  Track Difficulty Class.
  2nd-Level Sorcerer/Wizard Spells
  Abjur
  Grey Spellbreaker: Cancel or suppress ongoing spells
  by touching area, creature, or object.
  Conj
  Shadow Jump: Move between shadows within 100
  feet + 10 feet/level.
  Ench
  Part Crowd: Crowds move aside to let you pass and
  press back to block pursuit.
  Evoc
  Treasure Magnet: Sweeps most valuable objects into a
  sack in 1 round.
  
  Illus
  Peerless Camouflage: Allows hiding at full movement.
  Div
  Trigger Item : Activates a charged item without a com-
  mand word.
  Trans
  Rogue’s Stab: Target gains +1d6 sneak attack damage.
  Roof Runner: Run safely over sloping surfaces.
  Shieldbreaker: Allows one weapon to ignore or break
  shields, dispels shield.
  Silent as Rats: Share your Move Silently skill with others.
  Slither: You become an incorporeal shadow for 1 round.
  Small as Mice: Share your Hide skill with others.
  3rd-Level Sorcerer/Wizard Spells
  Conj
  Smuggler’s Chest: Hides chest on ethereal plane for up to
  six days.
  Ench
  Forget: Subject creatures lose all memory of the last
  minute.
  Unreasonable Rage: Subject attacks creatures around it.
  Illus
  Shadow Bridge: Magically jump between two locations.
  Necro
  Feign Death: Subject takes half damage from attacks,
  survives coup de grace.
  Terror: Subject is panicked for 1 round/level.
  Trans
  Enter Shadow: Become incorporeal and enter target’s 
  shadow.
  Knockout: Doubles allies’ damage rolls, changes it to
  nonlethal damage.
  One Step Ahead: Subject gains uncanny dodge.
  Quick Escape: Creates a temporary normal door.
  4th-Level Sorcerer/Wizard Spells
  Abjur
  Black Spellbreaker: Item affected dispels magic by touch.
  Conj
  Quick Escape,Greater: Create a magical door in a solid
  wall.
  Div
  Flickering Fate: +4 bonus to Armor Class, attacks, and
  saves for one creature.
  Evoc
  Treasure Magnet,Greater: Takes worn or held items from
  foes.
  Necro
  Black Hand: Drain 1d3 points of Strength, Dexterity, and
  Constitution from enemy; you gain these points.
  Trans
  Thief of Spells: Ends spell effects on a creature and grants
  them to you.
  Spell Descriptions
  This section offers almost 80 new spells. In addition to regular
  components, some of them have a luck component detailing how
  many luck points the caster or subjects of the spell must spend in
  order for the spell to function. See Chapter Six: Luck for more on
  luck points.
  An asterisk (*) denotes a spell that appeared previously in The
  Complete Book of Eldritch Might. A dagger (†) denotes one from
  Monte Cook’s Arcana Evolved. And a double dagger (‡) denotes a
  spell that appeared originally in The Assassin’s Handbook (by David
  “Zeb” Cook and Wolfgang Baur, from Green Ronin Publishing,
  2002).
  Bat Sight (Blind Eye)
  Transmutation
  Level: Gutter Mage 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Personal or touch
  Target: You or creature touched
  Duration: 1 round 
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject of the spell gains echolocation for 1 round. This
  effect grants blindsense out to 20 feet and low-light vision, as well
  as a +1 bonus on all ranged attacks or ranged touch attacks made in
  that round. However, the subject takes double damage from all
  sonic effects in the round.
  Beggar’s Charm (Fly a Flag)
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Gutter Mage 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: 60 feet
  Area: 60-foot-radius emanation, centered on you
  Duration: One hour
  This spell draws the eye of those within its area, making you
  more visible and (often) more sympathetic—and also increasing
  your value as a distraction when trying to draw the eye of guards,
  sentries, or scouts. You become easier to discern (+4 enhancement
  bonus on viewers’ Spot checks) and provide a better distraction
  (+10 on the Wisdom check DC of any guards responding to an
  alarm; see “Breaking in ... and Out” in Chapter Ten).
  The spell is also used to help beggars draw attention to them-
  selves when plying their trade, adding a +4 competence bonus on
  Profession (beggar) checks.
  Black Hand
  Necromancy
  Level: Shadowsworn 4, Sor/Wiz 4
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw:Fortitude partial
  Spell Resistance: No
  You gather the powers of darkness into your fist and strike with
  a paralyzing and shadowy chill. Summoning a black hand effect
  encases your hand in black and purple flames. With a successful
  touch attack, you deal 1d3 points of permanent Strength, Dexterity,
  and Constitution drain to an enemy; these ability score points are
  then added to your own totals as an enhancement bonus for 1
  round per your caster level. If the victim makes a Fortitude save
  (DC 14), she loses (and you gain) just 1 point of Constitution.
  The Book of Roguish Luck 
  52
  
  Black Spellbreaker
  (Black Blade)
  Abjuration
  Level: Gutter Mage 4, Shadowsworn 4,
  Sor/Wiz 4
  This spell functions as grey spellbreaker
  (see page 58), except that the maximum
  caster level bonus on your check is +10.
  Bouncing Fall
  (Bounce the Baby)
  Transmutation
  Level: Gutter Mage 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target:You
  Duration: 1 round/level 
  You reduce but do not eliminate falling
  damage. Instead of suffering 1d6 points of
  damage per 10 feet fallen, you suffer the
  minimum 1 point of falling damage per 10
  feet. This benefit comes from a magical
  bounce that occurs at the moment of impact.
  A successful Jump check (DC 10 +2 per 10
  feet fallen) allows you to control the direc-
  tion of the bounce; otherwise, the bounce
  throws you in a random direction from the
  point of impact. You bounce 2 feet horizon-
  tally per 10 feet fallen; for instance, if you fell
  from a height of 80 feet, you would bounce
  16 feet away from the point of impact.
  If the direction of a bounce creates a sec-
  ondary impact with a wall,object,creature,or
  person,you suffer 1d6 points of damage from
  that impact and immediately fall prone.A crea-
  ture struck by a bouncing caster does not suf-
  fer damage,but must make an opposed
  Strength check or be knocked prone.
  Broken Mirror 
  Necromancy
  Level: Clr 8, Fortune 7
  Components: V, S, M, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You shatter a mirror as you point your fin-
  ger at someone and call on the gods of luck,
  releasing a spirit of bad fortune that steals
  the luck of the living creature you have des-
  ignated. You must make a ranged touch
  attack to hit. If the attack succeeds, the tar-
  get loses all luck points currently in its luck
  pool. These points immediately and perma-
  nently transfer to you.
  The subject earns additional luck points
  normally if it gains a new level, but does not
  regain or regenerate any luck points from its
  former pool. Undead creatures and con-
  structs are not affected.
  The effect of a broken mirror can only be
  reversed with a successful remove curse spell.
  When this happens, the points remaining
  are restored to the victim, and you lose those
  stolen points permanently.
  Material Component: A silvered glass mirror
  (50 gp),which must be dropped or otherwise
  shattered at the conclusion of the casting.
  Card Control 
  (Flip You for It)
  Transmutation
  Level: Gutter Mage 1
  Components: V, S, F
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One coin,deck of cards,or set of dice
  Duration: 1 round
  Saving Throw:None (object)
  Spell Resistance: No (object)
  A single coin flip, dice roll, or draw of a
  card comes up exactly as you desire, even if
  this seems impossible (such as drawing a
  fifth ace from a single deck of cards, or flip-
  ping a coin onto its edge). The verbal com-
  ponent is a small plea, lucky phrase, or
  prayer to the gods of luck, and the somatic
  component involves a convoluted mystic
  pass over the cards or a showy way to flip the
  coin. In either case, the motion might be
  mistaken for showmanship instead of spell-
  casting (the victims are entitled to Spellcraft
  checks or Sense Motive checks opposed by
  your Bluff check to determine whether they
  know they are being scammed).
  While the spell doesn’t fail even if the
  viewers figure out what is going on,the effect
  of getting the desired result isn’t quite the
  same when viewers know you accomplished
  it by magic.This spell does not work on
  magic items (such as a deck of many things).
  If used in combination with a gambling
  check (see Chapter Five), card control grants
  a +4 circumstance bonus on the attempt.
  The rules for cheating still apply, and the
  spell is well known in most gambling hells.
  Focus: The coin, dice, or cards to affect.
  Charming Lie 
  (Trust Me, Boys)
  Enchantment (Charm) 
  [Language-Dependent]
  Level: Brd 2, Gutter Mage 2
  Components: V
  Casting Time: Standard action
  Range: 30-foot radius
  Target: One or more creatures in range
  Duration: 1 round 
  Saving Throw: Will negates
  Spell Resistance: Yes
  You tell a lie so convincingly that no one
  doubts you.You can make the subjects of this
  spell believe almost anything that their senses
  don’t directly contradict. If it is something
  they especially want to believe,the targets suf-
  fer a –4 circumstance penalty on their saves.
  Because this spell is particularly surrepti-
  tious and entirely verbal, it is not always
  apparent when it has been cast. A target that
  makes its saving throw is entitled to a
  Chapter Seven: Roguish Spells 53
  
  Spellcraft check (DC 12). If this succeeds,
  the target creature realizes the spell was
  cast; otherwise, it merely brushes off the
  caster’s blather as a bunch of unbelievable
  nonsense.
  The charming lie changes beliefs,but it does
  not allow the caster to give orders.Any state-
  ment of fact—“I’m a messenger for the king”
  or “These aren’t the bandits you’re looking
  for”—is pretty much accepted at face value.
  Any impossible or ridiculous statement
  entitles a target to a second Will save.
  This spell does not allow you to suggest a
  course of action to the targets; inaction is
  fine, but you cannot directly tell the targets
  to do a particular thing. The targets may
  come to a conclusion on their own (such as
  confronting a corrupt official if they are
  told that he is robbing them, or going in
  search of water if they are told they are
  thirsty), but there’s no guarantee of that.
  Cloak of Darkness†
  (Black Gentleman)
  Evocation [Darkness]
  Level: Gutter Mage 2, Shadowsworn 2
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  You create an area of magical darkness
  around you. All attacks against you have a
  20 percent miss chance. Although you can
  see normally, you appear to be simply an
  ominous, cloak-shaped area of darkness,
  which grants you a +2 circumstance bonus
  on Intimidate checks (but the character you
  are trying to Intimidate cannot see you,
  which may negate other possible modi-
  fiers). When in areas of shadow, darkness,
  or dim lighting, you gain a +5 circumstance
  bonus on Hide checks.
  Compelling Question†
  (Shakedown)
  Enchantment (Compulsion)
  [Language-Dependent, Mind-Affecting]
  Level: Gutter Mage 1, Shadowsworn 1
  Components: V
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You ask another creature one simple ques-
  tion that it can answer with a single word.
  On the subject’s next turn, as a free action,
  it answers you as truthfully as possible. The
  DM is free to assign modifiers to the saving
  throw based on how important the target
  considers the information to be. Asking
  someone whether she is the king’s murder-
  er, for example, involves a closely guarded
  secret and may earn a trained assassin a
  +4 competence bonus on the save.
  Confession
  (I Shouldn’t Tell You This)
  Enchantment (Charm)
  Level: Brd 1, Gutter Mage 1
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: 1d6 minutes
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell makes the subject feel talka-
  tive, understood, and confessional, and
  makes you seem trustworthy and empathet-
  ic in the subject’s eyes. When cast success-
  fully, the spell typically results in the subject
  spilling secret information about past
  crimes, lovers, political intrigues, and so
  forth. The information provided can some-
  times be prompted by you, though doing
  so requires a successful Diplomacy check
  (DC 10 + target’s Sense Motive modifier).
  The target suffers a –2 circumstance
  penalty on her save if she is drunk or other-
  wise intoxicated and an additional –4
  penalty if she is under the influence of a
  charm spell. A successful save makes the tar-
  get even more than usually suspicious of
  you. A target that succeeds on her save can-
  not be targeted by you with this spell for at
  least one day, plus one additional day for
  each 5 points by which the save result
  exceeded the Difficulty Class.
  Material Component: A set of wooden
  prayer beads worth 10 gp.
  Countercharm
  Abjuration
  Level: Brd 1
  Components: V, S, M 
  Casting Time: Standard action
  Range: 30 feet
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell breaks a charm effect, such as
  charm person, charming lie, or charm monster.
  Any victim of such a spell may immediately
  attempt an additional saving throw with a
  +2 bonus. If this save fails, the countercharm
  does not negate the existing spell, and you
  can make no further attempt to break the
  charm with this spell for at least a day.
  Material Component: A piece of cold iron.
  Create Equipment 
  (Just the Thing)
  Conjuration (Creation) 
  Level:Gutter Mage 0, Sor/Wiz 0
  Components:V, S
  Casting Time: Standard action
  Range: 0 feet
  Effect:One nonmagical object (see text)
  Duration:1d4 rounds
  Saving Throw: None
  Spell Resistance: No
  You create any one nonmagical object,
  which remains in existence for 1d4 rounds.
  The object cannot be heavier than 5 lbs.
  and cannot cost more than 20 gp. Thus, the
  spell can create a rope, spike, brick, or
  shield, but not a diamond or a catapult. It
  can be used to create a spell component of
  up to the stated weight and value.
  Distraction† (Screamer)
  Illusion (Phantasm) [Mind-Affecting]
  Level: Gutter Mage 1
  Components: V, S
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: 1 round/level (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create a mental image in someone’s
  mind of something the target will find 
  The Book of Roguish Luck 
  54
  
  distracting—it is either annoying,alluring,or
  frightening.The target,not the caster,decides
  what form the phantasm takes. A failed save
  means the target takes no effective action for
  1 round other than to defend herself.Instead,
  she interacts with the image in her mind—
  swatting at an imaginary fly, dodging an
  imaginary attack, starting in surprise at an
  imaginary loved one,and so on.A new saving
  throw is allowed each round,and once the
  target makes a successful save,the spell ends.
  Douse
  Transmutation
  Level: Drd 1, Shadowsworn 0, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area: One light/level in a 40-foot radius
  Duration: Instantaneous
  Saving Throw: Reflex negates (object)
  Spell Resistance: Yes (object)
  You douse a number of small sources of
  natural light, such as candles, lanterns, or
  torches. You can extinguish multiple fires at
  the same time, as long as they are all within
  the spell’s area. Hearth fires, campfires, bon-
  fires, and magical fires are unaffected.
  Dust and Dirt
  (Not Worth Much)
  Illusion (Phantasm) [Mind-Affecting]
  Level: Brd 1, Gutter Mage 1
  Components: V, S, M
  Casting Time: One minute
  Range: Touch
  Target: One touched object weighing no 
  more than 10 lbs.
  Duration: One minute/level (D)
  Saving Throw:Will negates (object)
  Spell Resistance: Yes
  This spell makes an object appear to be
  worth less than its actual value. The target
  object seems filthy, dirty, cracked, bent, or
  otherwise subpar. The object’s apparent
  value declines by 50 percent + 1 percent per
  level of the caster.
  Dust and dirt cancels and reverses any spit
  shine spell cast on a target object.
  Material Component: A handful of dust.
  Enter Shadow
  Transmutation
  Level: Shadowsworn 3, Sor/Wiz 4
  Components: S, M
  Casting Time: Standard action
  Range: Personal or touch
  Target: You or one creature plus one 
  creature/four levels
  Duration: One minute/level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You or creatures you touch enter another
  creature’s shadow and become incorporeal.
  By joining that creature’s shadow, you and
  the other subjects that enter its shadow
  become part of the host creature, lingering
  within its shadow. If the spell is cast from a
  hidden location, the host creature does not
  notice what has happened if you make a suc-
  cessful Hide check (opposed by its Spot
  check). A creature that does not want to be
  part of this spell is entitled to a Fortitude
  save to negate the effect.
  You can follow the host creature as long
  as the duration lasts and there is some dark-
  ness available. If the host creature ever
  enters an area of bright illumination (such
  as an open sky at noon or the area of a day-
  light spell), the spell ends immediately and
  the host creature’s shadow ejects all crea-
  tures. In this case, each of the ejected crea-
  tures must make a Fortitude save (DC 16) or
  be stunned for 1 round.
  Chapter Seven: Roguish Spells 55
  
  If you wish to leave the host creature’s
  shadow before the spell’s duration expires,
  you can do so at will, but unless you make a
  successful Hide check (opposed by its Spot
  check), the host notices the change in its
  shadow. You determine in what order crea-
  tures enter or leave a host creature’s shad-
  ow. The host is entitled to an attack of
  opportunity against any creatures leaving
  its shadow after the first.
  You can cast shadow jump (see page 61)
  from within the host creature, to simplify
  the process of leaving its shadow. Doing so
  moves you (but not other creatures) to the
  target of the jump.
  Material Component: One drop of frozen
  or liquid shadow per creature affected
  (worth 50 gp each).
  Eternal Luck
  Transmutation
  Level: Fortune 9
  Components: V, S, DF, Luck, XP
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  By casting this spell,you grant a perma-
  nent +1 inherent bonus to one of the target’s
  ability scores (your choice).No creature can
  gain more than 5 points of combined bonus
  to its ability scores from eternal luck effects
  (and each ability is limited to a total inherent
  bonus of +5 as normal).Your luck pool max-
  imum drops by 10 points permanently each
  time you cast this spell.
  Luck Component: 10 luck points.
  XP Cost: 2,000 XP.
  Fast Escape‡ (Quicker)
  Transmutation
  Level:Asn 1, Gutter Mage 0
  Components: V
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  You gain a +10 bonus on Escape Artist
  checks for the duration. Because this spell
  reduces friction on your person and cloth-
  ing, you also suffer a –4 circumstance
  penalty on Balance, Climb, and Use Rope
  checks that rely on your ability to hang on,
  hold on, or remain standing.
  Feign Death
  (Gravedigger’s Nap)
  Necromancy
  Level: Clr 3,Drd 2,Gutter Mage 3,
  Shadowsworn 3,Sor/Wiz 3
  Components: V, S
  Casting Time: Standard action
  Range: Personal or touch
  Target:You or one creature touched
  Duration: 6 rounds + 1 round/level (D)
  Saving Throw: None
  Spell Resistance:No 
  You put yourself or a willing creature you
  touch into a cataleptic state that is almost
  indistinguishable from death. Only a Heal
  check (DC 35) or death watch or similar
  magic shows that the subject is still alive.
  Someone affected by a feign death spell can-
  not move or act and has no sense of touch or
  sight. However, he can still hear and smell
  and knows what is going on around him.
  The affected subject cannot feel wounds,
  kicks,fire,or other harm,nor can he react to
  such treatment.The subject takes only half
  damage from normal attacks and a coup de
  grace reduces him to 1d4 hit points rather
  than killing him outright.Poison and nega-
  tive levels do not affect someone under the
  influence of a feign death spell,but poison
  still in the subject’s system can affect him
  after the spell ends.
  Flickering Fate
  Divination
  Level: Shadowsworn 4, Sor/Wiz 4
  Components: V, S
  Casting Time: Standard action
  Range: Personal or close (25 feet + 
  5 feet/two levels)
  Target:You or one creature
  Duration:1 round
  Saving Throw: Will negates
  Spell Resistance:No
  You or the creature you choose see the
  flickering shadows of the future during com-
  bat,or you see a few seconds into the future
  in a noncombat situation.When the spell is
  cast,all creatures within range must declare
  their actions for the next round before the
  subject of the spell has to decide on his own
  course of action.All creatures in range are
  entitled to a Will saving throw;those who
  succeed need not follow the course of action
  they declared.Those who fail must take their
  action exactly as declared.
  The subject of this spell gains a +4
  bonus to attack rolls, Armor Class, and sav-
  ing throws against any creature that failed
  its saving throw against flickering fate.
  Forget‡ (Nothing to See)
  Enchantment (Compulsion)
  [Mind-Affecting]
  Level: Asn 1, Gutter Mage 3, Sor/Wiz 3
  Components: V, S, F
  Casting Time: Full round
  Range: Close (25 feet + 5 feet/two levels)
  Target: One living creature/three levels
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes 
  You make the subject creatures lose all
  memory of the last minute. If they fail a
  Will save, they do not remember what they
  have seen, heard, or discovered during that
  time. If there are multiple possible targets
  within range, you affect the creatures clos-
  est to you first.
  Fortune’s Armor
  Conjuration (Creation)
  Level: Clr 7, Fortune 6
  Components: V, S, DF, Luck
  Casting Time: Standard action
  Range: Touch
  Target: One creature touched/level
  Duration: One hour/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You create a zone of good luck around
  the target creatures; they always know
  where to step to avoid a trap, when to duck
  to miss an attack, and how to parry the
  swiftest of blows. As a result, the creatures
  enjoy a +5 luck bonus to Armor Class and
  all saving throws for the duration of the
  spell. The Armor Class bonus applies even
  when the targets are flat footed or subject
  to touch attacks.
  Unlike mundane armor, fortune’s armor
  entails no armor check penalty, arcane
  The Book of Roguish Luck 
  56
  
  spell failure chance, or speed reduction.
  Since fortune’s armor is a property of good
  luck and timing, incorporeal creatures can’t
  bypass it the way they do normal armor.
  Luck Component: 1 luck point per creature
  affected.
  Fortune’s Bitch 
  Transmutation [Mind-Affecting]
  Level:Clr 4, Fortune 3
  Components:V, S, DF
  Casting Time:Standard action
  Range:50 feet
  Target:You and all allies within a 50-foot-
  radius burst, centered on you
  Duration:One minute/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance:Yes (harmless)
  The affected creatures gain good fortune.
  You grant the subjects a +4 enhancement
  bonus to their luck points. These luck points
  are the first to be spent when a target uses
  luck on any roll.
  Luck points gained by this spell are tem-
  porary luck points. They are lost first, just as
  temporary hit points are lost first.
  Fortune’s bitch counters and dispels zone of
  bad luck (see page 67).
  Fortune’s Frown 
  Transmutation
  Level: Clr 2, Fortune 1
  Components: V, S, DF
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: One minute/level (D)
  Saving Throw:Will negates
  Spell Resistance: Yes
  The affected creature becomes unlucky.
  This spell cancels the creature’s ability to use
  luck points on any roll for the duration of
  the spell; attempts to do so still remove luck
  points from the target’s luck pool, but
  instead of a reroll, the subject gains a –4
  penalty on the original roll.
  This spell is most commonly used by coolers
  in gambling hells (see Chapter Five) to slow
  down a player on a lucky streak.Gamblers who
  discover this spell has been used against them
  typically are enraged that the house is “jinxing
  their luck”—to prevent this,the house often
  follows up with spells such as forget.
  Gambler’s Luck (Sharper)
  Transmutation
  Level: Brd 1, Clr 1, Gutter Mage 1
  Components: V, S, DF
  Casting Time: Standard action
  Range: Touch
  Target:One creature
  Duration: 1d6 minutes
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target creature gains a +1d4 bonus on
  its gambling checks for the spell’s duration.
  Ghost Weapon†
  Transmutation [Force]
  Level: Shadowsworn 4
  Components: V, S, F
  Casting Time: Standard action
  Range: Touch
  Target: One melee weapon touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  With a touch, a weapon becomes ghostly
  and translucent. A character can wield it
  normally, but its attacks ignore armor and
  natural armor bonuses to Armor Class. At
  the same time, treat its strikes as force
  damage when attacking incorporeal foes.
  Grey Spellbreaker
  Abjuration
  Level: Shadowsworn 2, Sor/Wiz 2
  Components: S, F
  Casting Time: Standard action
  Range: Touch
  Target: Object or creature touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You can cancel an existing, ongoing spell
  effect on an object or creature, or temporarily
  suppress the magical abilities of a magic
  item, by touching it with the object affected
  by this spell, called the spellbreaker. The
  object you touch when casting the spell is
  subjected to an effect similar to a dispel magic
  spell. Spells that cannot be defeated by dispel
  magic cannot be defeated by this spell.
  The object or creature you want to affect
  with the grey spellbreaker must be hit with a
  melee touch attack. You then make a caster
  level check (d20 + caster level [maximum
  +5]) against each ongoing spell currently 
  on the object or creature (DC 11 + the target
  spell’s caster level). If you succeed on a par-
  ticular check, that spell is broken; if you 
  fail, the spell remains in force. If the first
  attempt fails, that particular grey spellbreaker
  is always unable to break that particular
  charm or spell.
  If you target an object or creature that is
  the effect of an ongoing spell (such as a wall
  of iron), you may make a check to end the
  spell that conjured the object or creature.
  Focus: The spellbreaker object touched.
  Gutter Storm
  Evocation 
  Level: Gutter Mage 1
  Components: V, M
  Casting Time: Standard action
  Range: 20 feet
  Area: 20-foot-radius burst centered on you
  Duration: Concentration, up to one
  minute/level
  Saving Throw: Reflex half
  Spell Resistance: No
  You surround yourself with a whirlwind
  of rocks and garbage that harms every crea-
  ture around you, leaving you safe in the 
  center of the storm. Ranged attacks shot
  through the area of the gutter storm suffer a
  Chapter Seven: Roguish Spells 57
  
  –2 circumstance penalty on the attack roll,
  as the storm’s winds are unpredictable. The
  eye of the spell moves with you.
  Creatures caught in the area of the spell
  are entitled to a Reflex save to avoid its
  wind and debris. If the save succeeds, they
  suffer no damage but are effectively blinded
  (suffering a –2 penalty on attack rolls)
  while they remain in the area. If the save
  fails, they take the same penalty and suffer
  1d4 points of damage that round. Creatures
  must make saving throws each round they
  remain in the spell’s area.
  Material Component: A handful of dirt,
  garbage, or small stones picked off a street.
  Knockout 
  (Mugged in the Alley)
  Transmutation
  Level: Gutter Mage 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets:Up to one allied creature per level
  Duration: 1 round/level (D)
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes
  You change the weapon damage dealt by
  your affected allies from lethal to nonlethal,
  but you double all of their weapon damage
  rolls. Strength bonuses, magical bonuses,
  sneak attack damage, and similar additions
  to damage are not doubled—only the 
  actual damage roll for the attack.
  Material Component: A sap or blackjack
  made of black silk and filled with lead sling
  bullets (worth 40 gp).
  Lengthen Shadows
  Transmutation [Darkness]
  Level:Shadowsworn 0, Sor/Wiz 1
  Components:V, S
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Area:40-foot-radius emanation
  Duration:1 round/level (D)
  Saving Throw:None
  Spell Resistance:No
  You channel darkness and shadows into
  your surroundings. The area affected
  becomes gloomier, murkier, and more diffi-
  cult to see in without actually becoming too
  dark to impede movement or combat. Low-
  light vision or darkvision is required to see
  clearly, and even then all Spot and Search
  checks within the area suffer a –2 penalty
  for the duration of the spell.
  Light Blindness
  Transmutation
  Level: Shadowsworn 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target:Creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You blind a creature that normally can
  see in daylight, such that the subject can
  see only in shadows or in darkness for the
  duration. If the spell targets a creature with
  darkvision, it can see only in shadowy illu-
  mination or in bright illumination, not in
  full darkness.
  Lucky Break 
  Enchantment (Compulsion) 
  [Mind-Affecting]
  Level: Clr 3, Fortune 2
  Components: V, S, DF
  Casting Time: Standard action
  Range: 40 feet
  Targets: All allies within a 40-foot-radius 
  burst centered on you
  Duration: Permanent until triggered
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  One of the next failed rolls made by one
  of the targets of the spell becomes a success.
  The gods of luck choose what type of roll is
  transformed,rather than the caster.The DM
  should roll 1d10 and consult this table:
  d10
  Roll Transformed
  1–2
  Saving throw
  3–5
  Skill check
  6–10
  Attack roll
  The DM should also roll 1d4 to deter-
  mine which roll is improved among those
  that immediately follow the casting of the
  spell. That is, a roll of 1 means the very next
  failed roll of the indicated type is improved,
  while a roll of 4 means that three rolls fail
  before one is changed.
  The subjects cannot be under the effect
  of more than one lucky break spell at a
  time.
  Lucky Totem 
  Transmutation 
  Level: Clr 6, Fortune 5
  Components: V, S, M, DF, Luck, XP
  Casting Time: Standard action
  Range: Touch
  Target:Object touched (see text)
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  You make a small item weighing less
  than 1 lb. into a permanent lucky totem,
  infused with your own luck points.
  The lucky totem grants you a +1 bonus 
  on any rerolls you make by spending luck
  points. As well, the save DC of any spell you
  cast increases by 1, and you gain a +1 luck
  bonus on all Spellcraft, Knowledge
  (arcana), and Concentration checks.
  This luck also infuses your melee
  weapons, allowing you to treat them as
  magic for the purpose of overcoming dam-
  age reduction. A weapon that is already
  magic gains an additional +1 enhancement
  bonus. In addition, all critical threats you
  score are automatically confirmed (though
  this benefit does not apply to any weapon
  that already has a magical effect related to
  critical hits, such as a keen weapon or a
  vorpal sword).
  The lucky totem must remain in physical
  contact with you to work. The effects of
  multiple lucky totems do not stack.
  Material Component: 500 gp worth of
  crushed gems and powdered sprite wings.
  Luck Component: 5 luck points.
  XP Component: 3,000 XP.
  Moonscript
  Transmutation 
  Level:Drd 1, Shadowsworn 1
  Components:V, S, M
  Casting Time:One minute
  Range: Touch
  Target: Writing on one sheet of vellum or 
  parchment
  Duration: Permanent
  Saving Throw: None
  Spell Resistance:No
  The Book of Roguish Luck 
  58
  
  You transform one sheet of ordinary writ-
  ing into magical script visible only under
  moonlight. The sheet so protected can then
  be reused to hide the presence of the magical
  writing. Spells and scrolls can also be pro-
  tected by moonscript.
  Material Component: White ink made of
  crushed mother-of-pearl, whey, and spider
  silk (worth 100 gp).
  One Step Ahead
  (Spider Eyes)
  Transmutation
  Level: Gutter Mage 3, Sor/Wiz 3
  Components: V, S
  Casting Time: Full round
  Range: Touch
  Target: One living creature
  Duration: One hour/level 
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You grant a creature the uncanny dodge abil-
  ity,allowing it to react to danger before its sens-
  es would normally allow it to do so.The target
  retains its Dexterity bonus to Armor Class (if
  any) even if it is caught flat footed or struck by
  an invisible attacker.However,it still loses its
  Dexterity bonus to Armor Class if immobilized.
  If the target already has uncanny dodge as
  a class ability,this spell automatically grants
  improved uncanny dodge instead.This means
  that the subject can no longer be flanked.This
  defense denies another rogue the ability to
  sneak attack the subject by flanking it,even if
  the attacker has at least four more rogue levels
  than the subject does.
  Part Crowd‡ (Step Aside)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Asn 2,Gutter Mage 2,Sor/Wiz 2
  Components: V, S
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target:Up to 50 living creatures per level
  Duration: 1 round/level
  Saving Throw:None
  Spell Resistance: Yes
  A crowd of up to 50 Small or Medium
  creatures parts to make way for your passage,
  immediately closing ranks again after you
  pass.You can take up to one creature with
  you,plus one for every three caster levels.
  The crowd parts with uncanny speed,
  allowing you to move at a full run through it
  with no penalty. The people also fall back
  into place rapidly, so any pursuers suffer a
  –50 percent movement penalty, as if moving
  through thick undergrowth. In other words,
  each square of crowd movement counts as
  two squares of movement (and diagonal
  moves into crowd squares count as three
  squares).
  This spell only works on creatures in a
  crowd that are able to move and are more or
  less unaware of your presence.Guards and
  other creatures actively attempting to block
  you or prevent your movement go unaffected.
  Peerless Camouflage
  (Running the Shadows)
  Illusion (Glamer)
  Level: Brd 2,Gutter Mage 2,Shadowsworn 2,
  Sor/Wiz 2
  Components: S, M
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  You give yourself the ability to blend in
  with your surroundings while moving. You
  can move at full speed or even run while hid-
  ing. You suffer no penalties on Hide checks
  due to movement.
  Material Component: A perfectly tanned
  chameleon skin (40 gp).
  Private Conversation*
  (Just Between Us)
  Transmutation
  Level: Asn 1, Brd 1, Gutter Mage 1,
  Shadowsworn 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: Two creatures + one creature/three 
  levels
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  The targets of this spell can converse
  without anyone overhearing what they are
  saying. Characters who can read lips might
  still be able to determine what is said, but no
  Listen check allows one to overhear the 
  conversation.
  While under the effect of this spell, a
  character can speak to someone not affected
  by the spell, but all can hear that conversa-
  tion normally. Only when an affected char-
  acter speaks to another affected character
  does the conversation remain private.
  Quick Escape 
  (Out the Back Way)
  Transmutation
  Level: Brd 3, Gutter Mage 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: One minute
  Range: Touch
  Effect:An iron door 5 feet by 8 feet
  Duration: 1 round/level (D)
  Saving Throw: None 
  Spell Resistance: No
  You create a temporary normal door in
  any wooden, stone, or plaster wall up to 10
  feet thick. The door is iron and has a lock, an
  arrow slit, and a crossbar. It measures 5 feet
  wide and 8 feet high.
  If the thickness of the surrounding wall
  exceeds 10 feet,then a single quick escape spell
  simply makes a 10-foot-deep niche or short
  tunnel sealed by a door that opens to reveal
  more of the wall.Several quick escape spells
  cannot be combined to form a continuing
  passage to breach very thick walls.
  When the spell ends, the door disappears
  and the wall comes back into being.
  Creatures located in the space occupied by
  the wall are ejected harmlessly toward the
  nearest exit.
  Material Component: A brass door knocker.
  Quick Escape, Greater
  (Open Every Window)
  Conjuration (Teleportation)
  Level: Brd 4, Gutter Mage 4, Sor/Wiz 4
  Components: V, S
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Target: One window or door
  Duration: 1 round
  Saving Throw: None and Will negates 
  (object)
  Spell Resistance: No and Yes (object)
  Chapter Seven: Roguish Spells 59
  
  You instantly transform the window or
  door you are walking through into a dimen-
  sional portal that transfers you from your
  current location to any other door or win-
  dow within range. You always arrive at
  exactly the door or window desired—
  whether by simply visualizing the area or 
  by stating direction. After using this spell,
  you can’t take any other actions until your
  next turn.
  You can bring along any object that you
  can drag or carry, up your maximum load.
  The portal can also transport one addition-
  al willing Medium or smaller creature per
  three caster levels. A Large creature counts
  as two Medium creatures, a Huge creature
  counts as two Large creatures, and so forth.
  All creatures to be transported must pass
  through the portal in a single round, and
  you must pass through last. All creatures
  must pass through the doorway or window
  without squeezing. Damaging the door or
  window frame instantly ends the spell.
  If there is no door or window within
  range, the spell simply fails. If a greater
  quick escape spell is dispelled in the middle
  of its duration, any creature crossing
  through the portal at that moment must
  attempt a Fortitude save (DC 14 + dis-
  pelling caster’s key ability modifier) or suf-
  fer 6d6 points of damage and be ejected
  randomly to either the starting or receiving
  portal.
  Rattling Chant
  Transmutation [Sonic]
  Level: Gutter Mage 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area: 20 square feet/level
  Duration: 10 minutes/level
  Saving Throw:None
  Spell Resistance: No
  You create a zone that magnifies sound
  so that is almost impossible to pass
  through without loudly proclaiming your
  entrance. In some respects, this spell is the
  opposite of a silence spell, and it is typically
  cast on a set of stairs or a passageway lead-
  ing to an area where rogues are at work,
  outside a guildhall, or the like.
  Creatures trying to pass through the area
  of a rattling chant spell suffer a –10 penalty
  on any Move Silently checks as boots click
  loudly, a scabbard scrapes along a wall, or
  some piece of equipment drops or creaks.
  Rogue’s Stab*
  Transmutation
  Level: Asn 1, Brd 2, Gutter Mage 1, Rgr 1,
  Shadowsworn 1, Sor/Wiz 2
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw:None
  Spell Resistance: Yes
  The target gains the ability to make
  sneak attacks, as the rogue ability, against
  opponents that are denied their Dexterity
  bonus to Armor Class or those that are
  flanked. The target deals +1d6 points of
  damage on a successful sneak attack. If the
  target can already make sneak attacks, the
  damage he deals with his sneak attacks
  increases by +1d6 points.
  Roof Runner 
  Transmutation
  Level: Drd 2, Gutter Mage 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: Standard action
  Range: Personal or touch
  Target: You or creature touched
  Duration: 10 minutes/level
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target creature can climb and travel
  on sloping (but not vertical) surfaces and
  can leap from point to point faster and far-
  ther than normal. The affected creature
  must have its hands free to run this way.
  The subject can move over roofs, along for-
  est canopies, or through ship’s rigging at a
  horizontal speed of 20 feet. It need not
  make Climb checks to traverse any horizon-
  tal surface. A roof running creature retains
  its Dexterity bonus to Armor Class (if any)
  while moving, and opponents get no spe-
  cial bonuses on their attacks against it. It
  can use the run action normally.
  Material Component: A rat’s whisker and
  the tip of a cat’s tail.
  Shadow Bite
  Illusion (Shadow)
  Level: Shadowsworn 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One humanoid creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create a momentary needle of cold,
  sharp pain in a target creature. This causes
  no damage but requires the creature to
  make Concentration checks (DC 13) while
  engaged in any action that commands its
  full attention. On the creature’s next action
  following a failed check, it suddenly stands
  up or doubles over (DM’s choice), using a
  move action. There is a 50 percent chance
  that such a creature will drop a held item.
  Shadow Blindness 
  Transmutation
  Level: Shadowsworn 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target:Creature touched
  Duration:1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You stop one creature’s darkvision from
  working. The victim has normal human
  sight instead and cannot see in complete
  darkness for the duration of the spell.
  Shadow Bridge 
  Illusion (Shadow)
  Level: Shadowsworn 3, Sor/Wiz 3
  Components: V
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature or object + one 
  creature or object/five levels
  Duration: Until full number of creatures 
  or objects crosses
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You create a temporary path between two
  locations, even through walls, up to the
  maximum range of the spell. This shadow
  bridge can transport creatures or objects
  from one location to the other.
  The Book of Roguish Luck 
  60
  
  If it is used to move creatures, they can
  enter the bridge at either end and be
  instantly transported to the opposite end.
  Any creature can use the bridge until the
  maximum number of creatures allowed by
  the spell has crossed the shadowy path.
  Unwilling creatures targeted by a shadow
  bridge are entitled to a Will save; if it suc-
  ceeds, the spell fails to move them. If the
  save fails, the spell instantly moves them
  either to your location or away from you to
  the opposite end of the bridge (your choice).
  When used to move objects, the spell can
  send them away or bring them to you, as
  described above. A single casting of the spell
  cannot move both creatures and objects.
  Shadow Hands‡
  Evocation [Cold]
  Level: Asn 1, Shadowsworn 1
  Components: V, S
  Casting Time: Standard action
  Range: 10 feet
  Area: Semicircular wave of cold shadow 10 
  feet in radius, centered on your hands
  Duration: Instantaneous
  Saving Throw:
  Reflex half
  Spell Resistance: Yes
  A freezing blast of shadow leaps from your
  hands in a fan pattern. Any creature caught
  in the shadow takes 1d6 points of cold dam-
  age per your caster level (maximum 5d6).
  Shadow Jump 
  Conjuration (Teleportation)
  Level: Shadowsworn 2, Sor/Wiz 2
  Components: V
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You may move from one shadow directly to
  another within medium range (100 feet + 10
  feet/level) and within line of sight,without
  passing through the intervening space.After
  making a shadow jump, you can’t take any
  other actions until your next turn.
  You can bring along any object you are
  able to carry. You cannot bring other crea-
  tures along with you.
  Shadow Knife 
  Illusion (Shadow)
  Level: Shadowsworn 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Effect: One weapon
  Duration: 1 round/level 
  Saving Throw: No
  Spell Resistance: None
  You create a weapon, the size of which
  depends on your caster level. At 1st to 4th
  level, you can create only a dagger or other
  light weapon. At 5th to 8th level, you can
  create a longsword, rapier, or other one-
  handed weapon. At 9th level or above, you
  can create a two-handed weapon. Only you
  can wield a shadow knife; if given to any other
  creature, the weapon vanishes.
  The weapon created always has a black
  blade, guard, and hilt, and feels slightly cold
  to the touch. The shadow knife provides no
  bonuses on attack rolls or damage rolls, and
  does not count as a magic weapon for the
  purpose of overcoming damage reduction.
  A shadow knife provides a +4 circumstance
  Chapter Seven: Roguish Spells 61
  
  bonus on Sleight of Hand checks involving
  attempts to hide the weapon. One can
  enchant a shadow knife with magic weapon
  and other item-affecting spells as normal.
  Shadow Purse
  Illusion (Shadow)
  Level: Shadowsworn 1
  Components: S, F
  Casting Time: Full round
  Range: See text
  Targets: The purse and up to 1 lb. of
  goods/level
  Duration: Concentration
  Saving Throw: None
  Spell Resistance: No
  You create a link between a purse of
  shadow silk (the focus) and an extraplanar
  hiding place on the Plane of Shadow. You
  can place items into the purse and retrieve
  them at will. The purse can contain up to 
  1 lb. of material per caster level regardless of
  the purse’s actual size. Living creatures can-
  not be placed in the purse; attempts to do
  so destroy the purse and end the spell.
  Once the spell is cast,you open the purse
  by concentrating for a single round.You may
  close it the same way.The spell lasts only
  while you concentrate on it;failure to do so
  means you lose the contents of the purse on
  the Plane of Shadow and the spell ends.
  While the spell remains in effect,the shadow
  purse proves exceptionally difficult to see
  (Spot check,DC 11 + caster’s total Hide
  modifier).Even when it is spotted,only you
  can open it.
  Focus: A purse worth at least 200 gp,
  constructed for you by master weavers of
  shadow silk.
  Shared Luck  
  Enchantment (Charm)
  Level: Clr 9, Fortune 8
  Components: V, S
  Casting Time: One minute
  Range: Personal and touch
  Targets:You and one creature 
  touched/three levels
  Duration: One day/level
  Saving Throw: Will negates 
  Spell Resistance: Yes
  You combine the luck points of all crea-
  tures targeted by the spell, creating a pool
  from which all of them can draw. Any crea-
  ture affected can use the points in the pool
  for any purpose for the duration of the
  spell, without requiring permission from
  the other creatures involved or from you.
  When the spell ends, the luck points
  remaining in the pool are returned to the
  surviving creatures that participated in the
  ritual, in any proportion decided by you.
  However, no creature may have more luck
  points after the spell than it had before,
  and no creature may receive back less than
  1 luck point (unless there are fewer luck
  points remaining than the number of crea-
  tures affected by the spell).
  Shieldbreaker*
  Transmutation
  Level: Shadowsworn 2, Sor/Wiz 2
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: One weapon
  Duration: Permanent until triggered
  Saving Throw:None
  Spell Resistance: Yes
  The weapon you cast this spell on
  becomes particularly useful against oppo-
  nents with shields. The wielder ignores
  armor and enhancement bonuses to a foe’s
  Armor Class gained from a shield. Further,
  instead of making a normal attack, the
  weapon’s wielder can make a sundering
  attack against a nonmagical shield that
  automatically destroys the shield if the
  attacker wins the opposed check (see
  “Sunder” in Chapter Eight: Combat of
  the Player’s Handbook). Shields with a +3
  enhancement bonus or the equivalent in
  magical abilities are immune to this spell.
  The wielder may use this shieldbreaking
  effect only once per casting of the spell.
  If used against a foe with the shield spell
  active, this weapon immediately dispels it.
  Silent Combat 
  (Midnight Muffle)
  Transmutation [Sonic]
  Level: Gutter Mage 2, Shadowsworn 2,
  Sor/Wiz 2
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance:Yes (harmless)
  Any attack made by the subject of the
  spell is rendered utterly silent. The spell
  covers the noise of shouts and screams, rat-
  tling armor, clashing blades, or the heavy
  fall of a body. It does not prevent spellcast-
  ers from casting spells with verbal compo-
  nents, and it does not prevent whispers or
  normal speech—only abrupt or loud noises
  that carry for a distance.
  Silent as Rats 
  Transmutation
  Level: Drd 2, Gutter Mage 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: Standard action
  Range: 30 feet
  Area: 30-foot-radius emanation, centered
  on you
  Duration: 10 minutes/level (see text)
  Saving Throw:None
  Spell Resistance: No
  You share your ability to move silently
  with one or more creatures traveling with
  you that are within range. All noises that
  the affected creatures make are either muf-
  fled or transformed to sound normal, such
  as a conversation among neighbors, hoot-
  ing owls, a door blowing in the wind, dis-
  tant horns, or the scuttle of rats—whatever
  might be appropriate to the situation.
  When making Move Silently checks
  under the influence of this spell, the group
  makes a single check based on your skill
  modifier. That check suffers the armor
  check penalty associated with the heaviest
  armor worn by anyone affected by the spell.
  The spell ends immediately if any affect-
  ed creature is attacked or makes an attack.
  Arcane Material Component: The whiskers
  of a dozen rats.
  Silent Sound*
  Evocation [Sonic]
  Level: Brd 1, Shadowsworn 1, Sor/Wiz 1
  Components: S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Effect: Ray
  The Book of Roguish Luck 
  62
  
  Duration: Instantaneous
  Saving Throw:None
  Spell Resistance: Yes
  You fire from your fingertips a focused
  beam of sonic energy too shrill to hear. On a
  successful ranged touch attack, you inflict
  1d6 points of sonic damage per level (maxi-
  mum 5d6).
  Silhouette 
  Illusion (Shadow)
  Level: Shadowsworn 0, Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Area:Wall up to 100 square feet
  Duration: 1 round/level 
  Saving Throw: Will negates
  Spell Resistance: Yes
  You make a shadow play against a screen
  or wall up to 100 square feet in size. It can
  show any number of people or animals, up
  to the limit of your Intelligence score. The
  shadow figures do not make any sound, but
  they can dance, run, move, cast spells, kiss,
  fight, and so forth.
  Most of the figures are general types, such
  as a rabbit or a dwarf, but a number of forms
  equal to your Intelligence modifier are recog-
  nizable as particular individuals, such as
  “Prince Banda” or “Silverlock the Elf.” 
  Slither 
  Transmutation
  Level: Shadowsworn 2, Sor/Wiz 2
  Components: V, M
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 1 round
  You briefly become a shadow, able to slide
  under a door, through a keyhole, or any
  other tiny opening. All of your equipment is
  transformed with you, and you can move up
  to your full running speed during the spell’s
  duration.
  If you return to your normal size while in
  a space too small for you (such as a mouse
  hole, sewer pipe, or the like), you suffer 3d6
  points of damage while creating a space just
  big enough to fit into. You can cast spells
  without somatic components, speak, and
  breathe while in such a space.
  Arcane Material Component: Ashes from a
  wooden statue of you, made into ink and
  used to draw your portrait (50 gp).
  Small as Mice 
  Transmutation
  Level: Drd 2, Gutter Mage 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: Standard action
  Range: 30 feet
  Area: 30-foot-radius emanation, centered
  on you
  Duration: 10 minutes/level (see text)
  Saving Throw:None
  Spell Resistance: No
  You share your ability to hide with one or
  more creatures traveling with you that are
  within range.
  When making Hide checks under the
  influence of this spell, the group makes a
  single check based on your skill modifier.
  That check suffers the armor check penalty
  associated with the heaviest armor worn by
  anyone affected by the spell.
  The spell ends immediately if any
  affected creature is attacked or makes an
  attack.
  Arcane Material Component: A tiny jacket
  made of mouse fur and stitched with cat’s
  whiskers (30 gp).
  Chapter Seven: Roguish Spells 63
  
  Smuggler’s Chest 
  Conjuration (Summoning)
  Level: Gutter Mage 3, Sor/Wiz 3
  Components: V, S, F
  Casting Time: One minute
  Range: See text
  Target: One chest and up to 1 cubic foot of
  goods/level
  Duration: Six days or until discharged
  Saving Throw: None
  Spell Resistance: No
  You hide a chest on the Ethereal Plane
  for as long as six days and can retrieve it at
  will. The spell is otherwise identical to Leo’s
  secret chest.
  Focus: The chest and its replica.
  Smuggler’s Veil 
  (Empty Pot)
  Illusion (Shadow)
  Level: Gutter Mage 0, Shadowsworn 0,
  Sor/Wiz 0
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target:One container no larger than 
  60 cubic feet
  Duration: 1 round/level 
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You make a container appear empty to a
  brief inspection. The container can be no
  more than 60 cubic feet in volume (6 feet
  by 5 feet by 2 feet, for example). Creatures
  opening and looking into the container see
  only empty space, but the container’s
  weight remains unchanged. Rooms and
  doorways cannot be affected.
  Spit Shine (Pretty Pebble)
  Illusion (Phantasm) [Mind-Affecting]
  Level: Brd 3, Gutter Mage 3
  Components: V, S, M
  Casting Time: One minute
  Range: Touch
  Target: One touched object weighing no 
  more than 10 lbs.
  Duration: One hour/level (D)
  Saving Throw:Will negates (see text)
  Spell Resistance: Yes
  You increase the apparent value of a
  trade item, such as jewelry, gems, art
  works, armor, weapons, potions, or the
  like. The spit shined item appears to be of
  higher quality than it really is; worthless
  items appear to be crude or unworked
  items, crude or unworked items appear
  normal, normal items appear to be of mas-
  terwork quality, and masterwork items
  appear to be magical. Only creatures you
  designate at the time of the casting can
  recognize the true nature of the item; all
  others believe in the illusionary appearance
  of the object.
  Any creature that fails a Will save while
  attempting to appraise the object believes
  it to be worth 1d10+10 times its normal
  value. (Worthless items are thought to be
  worth 1d10 gp.) However, any item that is
  clearly valuable is difficult for the spell to
  disguise; for items worth 2,000 gp or
  more, the Difficulty Class of the Will save
  drops by 1 for each 1,000 gp of value
  beyond the first 1,000 gp (to a minimum
  of 2). For instance, if the save DC is nor-
  mally 17 and the item is worth 5,000 gp,
  the Difficulty Class is reduced by 4 and
  becomes 13.
  Of course, a detect magic spell targeted
  on a spit shined object reveals the trace of
  illusory magic.
  Material Component: Saliva and a bit of
  cloth.
  Step Under My Shadow 
  Illusion (Shadow)
  Level: Gutter Mage 2, Shadowsworn 2
  Components: V, S
  Casting Time: Standard action
  Range: Personal or close (25 feet + 5 
  feet/two levels)
  Target:You or one creature
  Duration: See text
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes
  The subject creature gains a chance to
  attempt a Hide check even when in plain
  sight. Unlike invisibility spells, this spell
  only works if the target is capable of hiding
  successfully in the first place. The spell lasts
  as long as the target remains motionless or
  makes a successful Hide check while mov-
  ing less than half his normal speed in a
  round.
  Storm of Ten Thousand
  Knives (Dagger Chant)
  Evocation
  Level: Gutter Mage 3
  Components: V, S, M
  Casting Time: Standard action
  Range: 30 feet
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  You magically throw a number of daggers
  equal to twice your caster level at targets in
  a 30-foot cone, dealing 1d4 points of dam-
  age with each projectile that hits. (Make a
  separate ranged attack roll for each dagger
  after specifying which target it is directed
  at.) The spell deals no damage to objects.
  Because the spell creates and hurls actual
  projectiles, spell resistance does not apply.
  The daggers are nonmagical for the purpose
  of overcoming damage reduction.
  Material Component: A dozen knives or
  sharp objects (for example, glass shards or
  wooden stakes).
  Switch Item 
  (Fool Me Once)
  Illusion (Figment)
  Level: Gutter Mage 1, Sor/Wiz 1
  Components: V
  Casting Time: Standard action
  Range: 0 feet
  Effect:Visual and tactile figment up to 
  10 lbs. and 1 cubic foot in size
  Duration: 1 round/level
  Saving Throw: Will disbelief (if interacted 
  with)
  Spell Resistance: Yes (object, harmless)
  You create an illusory duplicate of an
  object up to 10 lbs.in weight and up to 
  1 cubic foot in size.If used with the Sleight
  of Hand skill to palm a small item and
  replace it with the duplicate,the spell grants
  a +4 circumstance bonus on the attempt.
  Terror 
  Necromancy [Fear, Mind-Affecting]
  Level: Shadowsworn 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: Standard action
  The Book of Roguish Luck 
  64
  
  Range: Medium (100 feet + 10 feet/level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw:Will partial (see text)
  Spell Resistance: Yes
  An invisible ray of terror (requiring a
  ranged touch attack) causes one living crea-
  ture to become panicked. Even if the save
  succeeds, the creature is shaken for 1 round.
  Material Component: An eagle’s claw.
  Thief Hand
  Transmutation
  Level: Gutter Mage 0
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One nonmagical, unattended object 
  weighing up to 5 lbs.
  Duration: Concentration
  Saving Throw: None
  Spell Resistance: No
  This heavily modified form of mage hand
  allows you to perform Sleight of Hand
  checks at a distance, using the spell instead
  of physically picking someone’s pocket your-
  self. You make a Sleight of Hand check (with
  a +2 bonus for not being physically present)
  opposed by a Spot check from the possessor
  of the targeted object. If the attempt fails,
  the spell immediately ends. If the attempt
  succeeds, you take possession of the object
  and can propel it through the air at 15 feet
  per round as a move action.
  The spell ends if the distance between you
  and the object ever exceeds the spell’s range.
  Thief of Spells* 
  (Borrow a Cup of Magic)
  Transmutation
  Level: Brd 5, Gutter Mage 4, Sor/Wiz 4
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  With this spell, you touch a creature and
  attempt to steal any or all spell effects cur-
  rently active upon it. Touching the creature
  makes you immediately aware of the highest-
  level spell active on the target, and you can
  try to steal it if the level of the spell is not
  greater than your caster level. To do so, make
  a level check (d20 + your caster level, maxi-
  mum +10). The DC for this check is 11 + the
  caster level of the spell effect in question.
  If you succeed, you steal the spell, ending
  its effect on the creature, and gaining the
  effect as if you had the spell cast on yourself
  for the remainder of its duration. With one
  casting of this spell,you can steal a number of
  levels of spell effects equal to your caster level.
  After a successful theft,or if you did not
  (or could not) steal the first spell you became
  aware of,you learn of the next highest-level
  spell affecting the target.You can then decide
  to steal that one.This process continues until
  you fail in a theft attempt,until you reach the
  limit of spell levels you can steal,or until you
  have identified all the creature’s active spell
  effects.The whole process happens in an
  instant,no matter how many spells you steal.
  Since you can choose not to steal a spell,
  but you do not know how many spells the
  creature has cast on it, you might identify
  the spells active upon a creature but inadver-
  tently give up the chance to steal any. For
  example, if you pass up a chance to steal the
  first two spells you learn about, but the crea-
  ture only has those two spells cast on it, your
  spell ends and you have stolen nothing.
  Thieves’ Charm
  (Mine Mine Mine)
  Enchantment (Charm) [Mind-Affecting]
  Level: Gutter Mage 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target:One object touched (and those 
  viewing it)
  Duration: One minute/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  The thieves’ charm spell changes the per-
  ception of ownership of an item that does
  not belong to you. Creatures viewing the
  touched item become convinced that it
  belongs to you rather than to its proper
  owner. Only those that actually know the
  truth of the matter are allowed a saving
  throw to resist the spell’s effect.
  Material Component: A copper piece and 
  a marked piece of paper.
  Tongue of Fiends*
  Transmutation [Evil]
  Level: Clr 0, Shadowsworn 0, Sor/Wiz 0
  Components: S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You can speak Infernal, allowing you to
  confer with demons and fiendish beings, as
  well as give commands to your summoned
  fiendish creatures.
  Trackless 
  (Wind and Broom)
  Transmutation
  Level: Shadowsworn 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One minute + one minute/level
  You choose to either double your trail,
  splitting a false trail off in a chosen direction
  for up to 50 feet per level, or erase any trail
  you leave behind for the duration of the
  spell. Any creature attempting to track you
  takes a–10 penalty on the Survival check.
  Transfer Curse
  (My Gift to You)
  Abjuration
  Level: Gutter Mage 4
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: Creature or item touched
  Duration: Instantaneous
  Saving Throw:Will negates
  Spell Resistance: Yes 
  Transfer curse instantaneously removes
  a cursed item or a harmful enchantment,
  transmutation, or otherwise unwanted spell
  (such as bestow curse, bane, or doom) from
  you and transfers it to another creature. You
  must make a touch attack to pass the item or
  curse along to the intended recipient. If the
  target fails its save, the curse is lifted from
  Chapter Seven: Roguish Spells 65
  
  you and transferred, or the cursed item falls
  to the ground, no longer attached to its
  original or intended target.
  Transfer curse does not remove the under-
  lying curse from a cursed item, but only
  allows one to hand it off to someone else.
  Certain special curses may not be passed
  along by this spell or may be passed along
  only by a caster of a certain level or higher,
  at the DM’s discretion.
  Treasure Magnet 
  (Into the Bag) 
  Evocation
  Level: Gutter Mage 2, Sor/Wiz 2
  Components: V, S, F
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area: 20 square feet/level
  Duration: Instantaneous
  Saving Throw:No
  Spell Resistance: None
  You magically sweep the most valuable
  nonmagical unattended objects within the
  spell’s area into a nonmagical sack or con-
  tainer in a single round. The objects slide,
  clank, clatter, and rustle normally as they
  slide or fly toward the container. If the
  unattended objects within range are more
  than the bag can hold, only the most valu-
  able that can fit are affected. If the contain-
  er can hold all unattended objects within
  range, all loose objects (including dust,
  carpets, and furniture) are moved into the
  container, up to a maximum weight of
  5 lbs. per caster level.
  Only loose, unattended, and unsecured
  nonmagical objects can be affected. Living
  creatures are not moved and cannot be
  harmed by objects moving around them.
  Focus: The sack or container that holds
  the objects.
  Treasure Magnet, Greater
  (I Said, Into the Bag,
  Dammit)
  Evocation
  Level: Gutter Mage 4
  Components: V, S, F
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Area: 30 square feet/level
  Duration: Instantaneous
  Saving Throw:Reflex negates (object)
  Spell Resistance: Yes (object)
  This is a more powerful version of treasure
  magnet that takes items literally off creature’s
  backs. It functions exactly like the less pow-
  erful version of the spell, except that it can
  also affect the 1d4 most valuable items worn
  or held by one creature per four caster levels.
  These worn or held items must all be on
  a single creature and may weigh a total of
  no more than 5 lbs. per caster level. Items
  taken from a creature may even include
  clothing and armor, although the creature
  is allowed a separate saving throw for each
  item. Spellcasters may have their concentra-
  tion broken by the removal of their clothes
  and equipment into a bag. A Concentration
  check (DC 20) negates this effect.
  Focus: A large bag woven with gold
  thread (worth 250 gp).
  Trigger Item
  (Pull the Lever)
  Divination 
  Level: Gutter Mage 2, Sor/Wiz 2
  Components: V
  Casting Time: Standard action
  The Book of Roguish Luck 
  66
  
  Range: Medium (100 feet + 10 feet/level)
  Target:One magic item with charges
  Duration: Instantaneous
  Saving Throw:Reflex negates (object)
  Spell Resistance: Yes (object)
  You can activate a charged item that pro-
  duces a spell effect of 4th level or lower with-
  out knowing its command word. The item
  expends one charge normally, discharging in
  a random direction or at a random target in
  range, depending on the effect. (A range of
  touch always affects the creature holding the
  item, if applicable.) If a creature holds the
  item, the creature is entitled to a Reflex save
  to avoid the effect.
  For example, if you cast trigger item on an
  unattended wand of lightning bolt, the DM
  determines a random direction for the bolt,
  and it affects all within its area normally. If
  cast on a wand of touch of fatigue held by an
  enemy caster, the caster gets a Reflex save to
  prevent the trigger item spell from working,
  and then another save to resist the touch of
  fatigue spell, as the wand holder is the only
  possible target for the touch spell in the
  wand.
  Trinket Charm
  (A Coin for Uncle)
  Enchantment (Charm) [Mind-Affecting]
  Level: Gutter Mage 0, Sor/Wiz 0
  Components: V, S, F
  Casting Time: Standard action
  Range: Touch (see text)
  Target:One object and one creature (see text)
  Duration: Permanent until triggered, then
  3 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  You soothe a creature with an Intelligence
  score of at least 1 but no higher than 4 by
  giving it something that distracts it for the
  duration of the spell.
  Though the item must be touched for the
  spell to take effect, the caster need not touch
  the creature directly; he may touch the item
  and then hand it to the target creature. As
  soon as the creature touches the item, the
  spell’s duration begins and the creature is
  entitled to a Will save. The caster must have
  line of sight to both the object and the crea-
  ture when the spell is cast.
  If the item is taken away from the crea-
  ture, the spell immediately ends.
  Focus: The item given to the creature,typi-
  cally something of little value such as a bone,
  chunk of grass,rag doll,or shiny stone.
  Unreasonable Rage 
  (Mad as a Hare)
  Enchantment (Compulsion)
  [Mind-Affecting]
  Level: Brd 3, Gutter Mage 3
  Components: V
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature
  Duration: 1 round/level 
  Saving Throw: Will negates
  Spell Resistance: Yes
  You turn a law-abiding, decent (or at least
  predictable) creature into an unreasonable
  animal driven by rage and violent urges.
  In the first round of the spell’s duration,
  the affected creature becomes agitated and
  begins screaming and shouting,pushing the
  nearest creature,and generally making a nui-
  sance of itself.In the second round,it
  destroys nearby objects such as furniture,
  dishes,pots,or cloth,tearing and smashing.
  In the third round and every round there-
  after,the affected creature attacks the nearest
  creature and continues to do so until the
  object of its rage is dead,unconscious,out of
  sight,or more than 40 feet away and running
  faster than the enraged creature.
  If the creature wins this combat (or loses
  sight of its target) and is still affected by
  the spell, it is entitled to a second Will sav-
  ing throw (same DC). If this save succeeds,
  the creature can take an action of its
  choice, speak rationally, ask for help, or
  otherwise act normally for a single round.
  The creature must make additional saves in
  the rounds thereafter to remain lucid until
  the spell’s duration ends. If it fails any one
  of these saves, the victim immediately acts
  as before: seeking out another victim,
  shouting for a round, then attacking with-
  out mercy. If the creature kills, incapaci-
  tates, or loses sight of this second victim,
  the pattern repeats itself, with a brief inter-
  val of lucidity followed by further violence
  until the spell ends.
  Watch the Watchers 
  Evocation 
  Level: Gutter Mage 1, Sor/Wiz 1
  Components: V, S
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Invisible, immaterial bell
  Duration: One minute/level
  Saving Throw:Will negates (object)
  Spell Resistance: Yes (object)
  You create a tiny, invisible, immaterial bell
  attached to a target creature or at a certain
  location within range. If the spell is cast on 
  a single creature, this bell is only audible to
  you, which allows you to pinpoint the loca-
  tion of the creature as it moves. The bell can
  also be attached to a door or some other
  object so that you know if the object is
  opened or moved.
  Zone of Bad Luck
  Transmutation
  Level: Clr 5, Fortune 4
  Components: V, S, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: One creature/level, no two of which
  can be more than 30 feet apart
  Duration: One minute/level (D)
  Saving Throw:Will negates
  Spell Resistance: Yes
  This spell functions like fortune’s frown,
  except that it affects multiple creatures.
  Zone of bad luck counters and dispels 
  fortune’s bitch.
  Chapter Seven: Roguish Spells 67
  
  Feats 
  In addition to a number of general feats,this chapter introduces one new type of feat—the luck feat. Luck feats manipulate,
  generate,or otherwise allow characters to take advantage of luck points.They are available to all characters and creatures
  using the luck point rules presented in Chapter Six.
  T
  his chapter also includes some new eldritch feats,
  described in The Complete Book of Eldritch Might.
  These feats confer actual magical powers that should
  be treated as spell-like abilities. They are often available only
  to characters with exceptionally high ability scores, as
  described in their prerequisites. If a class feature allows a
  character to gain a bonus metamagic feat or item creation
  feat, the DM can choose to allow a member of that class to
  select a bonus eldritch feat instead.
  Feat Descriptions
  This chapter presents more than 30 new feats for you to choose
  from, presented in alphabetical order.
  AMBUSH [General]
  Your sneak attacks are deadlier than usual.
  Prerequisite: Sneak attack ability
  Benefit: You deal an additional 1d6 points of damage on a
  sneak attack when using any light melee weapon.
  Special: This feat can be taken only once.
  ARCANE WIT [General]
  You see through charms and illusions.
  Prerequisite: Skeptic or Sleight of Mind
  Benefit: You can see through any illusion, shadow magic,
  sleight of hand, or enchantment more easily than most. You
  gain a +5 bonus on opposed checks involving Sleight of Hand
  and on saves against spell effects of the above schools.
  BASTARD LUCK [Luck]
  You can permanently turn hit points into luck points.
  Benefit: You permanently lose a number of hit points equal
  to your current level and gain twice that many luck points. The
  luck points gained cannot increase your luck points beyond
  your maximum.
  Special: You can take this feat more than once.Its effects stack.
  BORN LUCKY [Luck] 
  Your luck replenishes itself quickly.
  Prerequisite: Fortune’s Child
  Benefit: You regain 1d4 luck points per game session. If this
  number causes you to exceed your maximum luck, any points
  beyond your maximum are lost.
  Normal: You gain additional luck points once per level.
  BURN LUCK [Luck]
  You can use luck to succeed automatically on a save instead of
  attempting a saving throw.
  Benefit: Whenever a save is called for, you have the option to
  burn luck points instead of rolling.
  You must declare your intention to use this option before
  rolling the save. To use the feat, roll 1d6 and subtract the result-
  ing number of points from your luck pool. If this reduction
  leaves you with at least 1 luck point, you automatically succeed
  at the saving throw. If this reduction leaves you with 0 luck
  points or a negative number, the save automatically fails.
  CHEAT DEATH [Luck]
  You are hard to kill.
  Prerequisite: Fortune’s Child
  Benefit: You can spend 3 luck points to negate a confirmed
  critical hit. The attack still deals normal damage, but the critical
  hit is no longer confirmed.
  COOL UNDER PRESSURE [General]
  Nothing bothers you, nothing flusters you.
  Prerequisite:Wisdom 13
  Benefit: You always remain calm under pressure, and you
  can take 10 as a standard action even when threatened or dis-
  tracted on Climb, Decipher Script, Disable Device, Hide, Listen,
  Move Silently, Open Lock, Sleight of Hand, Search, Spot, and
  Use Magic Device checks. If the activity you’re attempting takes
  more than 1 round, you can gain this benefit in only one of
  those rounds. For instance, you could climb the first section of
  a wall while under fire using this feat, but if the wall is taller
  than you can clear in a single round’s climbing, you would need
  to make normal checks to continue climbing after the first
  round.
  CROWD SLIPPING [General]
  You can move quickly through crowds.
  Prerequisite: Dexterity 13
  Benefit: You can move at full normal speed through thick
  crowds. You can take a double move action if the crowd is not
  packed completely shoulder-to-shoulder. You cannot run
  through a crowd unless you succeed on a Tumble check (DC 15
  for a dispersed group, DC 20 for closely spaced, DC 30 for
  shoulder-to-shoulder). If the crowd actively aids or opposes
  your movement, you gain a –5 or +5 circumstance modifier.
  Chapter Eight
  
  Chapter Eight: Feats 69
  Feat
  Type
  Prerequisites
  Benefit
  Ambush
  General
  Sneak attack ability
  Additional +1d6 sneak attack damage
  Arcane Wit
  General
  Skeptic or 
  +5 against enchantments, illusion,
  Sleight of Mind
  sleight of hand
  Bastard Luck
  Luck
  —
  Turn 1 hp/level into twice as many luck points
  Born Lucky
  Luck
  Fortune’s Child
  Regain 1d4 luck points/session
  Burn Luck
  Luck
  —
  Lose 1d6 luck points to make save
  Cheat Death
  Luck
  Fortune’s Child
  Spend 3 luck points to negate critical
  Cool Under Pressure
  General 
  Wisdom 13
  Take 10 as standard action on some checks
  Crowd Slipping
  General
  Dexterity 13
  Full movement through crowds
  Cutting Remark
  General
  Charisma 15
  Taunt opponent to force attack
  Dark Halo
  Eldritch
  Hide 10 ranks, Charisma 17,
  Darkness 3/day, douse at will
  caster level 9th
  Evil Eye
  Luck
  Fortune’s Child, Charisma 13
  Negate opponent’s luck reroll
  Fast Talker
  General
  Charisma 15
  Confuse listeners for 1 round
  Fortune’s Child
  Luck
  —
  You gain 3 luck points
  Fortune’s Smile
  Luck
  Fortune’s Child
  Reroll saves with 1 luck point
  Haggler
  General
  Appraise 4 ranks 
  Gain +4 bonus to Diplomacy, Appraise, and
  Bluff when haggling or fencing
  Keymaster
  General
  Open Lock 8 ranks 
  Open Lock, Disable Device as standard action
  Lucky Touch
  Luck
  10 luck points available
  Spend luck to help another reroll
  Master of Darkness
  General
  Dexterity 14
  Those with darkvision can’t see you in shadows
  Music of Gossip
  General
  Bardic music class ability,
  +4 bonus to Gather Information and
  Perform 4 ranks 
  Intimidate within 60 feet
  Music of Love
  General
  Bardic music class ability,
  +4 bonus on Bluff and Diplomacy,
  Perform 10 ranks 
  +2 bonus to charm save DCs within 60 feet
  Music of Mischief
  General
  Bardic music class ability,
  +4 bonus to Sleight of Hand
  Perform 6 ranks 
  Natural Mystic
  Eldritch
  Charisma 15
  +3 bonus to Use Magic Device, failure less 
  severe, can take 10, aid another on checks
  Shadow Cloak
  General
  —
  Grant another creature your ranks in Hide
  Silent Kill
  General
  Sneak attack,Move Silently 6 ranks,
  Sneak attack without making noise
  base attack bonus +3
  Skeptic
  General
  Intelligence or Wisdom 13
  +3 bonus on illusion and shadow magic saves
  and attempts to spot Sleight of Hand
  Slashing Strike
  General 
  Sneak attack +2d6
  Use d8 instead of d6 for two dice of sneak 
  attack damage
  Sleight of Mind
  Luck
  —
  +3 bonus to Will saves against enchantments 
  Slippery
  General
  Dexterity 13
  Escape grapple as a free action
  Snake Charm
  Eldritch
  Charisma 17, Intimidate 8 ranks 
  Gaze attack holds target in place
  Snatch
  General
  Sleight of Hand 8 ranks 
  Use Sleight of Hand during combat
  Sniper
  General
  Sneak attack
  +1d6 to ranged sneak attacks
  Spinning Combat
  General
  Dodge, Mobility
  You are harder than normal to flank
  Sprint
  General
  Run
  Run at six times normal movement
  A Step Ahead
  Luck
  10 luck points available
  Reroll more than once
  Weapon Panache
  General
  Proficient with weapon,
  Add Charisma instead of Strength
  base attack bonus +1
  on attack with chosen weapon
  Wizard Nose
  Eldritch
  Arcane Wit, Wisdom 17
  You smell magic
  TABLE 8–1: NEW FEATS
  
  Normal: You move through a crowd at half your normal move-
  ment rate and cannot run.
  CUTTING REMARK [General]
  You can enrage and provoke your enemies into foolish attacks.
  Prerequisite: Charisma 15
  Benefit: You can taunt and sneer so effectively that you drive ene-
  mies to charge and fight, or to target you in combat with magic or
  ranged weapons. If you succeed on a Bluff check opposed by your
  opponent’s Sense Motive check, you provoke your opponent to
  attack you in melee combat or with spells or missiles (if the setting
  is otherwise peaceful).If you fail,the opponent ignores your taunts.
  DARK HALO [Eldritch]
  Darkness loves and embraces you.
  Prerequisites: Hide 10 ranks, Charisma 17, caster level 9th
  Benefit: You can cast a darkness spell centered on yourself three
  times per day, and douse (see Chapter Seven: Roguish Spells) at
  will. You can also display a black halo over your head at will, or hide
  it as necessary. You gain a +2 bonus on Diplomacy checks involving
  evil creatures while displaying this dark halo.
  EVIL EYE [Luck]
  You can ruin other people’s luck.
  Prerequisites: Fortune’s Child, Charisma 13
  Benefit: You can negate an opponent’s luck reroll by spending 
  1 luck point yourself.
  FAST TALKER [General]
  You have a way with words.
  Prerequisites: Charisma 15, Bluff 6 ranks
  Benefit: You can confuse any creature that listens to you for
  more than a single round with your illogical asides, humorous
  quips, and daffy logic. You must use a full-round action to fast talk
  a target creature. The creature is entitled to a Will save (DC 10 +
  half your character level + your Charisma bonus) to see through
  the ruse. If the save fails, the target creature takes no action other
  than defending itself in the following round. You cannot affect a
  particular creature with this ability for more than a single round.
  FORTUNE’S CHILD [Luck]
  You are lucky.
  Benefit: You gain +3 luck points and increase your maximum
  luck by 3 points as well.
  Normal: You gain luck points only from the roll of your Luck Die.
  Special: You can gain this feat multiple times. Its effects stack.
  FORTUNE’S SMILE [Luck]
  Lady Luck smiles on your misfortune, and you dodge the worst of
  many dangers.
  Prerequisite: Fortune’s Child
  Benefit: You may reroll a saving throw by spending 1 luck point.
  You must take the result of the second roll.
  Normal: You must spend 2 luck points to reroll a save.
  HAGGLER [General]
  You tend to get the best of any bargain.
  Benefit: You gain a +4 bonus to Appraise,Bluff, and Diplomacy
  checks when haggling, fencing goods, or bartering for goods. As
  well, with a successful Charisma check you can acquire goods that
  normally are not for sale.
  KEYMASTER [General]
  You pick locks faster than anyone else.
  Prerequisite: Open Lock 8 ranks
  Benefit: You can make an Open Lock check as a standard action
  instead of a full-round action and can disable a trap in a similar
  amount of time. If you take 20 on an Open Lock check, you take
  just one minute to make the attempt.
  Normal: An Open Lock or Disable Device check is a full-round
  action; Open Lock checks involving lever tumbler or detector locks
  can take even longer (see “Locks and Latches” in Chapter Ten).
  Taking 20 normally requires 20 times the usual length of time.
  70 The Book of Roguish Luck 
  
  LUCKY TOUCH [Luck]
  Your luck helps those around you.
  Prerequisite: 10 luck points available.
  Benefit: Another character can reroll one skill check, attack roll, or
  saving throw when you spend the required number of your luck
  points on the character’s behalf. You may do so as a free action when-
  ever you have luck points remaining. The target must be in line of
  sight and cannot already have spent luck points on the same roll.
  The luck prerequisite applies only when you choose the feat;
  Lucky Touch is still available if your luck points drop below that
  level later.
  Normal: Characters can only spend luck points to reroll dice for
  their own actions.
  MASTER OF DARKNESS [Eldritch]
  You can hide from anyone, as shadows flock to protect you from all
  forms of vision.
  Prerequisite: Dexterity 14
  Benefit: Creatures with darkvision cannot see you when you
  attempt to hide in shadows.
  Normal: Darkvision allows creatures to see others attempting to
  hide in shadows.
  MUSIC OF GOSSIP [General]
  You inspire others to talk freely.
  Prerequisites: Bardic music ability, Perform 4 ranks
  Benefit: Your music grants a +4 bonus on Gather Information and
  Intimidate checks made by anyone within 60 feet. Using this feat
  counts as one use of your bardic music ability for the day. The effect
  lasts for the duration of the song + 2d10 rounds.
  MUSIC OF LOVE [General]
  You inspire others to flirt, seduce, and fall in love.
  Prerequisites: Bardic music class ability, Perform 10 ranks
  Benefit: Your music grants a +4 bonus on Bluff and Diplomacy
  checks related to seduction made by anyone within 60 feet. Saving
  throw Difficulty Classes against spells of the charm subschool in this
  area increase by 2 points. Using this feat counts as one use of your
  bardic music ability for the day. The effect lasts for the duration of
  the song + 2d10 rounds.
  MUSIC OF MISCHIEF [General]
  You inspire others to make trouble and help tricksters get away
  with it.
  Prerequisites: Bardic music ability, Perform 6 ranks
  Benefit: Your music grants a +4 bonus on all Hide and Sleight of
  Hand checks made by anyone within 60 feet. Using this feat counts
  as one use of your bardic music ability for the day. The effect lasts for
  the duration of the song + 2d10 rounds.
  NATURAL MYSTIC [Eldritch]
  You have a natural affinity for magic devices of all kinds.
  Prerequisite: Charisma 15
  Benefit: Your Use Magic Device failures are less severe than nor-
  mal. When you fail, the magic device does not lose a charge but sim-
  ply does not trigger. As well, you can take 10 and aid another on Use
  Magic Device checks.
  Normal: Failing a Use Magic Device check by 10 or more when
  activating blindly costs a charge and inflicts damage or hits the wrong
  target.You cannot take 10 or aid another with Use Magic Device.
  SHADOW CLOAK [General]
  You can help another creature to hide.
  Benefit: You can give a creature within 5 feet of you an improved
  chance to succeed on a Hide check. The creature cannot attempt to
  move while hiding and cannot be more than one size category larger
  than you. It uses your ranks in Hide instead of its own, but it applies
  its own Dexterity modifier, size modifier, and armor check penalty to
  the attempt. Helping another creature hide is a standard action.
  SILENT KILL [General]
  Your sneak attacks are silent.
  Prerequisites: Sneak attack ability, Move Silently 6 ranks, base
  attack bonus +3
  Chapter Eight: Feats 71
  
  Benefit: You strike to kill without noise, either by attacking the
  mouth and throat or by inflicting enough pain to prevent an alarm.
  If you surprise your target when making a sneak attack, the sur-
  prise round of combat is entirely silent and does not attract atten-
  tion. You gain a +8 circumstance bonus on your initiative check for
  the combat. If you kill your target within 2 rounds (the sneak
  attack and the follow-up), the target dies without a sound.
  SKEPTIC [General]
  You see right through trickery.
  Prerequisite: Intelligence or Wisdom 13
  Benefit: You gain a +3 bonus on all saving throws against illu-
  sions and shadow magic. You also gain a +3 bonus on opposed
  checks against others’ Sleight of Hand checks.
  SLASHING STRIKE [General]
  Your sneak attacks with slashing weapons are deadlier than most.
  Prerequisite: Sneak attack ability (+2d6)
  Benefit: Sneak attacks using slashing weapons directed at arter-
  ies, veins, tendons, and pressure points are far more effective than
  piercing or bludgeoning weapons at causing maximum damage.
  You know the secrets of inflicting mayhem with these weapons
  with strikes to open the arteries under the arms, in the neck, or
  between the legs.
  When you use any slashing weapon for a sneak attack, calculate
  your damage using d8 instead of d6 for two of your sneak attack
  damage dice.
  Normal: All sneak attack damage dice are d6s.
  SLEIGHT OF MIND [Eldritch]
  Charms have a way of slipping off you.
  Benefit:You gain a +3 bonus on all Will saving throws against
  enchantment spells and effects.
  SLIPPERY [General]
  You are tough to hold onto in a grapple.
  Prerequisite: Dexterity 13
  Benefit:Whenever a grapple against you succeeds, you can take a
  free action to attempt an Escape Artist check (DC equal to the
  opponent’s grapple check). If this check succeeds, you escape the
  grapple and can move normally on your next action. If you are held
  by two or more grapplers, you still need just one successful Escape
  Artist check to escape, but with a Difficulty Class equal to the high-
  est grapple check.
  Normal: Escaping from a grapple is a standard action.
  SNAKE CHARM [Eldritch]
  Your hypnotic stare keeps others entranced.
  Prerequisite:Charisma 17, Intimidate 8 ranks
  Benefit: Your eyes are a form of gaze attack that holds the
  attention of one creature that meets your stare. If you are within
  10 feet of a target creature that faces you, you may attempt to lock
  it into a staredown by taking a full-round action. The target must
  make a Will save (DC 10 + half your ranks in Intimidate + your
  Charisma modifier). If the save fails, the creature continues to
  stare, unable to break away, and is locked in a nonmagical stare-
  down with you for that round. If the save succeeds, the creature
  The Book of Roguish Luck 
  72
  
  can look away, and you may not attempt another snake charm on it
  until the next day.
  While you are locked in a staredown, neither you nor the creature
  can attack. Both of you take a –4 circumstance penalty to Armor
  Class. You may not cast spells that require material components or
  move more than 10 feet away from the target creature. The target is
  entitled to another Will save next round to break the staredown, but
  you may break it at any time. If you do so, the creature immediately
  becomes free to act.
  SNATCH [General]
  You can steal items from others while in melee combat.
  Prerequisite: Sleight of Hand 8 ranks
  Benefit: You can attempt to take a single Small item from an
  opponent, even during combat. Taking an item requires a Sleight of
  Hand check opposed by the target’s most recent attack roll, plus the
  damage inflicted on you by the target on that attack (if any).
  The item cannot be a held weapon (which requires a disarm
  attempt). The snatch attempt may target clothing and armor, includ-
  ing shields. However, because these items are securely fastened to
  their wearer, they prove extremely difficult to snatch (with circum-
  stance modifiers adding 10 or more to the Difficulty Class). Poorly
  secured items, such as hats, goggles, loose cloaks, items tucked into
  belts, and brooches pinned to the front of tunics are easy to snatch,
  providing a +4 bonus on your Sleight of Hand check. You can snatch
  a purse, sack, necklace, scarf, amulet, backpack, wineskin, sheathed
  weapon, or other loosely attached item with a –2 penalty on the
  check. Well-defended items such as rings and bracelets are very diffi-
  cult, requiring a grappled and pinned defender.
  A target armed with a melee weapon and aware of the attempt
  (able to see the character using this feat) is not entitled to an attack
  of opportunity against you when you use Snatch.
  SNIPER [General]
  You can target your opponent more precisely to deal extra damage on
  a ranged sneak attack.
  Prerequisite: Sneak attack ability
  Benefit: You aim your sneak attack at one of the target’s most vul-
  nerable points, carefully located for maximum effect. You gain an
  additional 1d6 points of sneak attack damage when using any ranged
  weapon.
  Special: You can take this feat only once.
  SPINNING COMBAT [General]
  Your spinning, dodging style of combat makes you a constantly mov-
  ing target and impossible to pin down.
  Prerequisites: Dodge, Mobility
  Benefit: You cannot be flanked except by rogues and barbarians
  six or more levels higher than you.
  SPRINT [General]
  You can outrun most people.
  Prerequisite: Run
  Benefit: When running, you can move up to six times your normal
  speed (if wearing light or no armor and carrying no more than a
  light load) or five times your speed (if wearing medium armor or car-
  rying a medium load), or four times your speed (if wearing heavy
  armor or carrying a heavy load). If you make a jump after a running
  start (see the Jump skill description in Chapter Four: Skills of the
  Player’s Handbook), you gain a +6 bonus on your Jump check. While
  running, you retain your Dexterity bonus to Armor Class.
  You can sprint for a number of rounds equal to half your
  Constitution score.
  Normal: You move four times your speed while running (if wearing
  light or no armor and carrying no more than a light load) or three
  times your speed (if wearing medium or heavy armor or carrying a
  medium or heavy load),and you lose your Dexterity bonus to AC.
  A STEP AHEAD [Luck]
  You are luckier than others like you.
  Prerequisite: 10 luck points available
  Benefits: You can spend luck points to reroll an attack roll, skill
  check, or saving throw more than once, as long as you have addition-
  al luck points left to spend. Thus, a character who took A Step Ahead
  would be able to reroll as often as he liked, spending 1 or 2 luck
  points each time he does so.
  The luck prerequisite applies only when you choose the feat. A
  Step Ahead is still available if your luck points drop below that level
  later.
  Normal: You can only use luck points to make a single reroll of an
  attack roll, skill check, or saving throw.
  WEAPON PANACHE* [General]
  You are so brash and self-confident when wielding your chosen
  weapon that you gain a bonus on attack rolls.
  Prerequisites: Proficient with weapon, base attack bonus +1
  Benefit: Choose one type of light melee weapon, such as a short
  sword. With the selected weapon, you may add your Charisma modi-
  fier instead of your Strength modifier to attack rolls.
  Special: You can gain this feat multiple times. Its effects do not
  stack. Each time you take the feat, it applies to a new weapon. Its
  benefit does not stack with Weapon Finesse or Strength bonuses.
  * Originally appeared in The Assassin’s Handbook (Green Ronin Publishing,2002).
  WIZARD NOSE [Eldritch]
  You can detect magical traces as a dog tracks a scent.
  Prerequisite: Arcane Wit, Wisdom 17
  Benefit: As a full-round action, you can smell magic in the air
  from up to 10 feet away. This distinctive sense allows you to detect
  magic items, arcane casters, outsiders, and active spells (including
  spell traps) a number of times per day equal to 3 + your Intelligence
  modifier. The feat only allows you to know that magic is present
  within 10 feet of you; it does not pinpoint the location of the magic
  or tell you the number of active magic effects, their strength, or the
  type of magic involved (evocation, enchantment, and so on).
  You cannot smell the magic of divine casters or artifacts.
  Chapter Eight: Feats 73
  
  New Equipment and Magic Items
  In this chapter you will discover new item properties,new specific items,and many tools of the roguish trade.Most of these
  items are NOT sold in public view.
  A
  ny bandit, fortune hunter, or bard is only as good as
  his tools. This chapter offers a selection of items—
  both magical and mundane—especially tailored for
  roguish characters of all stripes.
  A Rogue’s Gear
  Ever-more-deadly arrows and clever tools are always at the top
  of a character’s shopping list.
  Item
  Cost
  Weight
  Anchor spike and winch
  20 gp
  17 lbs.
  Arrow, cutting (10)
  2 gp
  2 lbs.
  Arrow, dousing (5)
  50 gp
  1 lb.
  Arrow, fire (5)
  5 gp
  1 lb.
  Arrow, grappling (1)
  25 gp
  1 lb.
  Arrow, silent (1)
  3 gp
  1 lb.
  Glass cutter
  40 gp
  —
  Hood, see-through
  1 gp
  —
  Rappelling device
  15 gp
  4 lbs.
  Rappelling harness
  5 gp
  2 lbs.
  Rope, adhesive, 50 feet
  35 gp
  10 lbs.
  Rope, weighted, 50 feet
  6 gp
  11 lbs.
  Rope line slider
  5 gp
  3 lbs.
  Arrow,Cutting: These arrows are tipped with broad,V-shaped
  cutting edges that have been honed to cut ropes rather than
  pierce armor.They can cut any rope less than 1 inch thick;hitting
  a thin,tiny rope requires a successful attack against AC 15 (thick-
  er rope might be AC 12).If the rope is swinging or moving (such
  as a rope holding up a chandelier), add 5 to the Armor Class.
  Arrow,Dousing: This arrow contains a small vial of water
  and foam that instantly douses any lantern,candle,or torch it
  hits.Hitting such a small unattended target requires an attack
  roll against AC 12.If the lantern or candle is swinging or moving
  (such as one mounted on a moving vehicle),add 5 to the Armor
  Class.If a moving character holds the torch or other light
  source,use the normal rules for attacking attended equipment
  (see “Sunder” in Chapter Eight: Combat of the Player’s
  Handbook).A dousing arrow is destroyed when fired.
  Arrow,Fire: This arrow’s tip has been soaked in pitch so
  that, after it is ignited, it stays lit when fired. A flammable 
  target that it hits catches on fire.
  Arrow,Grappling: This hook-tipped arrow has a short metal
  rod as part of the shaft. At the end of the rod is a metal ring
  meant to hold a rope. While throwing a grappling hook suc-
  cessfully requires a Use Rope check (DC 10, +2 per 10 feet of
  distance thrown), the use of a grappling arrow requires a suc-
  cessful ranged attack against AC 10 (+1 per 10 feet of distance).
  The weight of the metal hooks, rod, and rope itself means that
  this arrow reduces the range increment of any bow it is fired
  from by 20 feet.
  Arrow,Silent:This arrow features a narrow bodkin point
  and minimal fletching made of thin wood, making it slightly
  less stable in flight but also very, very quiet. It reduces the range
  increment of any bow that fires it by 10 feet but requires a
  Listen check (DC 21) for someone to hear it in flight.
  Glass Cutter: This short strand with a tiny piece of diamond
  embedded in one end can be used to cut a hole in a sheet of
  glass (usually a window) rather than breaking the glass out-
  right. See “Violent Entry” in Chapter Ten for more details.
  Hood, See-Through: This black cloth hood covers the
  wearer’s entire head and face. It resembles the type of hood
  put on prisoners on their way from one prison to another, or
  from prison to the gallows or the executioner’s block.
  However, this hood allows the individual wearing it to see
  more or less normally, imposing only a –1 penalty on checks
  and activities that rely on vision rather than causing the
  wearer to be blinded.
  Rappelling Device: This piece of equipment allows a climber
  to control his fall when using a rope to rappel down the side of
  a cliff or on a free descent. It works by creating a bend in the
  Chapter Nine
  TABLE 9–1: NEW GEAR
  Cutting arrow
  Dousing arrow
  Fire arrow
  Grappling arrow
  Silent arrow
  Arrows
  
  Chapter Nine: New Equipment and Magic Items 75
  rope that causes friction as the rope passes through the device.
  The climber can increase or decrease pressure on the device by
  squeezing it or loosening it. See “Rappelling” in Chapter Ten
  for more information.
  Rappelling Harness:Usually secured around the hips and
  legs, this leather harness carries the weight of the climber
  descending with a rappelling rope and device. It also connects
  to belaying ropes and the rappelling device itself.
  Rope,Adhesive: This rope has a sticky end made from spider
  webbing, making it quieter and more efficient to use than a
  grappling hook. The rope automatically catches and holds when
  thrown onto a target, but it can hold only 150 lbs. of weight
  before releasing. It provides a +2 enhancement bonus on Use
  Rope checks.
  Rope,Weighted: This rope has a small 2- or 3-ounce weight
  attached to one end, to make catching it on a pole or target
  creature easier to do. When thrown, the rope adds a +1 bonus
  to your ranged attack roll, and it provides a +3 enhancement
  bonus on Use Rope checks.
  Magic Items 
  Rogues love toys, and magical toys in particular. Described
  below are some new magic items that roguish characters 
  especially will appreciate.
  Armor Special Abilities
  Climbing: Armor with this special ability carries no armor
  check penalty on Climb checks, no matter how heavy it is.
  Faint transmutation; caster level 3rd; Craft Magic Arms and
  Armor, roof runner; Price +1 bonus.
  Hidden: Armor with this ability lets its wearer make Hide
  checks while moving at full normal speed (but not while run-
  ning).Those checks are made with a +2 bonus.
  Faint illusion; caster level 3rd; Craft Magic Arms and Armor,
  peerless camouflage; Price +1,500 gp.
  Silent: Armor with this ability allows its wearer to make
  Move Silently checks while moving at full normal speed (but
  not while running). Those checks are made with a +2 bonus.
  The armor makes no noise in combat.
  Faint illusion; caster level 3rd; Craft Magic Arms and Armor,
  silent combat; Price +1,500 gp.
  Weapon Special Abilities
  Ambush: This weapon adds 1d6 points to the wielder’s sneak
  attack damage.If the wielder does not have the sneak attack abili-
  ty,the weapon grants him no additional benefit.
  Faint transmutation; caster level 3rd; Craft Magic Arms and
  Armor, rogue’s stab; Price +1 bonus.
  Fortune: A fortune weapon allows its wielder to spend luck
  points stored within it rather than spending points from his
  own luck pool. When created, a fortune weapon contains 20
  luck points. When this store of luck is exhausted, the weapon
  crumbles and becomes useless.
  Faint enchantment; caster level 3rd; Craft Magic Arms and
  Armor, lucky break; Price +8,000 gp.
  Midnight:A weapon with this ability is invisible and incor-
  poreal in bright light. It cannot be used during daylight hours
  (or within the area of a daylight spell or similar magic). After the
  sun sets or in conditions of total darkness, such as deep under-
  ground where no sunlight can penetrate, a midnight weapon
  assumes its corporeal form.
  Moderate evocation; caster level 5th; shadow blade; Price
  +1,000 gp.
  Elixirs
  Blarney Elixir: This elixir grants the drinker a +2 bonus on
  Bluff and Diplomacy checks for 10 minutes. Price: 300 gp.
  Golden Elixir:This elixir turns the drinker’s fur or hair a 
  lustrous, shining golden color for a period of 2d12 days. It
  sheds light that illuminates a 5-foot radius at night and
  remains visible as a sunny glow even in full daylight.
  This elixir is sometimes used in a type of fraud called “the
  Angelic Messenger,” in which the drinker poses as a divine emis-
  sary,complete with “halo.” It is also commonly used on prison-
  ers to make them stand out and help prevent them from escap-
  ing.Price:50 gp.
  Luck Elixir: It seems impossible to make a luck elixir
  that doesn’t taste terrible. Drinking one requires a successful
  Fortitude saving throw (DC 14); failure means the drinker just
  can’t keep the noxious stuff down. If the elixir does stay put,
  the drinker regains 1d4 luck points. This elixir cannot give the
  drinker more luck points than his maximum; any points
  gained in excess of that number simply go to waste. Price:
  500 gp.
  Anchor spike
  and winch
  Rappelling device
  Rope line slider
  Climbing Equipment
  Rappelling harness
  Glass cutter
  
  Wondrous Items
  Fingerless Gloves: These gloves provide a +2 enhancement
  bonus on Sleight of Hand and Open Lock checks.
  Moderate transmutation; caster level 5th; Craft Wondrous Item,
  cat’s grace; Price 2,500 gp; Weight —
  Hundred-Pocket Cloak: This cloak resembles the ten-pocket
  cloak (see page 77), but carries up to 100 lbs. of equipment in its 
  30 pockets (the name is a bit of an exaggeration).
  Faint conjuration; caster level 5th; Craft Wondrous Item, smug-
  gler’s chest; Price 1,500 gp; Weight 2 lbs.
  Lifter’s Gloves: These supple leather gloves provide a +2
  enhancement bonus on Disable Device and Open Lock checks.
  Moderate transmutation; caster level 5th; Craft Wondrous Item,
  cat’s grace; Price 2,000 gp; Weight —
  Lifting Chair:This chair lifts one Large or smaller creature into
  the air (as much as 50 feet in a single round) at high speed. It is
  typically used to gain access to a rooftop, tower, or chimney. The
  item is activated by pulling a lever along the side of the chair; while
  it is pulled back, the chair ascends at a rate of 50 feet per round up
  to a maximum height of 500 feet. While the lever is pushed for-
  ward, the chair lowers itself smoothly and safely to any surface up
  to 1,000 feet below it. When the lever is in the center position, the
  chair stops and floats in place until the lever is again engaged. The
  chair can be used to lift up to four times per day; descending can be
  done any number of times.
  Faint evocation; caster level 3rd; Craft Wondrous Item, levitate;
  Price 4,500 gp; Weight 10 lbs.
  Mask of Chaos: This mask gives its wearer a +4 deflection
  bonus to Armor Class, a +2 enhancement bonus to Dexterity and
  Charisma, allows the casting of jump at will as a 5th-level caster,
  and adds 10 feet to the wearer’s normal movement rate.
  However, once per day at sunset, the owner must make a Will
  save (DC 18). If the save succeeds, he can act normally and use the
  mask’s properties at night.
  If the save fails, the wearer is possessed by a spirit of mischief
  and spends the night playing pranks and generally making a nui-
  sance of himself. The wearer remembers nothing of these activities
  later, and because the mask magically alters his voice, others may
  not realize who has been playing tricks.
  The mask can be removed only when the wearer is unconscious
  or during daylight hours.
  Strong transmutation; caster level 11th; Craft Wondrous Item,
  cat’s grace, eagle’s splendor, expeditious retreat, jump, mage armor;
  Price 31,000 gp; Weight 1 lb.
  Mask of Stolen Hearts: This mask works to charm subjects of
  the opposite gender and is extremely popular with aristocrats at
  masked balls or street festivals. The wearer can use both charm per-
  son and charm monster once per day. The mask alters its size to fit
  any Small, Medium, or Large creature.
  Moderate enchantment; caster level 7th; Craft Wondrous Item,
  charm person, charm monster; Price 25,000 gp; Weight 1 lb.
  Pocket Mandolin: This musical instrument magically shrinks to
  fit in a pocket or sack when it is not being played. It takes up no
  more space than a small flask and weighs no more than 1 lb. when
  shrunk, but works normally when magically expanded.
  Faint transmutation; caster level 3rd; Craft Wondrous Item,
  reduce; Price 500 gp; Weight 2 lbs.
  Reynard’s Passkey: This heavy warded brass key is engraved
  with hundreds of tiny runes. Every time one holds it up to a door,
  it seems to take on a slightly different shape. It can open any
  lock, even magical ones, without its bearer making an Open Lock
  check. It can be used 20 times before it reverts to being a normal
  key.
  Faint transmutation; caster level 5th; Craft Wondrous Item,
  knock; Price 2,250 gp; Weight —
  76 The Book of Roguish Luck 
  Roguish Fashion
  Rogues need to be prepared for anything, and so they can demand a lot of
  their clothing. The quick-change jacket is designed to allow a rogue on the
  run to remove it as a standard action (Price 30 gp, Weight 7 lbs.). The two-
  sided jacket is made to be reversible, offering a roguish character a +2 circum-
  stance bonus on Disguise checks opposed by individuals who previously saw
  him wearing the other side out. It takes a full-round action to remove the jack-
  et, reverse it, and don it again (Price 20 gp, Weight 8 lbs.).
  Quick-change clothing
  Two-sided clothing
  
  Rogue’s Candle: This candle creates darkness rather than light in a 20-foot radius, acting as a
  lengthen shadows spell for as long as it burns (one hour when new). The pool of darkness it cre-
  ates appears natural rather than magical if the candle is used at night or in a naturally shadowy
  area (such as under an overhang or in a cave).
  Faint transmutation; caster level 3rd; Craft Wondrous Item, lengthen shadows; Price 500 gp;
  Weight —
  Spell Scrapbook: Resembling a loose folio covered with leather or wooden end boards and
  bound with straps or string, a spell scrapbook looks like a collection of research notes made by a
  particularly untidy wizard. The spells contained in a spell scrapbook can be either cast as scroll
  spells or used to prepare daily spells. Once a spell is cast as a scroll, the page is wiped clean,
  though the spell still counts as one that has been seen and studied when improvised by a gutter
  mage. Many gutter mages use such scrapbooks, adding and subtracting pages.
  Strong divination; caster level 10th; Scribe Scroll, improvise spell class ability, read magic;
  Price 35,000 gp + scroll value of contained spells; Weight 3 lbs.
  Ten-Pocket Cloak: This cloak gives its wearer the ability to carry up to 10 lbs. of equipment
  without adding to encumbrance. These items are hidden in magical pockets that can only be
  opened by the wearer, making it impossible for others to steal those items.
  Faint transmutation; caster level 3rd; Craft Wondrous Item, shadow purse; Price 1,500 gp;
  Weight 3 lbs.
  Trackless Boots: These boots make the wearer more difficult to track than normal, even
  through snow, mud, or other easily readable terrain. The Difficulty Class of the track check
  increases by 5, 10, or 15, depending on the power of the boots.
  Faint transmutation; caster level 7th; Craft Wondrous Item, trackless; Price 2,500 gp (+5 to
  DC), 10,000 gp (+10 to DC), 17,500 gp (+15 to DC); Weight 2 lbs.
  Trackless Horseshoes: These magical horseshoes make any equine mount wearing them more
  difficult to track (as trackless boots for characters). They magically resize themselves to fit any size
  horse, from the smallest pony to the largest heavy warhorse. They can also fit horselike creatures
  such as nightmares, hippogriffs, pegasi, and so on.
  Faint transmutation; caster level 7th; Craft Wondrous Item, trackless; Price 2,500 gp (+5 to
  DC), 10,000 gp (+10 to DC), 17,500 gp (+15 to DC); Weight 3 lbs.
  Trickster Mask: This mask is near legendary,said to have been constructed by a group of dwarf
  gutter mages.The mask’s wild grin and raised eyebrows are carved of black wood and inlaid with
  fire opals.It adjusts itself to fit any size wearer.The mask grants the wearer darkvision to 60 feet,
  or extends the darkvision of a creature that already has the ability by 60 feet beyond its normal
  range.The wearer can use produce flame and deeper darkness at will and can cast fireball and shadow
  jump (see Chapter Seven) once per day, all at a caster level equal to 5 + any arcane caster levels
  that the wearer possesses. The wearer gains a +20 bonus on all Hide and Move Silently checks,
  and shadowsworn and gutter mages who wear the mask cast all their spells at +1 caster level.
  However, the mask’s makers imbued it with a curse of greed. Every time the wearer sees an
  object of jewelry, gold, or gems worth 1,000 gp or more, he is compelled to possess it unless he
  succeeds at a Will save (DC 10, +1 per 1,000 gp value). If the save fails, he makes every effort
  (including bluffing, bribery, sleight of hand, and combat) to obtain the item. If the save suc-
  ceeds, the wearer can resist the temptation and need not make another Will save until he sees
  another object worth 1,000 gp or more.
  The mask can be removed only when the wearer is not in line of sight of a valuable object as
  described above (whether or not the wearer is looking at the object).
  Strong transmutation; caster level 9th; Craft Wondrous Item, deeper darkness, fireball, produce
  flame, shadow jump; price 47,000 gp; Weight 1 lb.
  Twitcher’s Gloves: These cursed gloves inflict a –4 penalty on all Sleight of Hand, Disable
  Device, and Open Lock checks. They cannot be removed without a remove curse, transfer curse,
  or dispel magic spell.
  Moderate transmutation; caster level 5th; Craft Wondrous Item, cat’s grace; Price 2,000 gp;
  Weight —
  Chapter Nine: New Equipment and Magic Items 77
  
  Burglary and Housecracking
  This chapter includes expanded lockpicking rules and describes how medieval locks worked and how to foil them.
  As well,it covers rules for ropes and climbing,alarms and guards,and chases.
  T
  he iconic, archetypical rogue is a thief on a mission to
  “visit” the house of a rich merchant. It may be the
  home of a powerful priest or a crazed wizard instead,
  but the goal is the same: get in, get the goods, and get out. This
  chapter offers additional detail to help the DM keep the ten-
  sion high for this popular type of adventure.
  Locks and Latches 
  The biggest obstacle to easy entry of any house, chest, or room
  is the locks, latches, and other mechanical protections that 
  people put on their property. This section describes different
  types of locks, their construction, and the difficulty (or lack
  thereof) in opening them.
  Basic Lock and Key Construction
  A lock is a bolt covered and protected by a steel plate. The bolt
  can only be moved by manipulating a lever that fits it perfectly.
  This specially shaped lever is a key, which matches a notch in
  the bolt and rotates to move it. A symmetrical notch allows the
  key to move the bolt from either direction (see Fig. 1, next
  page). In more sophisticated locks, a spring holds the bolt in
  proper position for the key, reducing the need to “jiggle” a lock
  to align the key and bolt cleanly.
  A key (see Fig. 2) consists of a handle (which locksmiths call
  a bow), shank, shoulder, throat, and bit. Most of these parts are
  meant to align the key properly inside the lock.A key that doesn’t
  align cleanly doesn’t turn (meaning the lock doesn’t open), so
  alignment is important for quality locks.The bow is purely orna-
  mental, but good locksmiths know the value of a good-looking
  key and often decorate the bow with gilding or jewels.Engraving,
  plating, and carving of the metal bow are also common.
  The key for a barrel lock doesn’t have a shoulder. Instead, it
  has a hollow end, meant to fit over a post or pin within the
  lock. This post interferes with picking tools used to reach the
  notch and throw the bolt. Barrel or drill keys (see Figure 4)
  operate by first sliding over the post, then throwing the bolt
  normally. A few variants of this type literally screw onto the
  post within the lock (and rotating that post opens the lock). In
  all cases, the post or pin guides the key and keeps it centered,
  so the notch can be quite small.
  Bear claw locks, also called spring locks, use a simple spring
  to automatically lock a door, chest, or trunk when it is closed.
  The key just pushes against the spring to lift the bolt, rather
  than moving the bolt in and out (see Fig. 3).
  Warded Locks
  Locks and keys in medieval times and earlier didn’t work the
  way modern locks do. The only way for a lock to provide true
  security was through a ward, a kind of obstruction that keeps
  the wrong key from working in a lock. A ward works in one of
  two ways: It either prevents a key from entering a lock or it
  keeps a key from turning within the lock.
  The most common wards are thin plates attached to the key
  and to the “ward plates” on the lock itself; these two pieces
  have to match for the key to turn. Most good wards are circular;
  that is, a key doesn’t just pass through a ward briefly like a gate
  or door would, but it rotates through the ward as the key is
  turned in the lock. Indeed, the difficulty of making a rounded
  ward within a lock accounts for most of a locksmith’s job; mak-
  ing the key is a trivial task by comparison.
  Other types of wards don’t prevent a key from turning, but
  just keep a key from entering (see Fig. 5). These are less effec-
  tive, because they are easier to bypass. Slots can be cut in a key
  to match a ward plate over the lock. A key that can bypass more
  than one set of wards is called a master key.
  Most ancient and medieval keys were made with intricate
  wards as shown in Figure 6. These keys were made using tiny
  files and jeweler’s saws. Despite the best efforts of the lock-
  smith, though, these wards were still relatively easy to bypass
  for anyone with the right tools, and warded locks could be con-
  sidered weak locks. Because of the weakness of the locks, many
  locksmiths also trapped their locks with dangerous poisoned
  pins, hidden keyholes, and other tricks.
  Picking Warded Locks
  Primitive locks may look beautiful, but they are not the only
  form of protection available to those with valuables to safe-
  guard. False keyholes and trapped false keyholes are two typi-
  cal methods of slowing down robbers. Hidden keyholes and
  keyhole covers with hidden latches accomplish much the
  same goal. The most common protection for primitive locks
  was the use of a ward, as described above. Once the wards are
  bypassed, however, pretty much any key or device can open
  the lock.
  All of this means there are two ways to pick any warded lock:
  either bypass the wards, or find a way to make a duplicate key
  that matches the impressions of the wards. Neither task is very
  difficult. Bypassing the wards requires a false key that is bent or
  cast to avoid the wards, usually having a simpler shape than the
  Chapter Ten
  
  Chapter Ten: Burglary and Housecracking 79
  true key. Once it passes the wards, the false key is wiggled
  around to find the locking lever and shoot the bolt open. The
  only trick here is having a selection of false keys of appropriate
  width to match all the most popular warding designs. Just see-
  ing the proper key is often enough to enable a character to
  make a false key. Doing so requires one day of work and a Craft
  (locksmithing) check, with the Difficulty Class varying from 12
  to 18 depending on the quality of the lock.
  The other way to pick a warded lock is to use soap, wax, or
  clay to make an impression of the proper key, and then dupli-
  cate it. Getting possession of the proper key may require a
  Sleight of Hand check to steal it and another one to return it to
  the owner unnoticed, or it may simply be a matter of bribing
  the right person. In most cases, the result is a key that is nar-
  rower and more delicate than the proper key, to be sure that the
  duplicate can bypass the wards. Making such a duplicate
  requires a Craft (locksmithing) or Profession (locksmith)
  check; the Difficulty Class varies depending on the quality of
  the impression and the difficulty of the wards. Creating such a
  key takes 1d4 days, if the proper materials, a workbench, and
  tools are available.
  Lever Tumbler Locks
  The basic principle behind a lever tumbler lock requires that a
  set of tiny levers be lifted to the proper height before they
  align and allow the movement of the bolt. If the levers are set
  too high or too low, the lock won’t open. The simplest ver-
  sions of this lock use two or three levers; most modern ver-
  sions use as many as six very thin levers. Cheap door locks
  still use very few levers, but home safes, strongboxes for
  Figure 6:Wards to prevent a key from turning 
  Figure 5:Wards to prevent a key from entering a lock 
  Figure 4:Barrel key with ward cuts
  Figure 3:Bear claw lock
  Figure 2:The parts of a key
  Figure 1:Key acts as a lever against the bolt
  Shank
  Shoulder
  Bow
  Throat
  Bit
  
  transporting cash, and security doors on vaults use many levers
  on their tumbler locks.
  Picking a Lever Tumbler Lock
  When picking a lever tumbler lock instead of a warded lock or a
  barrel lock, the main difference is time—lever tumbler locks require
  minutes rather than seconds to open. Doing so requires at least
  two tools rather than a single pick. One is a tension device that
  applies pressure to the bolt, while the second is a pick that lifts the
  tumblers. To open such a lock successfully, each lever has to be lift-
  ed carefully and independent of the others until it catches on the
  bolt. This is possible because none of the levers are perfect; the
  lever with the most resistance will catch on the bolt because of the
  pressure the tensioning device puts on it. Then the lever with the
  next amount of resistance can be picked, and so forth. When all the
  levers are set at the correct height, the bolt is free to move and the
  lock can be opened.
  Detector Locks
  Detector locks are the best locks available; they are secure lever
  tumbler locks that detect attempts to open them without the prop-
  er key. Every detector lock contains a series of tripwires. Putting
  even slightly too much pressure into a tool when attempting to
  pick the lock means that the lock traps its bolt in a permanently
  closed position so that the lock can no longer be picked.
  Once the bolt is trapped closed, the next time the owner tries
  to open the lock, she immediately knows that someone has
  attempted to pick it. To open it thereafter, the lock must first be
  relocked with the master key (thus resetting the detector), then
  unlocked. Picking a detector lock usually requires tools intended
  just for such a lock and hours or days of time. A detector lock’s
  Difficulty Class is never less than 30, and most are in the range
  of DC 40 to DC 50. One may attempt to pick a particular detec-
  tor lock only once; if the Open Lock attempt fails, the lock
  remains permanently locked.
  Violent Entry
  Less talented trespassers gain entry by forcing a door open with a
  pry bar, also called a crowbar. These tactics rarely work against well-
  secured doors and windows, but they work well enough in other
  cases. Most important, they are typically faster and more reliable
  than picking a lock, at least against average doors. A pry bar pro-
  vides a +2 bonus on the Strength check to break the door. It can
  likewise be used to smash locks.
  The real danger of forcing an entry violently is the noise it
  makes. Breaking a wooden door or frame makes enough noise to
  be heard with a Listen check (DC –5). Attempting to crack a door
  silently adds +4 to the door’s break DC, but increases the Listen
  Difficulty Class to 0. Each intervening door or barrier adds +5 to
  the Listen DC; each 10 feet of distance adds +1.
  Shattering a glass window makes enough noise to be heard
  with a Listen check (DC –7). Using a glass cutter (see Chapter
  Nine) to make a hole in a glass pane can only be heard by an alert
  listener (DC 10). The modifiers for intervening barriers and dis-
  tance, as described above, also apply.
  Magic Locks and Doors
  Some doors are magical to begin with, and their locks are warded
  and enchanted. These magic locks can assume a number of forms,
  but their functions break down into types from basic to extremely
  sophisticated.
  Alarm: Doors with an alarm don’t have magic locks, but they are
  enchanted to make noise when tampered with. A magic mouth,
  alarm spell, or rattling chant may be triggered when someone
  attempts to pick the lock. These enchanted doors radiate a faint
  aura of abjuration magic, and they can be detected by a gutter
  mage’s ward sight ability.
  Herald: Some doors aren’t really security measures so much as
  status symbols; these are usually called herald doors. Typically they
  are ornately made of cast bronze or gilded black iron, with decora-
  tive false keyholes, bas-relief images, and elaborate knockers in the
  shapes of heads, lions, dragons, hands, or the like. When someone
  uses the knocker, uses any key on the door, or attempts to pick the
  lock, the door opens and announces the visitors in a booming
  voice, sometimes accompanied by the lighting of a parlor and inte-
  rior hallway with magical lantern light.
  Passkey: A lock with a passkey is enchanted not to open unless it
  is unlocked with a matching magic key. The keys radiate a faint aura
  of transmutation magic and can be constructed using the Craft
  Wondrous Item feat and a hold portal spell by a 3rd-level or higher
  caster. These magic locks are impervious to knock spells but can be
  bypassed with a dispel magic, black spellbreaker, or grey spellbreaker
  spell (see Chapter Seven: Roguish Spells).
  Password: Some doors don’t have locks at all; they are magical
  constructions that only respond to a password. Most of these
  doors are capable of issuing a verbal challenge (“Who demands
  passage?” or “What’s the password?”), and some are intelligent
  enough to carry on a conversation. If the visitor has the password
  and speaks it, the door opens without any trouble.
  80 The Book of Roguish Luck 
  Lock Type
  Open Lock DC
  Time Required
  Bear claw
  5
  1 round
  Warded, simple
  10
  1 round
  Warded, complex
  15
  2 rounds
  Warded, masterwork
  20
  3 rounds
  Barrel or post warded
  13–18
  1 round
  Warded lever tumbler
  18–28
  1d4 minutes
  Padlock or shackles
  12–16
  1 round
  Lever tumbler, simple
  20–25
  1 minute
  Lever tumbler, masterwork
  25–30
  1d10 minutes
  Detector, simple
  30–35
  1d10 hours
  Detector, masterwork
  40–50
  1d10 days
  TABLE 10–1: LOCK TYPES
  
  Without the password, the character must attack and destroy the door to force a
  way through.
  Personal: Some magic doors are enchanted to recognize certain people, such as their
  creator or people carrying a particular token, of a certain race, or the like. These doors
  cannot be opened by others without violence or a dispel magic, black spellbreaker, or grey
  spellbreaker spell.
  Silent Alarm: The most elegant of magic doors are intelligent and capable of decep-
  tion against those attempting to trespass. A door of this type speaks to anyone seeking to
  enter, determines whether the individual should be allowed entry, and then always con-
  tinues speaking in nonhostile terms to those not allowed through. At the same time, a
  silent alarm door alerts a guardhouse or other location with a magical chime that cannot
  be heard by anyone standing near the door.
  Almost all magic doors have defenses against the use of pry bars, fire, and violent
  entry. The most common is a shocking grasp spell, but some magic doors might be rigged
  to fire a web spell, shoot paralyzing poison darts, or even unleash a lightning bolt.
  Ropes and Climbing
  Climbing up or down a tower or wall saves roguish characters all kinds of time and
  aggravation: They can bypass wards, guard animals, and sentries entirely just by climbing
  around and on the surface of a structure. But ropes present their own problems.
  Rope Lines
  A character can use a rope line to escape quickly from a high position down to a lower
  one. A grooved wheel or a hook is used to slide down a rope that is tied down at both
  ends. A character doing so moves at four times his normal movement rate and must
  make a successful Balance check (DC varies) to keep his feet when he reaches the the
  bottom of the rope. Anyone helping the slider land at the bottom grants a +4 bonus on
  the check. If the Balance check fails, the slider suffers 1d6 points of damage and must
  make a Reflex save (DC 10, +1 per 10 feet of rope line that the slider covered on the way
  down) or fall prone. If the Balance check succeeds, the slider finishes his descent nimbly
  and without damage.
  A rope line must be securely anchored and constructed of a single coil of rope or a
  carefully spliced rope. A character who makes a Use Rope check (DC 18) can splice two
  shorter lengths of rope together well enough for the sliding device (the wheel or hook) to
  move smoothly over the splice. The DM should make this check in secret, so the charac-
  ter doesn’t know how good the splice is until it is tested in use. If the Use Rope check
  fails by less than 5, the splice obstructs the sliding device, stopping the character’s
  descent at that point. If the check fails by 5 or more, the splice fails when the sliding
  device comes into contact with it, causing the character to fall.
  Rope Walking
  Walking along a rope is extremely difficult. This form of movement is governed by
  Balance checks, and the rope counts as a surface less than 2 inches wide (base DC 20)
  that is severely slippery (DC +5) and may also be angled (DC +2). Wind, rain, and
  other circumstance modifiers apply normally. The rope is always considered a moving
  surface, even if it is securely anchored at both ends. Failing a Balance check by 4 or
  less while rope walking means no movement is possible in that round. Trying to run
  across a rope imposes the usual –5 penalty but allows movement at normal speed
  instead of half movement. Failing a Balance check by 5 or more means the rope 
  walker falls.
  Carrying a cane, weapon, or other balancing tool provides a +1 bonus on the Balance
  check. Carrying a 10-foot or longer pole with both hands provides a +2 bonus on the
  Balance check.
  Chapter Ten: Burglary and Housecracking 81
  
  Rappelling
  Rappelling is the use of a rope and a rappelling device to control
  your fall down a wall or a cliff face. It amounts to making a sort of
  careful slide down the rope. Unlike normal wall or cliff climbing,
  the skill involved in rappelling is not Climb but Use Rope. A suc-
  cessful descent down a vertical or sloping surface requires that the
  rope be anchored at the top of the slope or surface. Unless noted,
  all Use Rope checks to rappel require a move action.
  With the necessary equipment (see the rappelling device and
  harness described in Chapter Nine) and proper technique, it is
  possible to drop 60 feet per round safely (30 feet per move
  action), or descend half that distance and dismount from the rap-
  pelling line in the same round. The Difficulty Class for the Use
  Rope check to accomplish either of these relatively simple tasks is
  15. If this check fails, the climber has accidentally glanced off the
  wall or cliff. He descends the distance he intended to move, but
  also takes 1d6 points of damage for each 20 feet of movement in
  the round.
  It is possible to rappel at twice the usual speed (up to 120 feet
  per round). However, the Difficulty Class of the Use Rope check
  when rappelling at more than 60 feet per round increases by +2
  for every 10 feet of descent beyond 60 feet. Succeeding on the
  check means all is well, but failure means that the rappelling
  device has jammed, leaving the climber hanging in mid-air, or that
  the climber has slipped and slammed against the cliff (50 percent
  chance of either). Clearing a jam takes a standard action and a
  successful Use Rope check (DC 18), after which the climber can
  continue to descend normally. As noted above, hitting a wall or
  cliff while rappelling deals 1d6 points of damage per 20 feet of
  movement attempted that round (maximum 6d6 for failing a
  check to descend 120 feet).
  It’s possible to swing from side to side while rappelling, which a
  climber might do to reach a platform or to drop down in a desired
  location. Swinging while rappelling adds +2 to the Use Rope
  Difficulty Class for every 10 feet away from vertical that the
  climber wants to swing.
  Rappelling Around Overhangs: While one can bypass small
  protrusions on a wall or cliff with no more than a careful step, any
  overhang or protrusion wider than 2 feet is trickier to get by,
  because reestablishing footing and avoiding damage to the hands
  both require some careful moves. The climber must pause at the
  overhang, lower himself with some care past the lip, then continue
  descending. Moving past an overhang requires a standard action
  (thus limiting the distance the climber can descend in that round)
  and a Use Rope check (DC 20).
  Rappelling Through a Window: It’s possible to judge a swing so
  that a climber crashes through shutters or a closed window, or suc-
  cessfully flies through an open window, to get into a room. The tar-
  get window or opening must be within 30 feet of the climber when
  his turn begins; he can then rappel down to the spot and swing
  through it by making a Use Rope check (DC 25). Success means
  that the character hits the desired spot with enough speed to break
  through resistance (if necessary), and then can tumble or step into
  the room beyond. A character with 5 or more ranks in Tumble gains
  a +2 synergy bonus on this check. Hitting wooden shutters or a
  closed window on the way into a room automatically breaks the
  obstacle and deals damage to the climber: 1d6 points for wood, or
  2d4 points for leaded glass.
  Catching Yourself During a Fall
  It is possible for characters other than monks to slow themselves
  during a fall from a wall or slope; it’s just really unlikely. To have a
  chance to do this, a character must first have the good fortune to
  fall next to something that can help slow his descent (see the
  table below), then make a Climb check.
  If the character spends a luck point, he can improve the existing
  category by one (for instance, from “narrow handholds” to “hand-
  holds,” reducing the DC from 40 to 35). This luck point is spent
  before the attempt; a luck point may also be spent on the Climb
  check itself. If the check succeeds, the character takes falling dam-
  age as if the fall were 20 feet shorter than it actually is.
  Climb DC
  Available Fall Stoppers
  20
  Steep slope
  25
  A rope or knotted rope
  30 
  Ledges, including very rough walls, or a ship’s rigging
  35 
  Handholds and footholds, including very rough nat-
  ural rock surface, a tree or branches, an unknotted
  rope, or a pole
  40 
  Narrow handholds and footholds, such as dungeon
  wall or ruins.
  45
  A rough surface, such as a natural rock wall or a brick
  wall.
  Breaking a Rope
  Most normal ropes are not indestructible. The following rules are
  addressed to DMs who want to take that fact into account.
  Each time a rope is used to support a heavy weight (such as
  when a character climbs or rappels with it), there is a cumulative
  1 percent chance that it becomes frayed. After you determine that a
  rope is frayed, there is a cumulative 1 percent chance that it breaks
  the next time it is used.
  A character can discover that a rope is frayed by making a Spot
  check (DC 25) just prior to using it to climb or rappel (or to haul
  up a heavy item, or for some similar purpose). He may decide to use
  the rope anyway, and most of the time nothing bad will happen ...
  until the rope gets so much accumulated use that the chance of it
  breaking approaches or exceeds 50 percent. If a rope breaks while
  in use, any creature or object that it was holding falls until it hits
  the nearest flat surface.
  The other way to sever a normal rope is to cut it or purposely
  break it. A hempen rope has hardness 0 and 2 hit points per inch
  of thickness, and can be burst with a Strength check (DC 23). A
  silk rope has hardness 0 and 4 hit points per inch of thickness, and
  can be burst with a Strength check (DC 24).
  The Book of Roguish Luck 
  82
  
  Breaking In . . . and Out 
  The classic stealth adventure for a rogue, bandit, gutter mage, or
  shadowsworn involves visiting someone else’s home or castle and
  making off with the goods. Doing this properly requires a high
  degree of skill, planning, and reconnaissance.
  Approach and Reconnaissance
  The first step in pulling off a job is finding out what you can about
  the target building and any possible opposition.
  False Pretenses
  If the target building is open to the public for part of the day,or if the
  building’s owners are looking to hire servants,staff,or mercenaries,it
  may be possible to get a look at the interior under false pretenses. A
  successful Bluff or Diplomacy check is usually necessary to be hired,
  though sometimes a bribe does the trick as well (see Chapter Eleven).
  Even if a character can’t get a job within the walls of his target,
  sometimes a phony badge, tabard, or uniform can be enough to get
  past the guards at the door.
  Stealth
  If you can’t observe a place more or less publicly, the easiest way to
  get into a location is by being invisible (or effectively so). Moving in
  darkness with Hide checks, an invisibility spell, or magical darkness are
  the customary ways to visit someone announced.
  Alternatively,you may be able to use a familiar as a scout.The shad-
  ow familiar of a shadowsworn is ideal for this purpose,but some char-
  acters may be reluctant to put their familiars in danger this way.
  Lookouts
  If you have a little warning, you are much more likely to escape with
  your loot than if you are caught unawares. Putting a keen-eyed or
  sharp-eared bandit or rogue in a lookout position can give a party
  time to escape out the back way.
  Guards
  Once you know what obstacles you are likely to face, you can plan on
  bypassing or disabling them with the proper tools. The most obvious
  protections are guard animals, golems and other constructs, and
  human and humanoid sentries.
  Guard Animals
  A wide variety of animals and other creatures can be trained to
  defend a location. Most of these are territorial predators, including
  cobras, baboons, dogs, lions, behirs, griffons, and dragons. These
  guards often have the scent ability and sharp hearing, and cannot
  always be avoided. There are at least three options that are quieter
  than combat with guard animals: poison, moving silently while the
  animals sleep, and bribery.
  Employing poison is as simple as throwing tainted food at the
  guards. Typically, a piece of meat or some other delicacy the creature
  favors is infused with poison that causes paralysis (such as carrion
  crawler brain juice) or unconsciousness (blue whinnis, for example).
  Moving past sleeping guard animals requires a successful Move
  Silently check opposed by the animals’ Listen check at a –10 penalty.
  If the Move Silently check fails, the animals wake. Dogs, griffons,
  and other predators awaken more easily and more quickly from sleep
  than humans do. A guard animal wakes fully in a single round;
  humans and similar races take 1d4 rounds to reach the same state
  (see “Human and Humanoid Sentries,” next page).
  The most intelligent of guard creatures, such as behir, griffons,
  and dragons, can sometimes be bribed to look the other way. Bribery
  rules appear in Chapter Eleven.
  Golems and Constructs
  Some constructs that serve as guards have not only the ability to
  fight and capture intruders, but also the ability to fetch help. These
  “alarm automata” or “runners” typically have a built-in horn, bell,
  gong, or other noisemaker. Some of the most common alarm
  automata are equipped with the following special ability as part of
  their construction:
  Alarm (Ex): The construct can take a standard action to create an
  alarm noise. This noise can be heard by anyone within 30 feet that
  succeeds at a Listen check (DC 0). This is a sonic effect.
  Fortunately, almost all golems and other constructs are completely
  predictable. They follow orders, verify passwords, and watch exactly
  what they are told to watch—no more and no less. Thus, knowing a
  Chapter Ten: Burglary and Housecracking 83
  
  golem’s instructions can prove very useful; it is sometimes possible
  to determine these orders with a successful Use Magic Device check
  (DC 15 + the construct’s Challenge Rating). Success on this check
  results in a golem explaining its orders and limitations.
  Human and Humanoid Sentries 
  The least predictable and most intelligent guards are humanoid
  watchers on the walls, gates, doors, and hallways of a particular
  home, dungeon, or castle. Sentries can be fooled, bribed, or
  defeated, but they can prove more difficult to bypass than guard
  animals or magical alarms. Stealth and diversion are the pre-
  ferred options.
  Humans and similar sentient species require 1d4 rounds to wake
  up fully from sleep. Until they do, they suffer a –4 penalty on ini-
  tiative checks, a –2 penalty on attack rolls, and a –2 penalty to
  Armor Class.
  Alarms 
  Mundane alarms include every kind of noisemaker as well as visual
  signals: bells, gongs, clackers, whistles, flags, and bonfires. But the
  alarms themselves are not inherently interesting; it’s what the
  alarms summon that makes them dangerous to a housebreaking
  burglar. The important thing to remember is that an alarm that
  goes off isn’t dangerous if no one responds to it.
  An alarm can be defeated in at least three ways: by silencing it,
  by disarming or incapacitating the guard who is supposed to use
  the alarm to bring help, and by overriding the intended effect of
  an alarm by introducing a complicating factor such as a fire or
  multiple alarms.
  Silencing Alarms
  The first method is straightforward: A closed door between a guard
  barracks and a bell tower can mean that no one heard the bell, a
  muffled or cracked bell won’t make much noise, and a silence spell
  can simply shut the thing up. In each case, the alarm fails to bring a
  response.
  Incapacitating Guards, Overriding Alarms
  If an alarm goes off in an area where there are many noises, or if
  the guards who are supposed to respond are incapacitated or dis-
  tracted, it doesn’t matter how loud or how long the alarm rings.
  The complicating factors that can prevent an alarm from being
  noticed appear on the table at right. Each guard in the area of the
  alarm must make a Wisdom check to be aware of the alarm and
  able to respond to it. The Difficulty Classes for various factors are
  given in the table; use the factor with the highest Difficulty Class
  when more than one applies at the same time.
  A drunk or sleeping guard blows no whistles and rattles no
  clacker, so he can usually be ignored by any rogue who has better
  things to do than risk a fight with a flunky who is not a threat. If a
  guard is asleep or drunk when an alarm sounds and he succeeds on
  the Wisdom check, he wakes up or pulls himself together enough
  to answer the alarm. If not, he remains oblivious.
  If the guards are alert, you might be able to create a distraction
  that occupies more of their attention than a ringing alarm, or bene-
  fit from an existing condition. Other noises, a fire, storms and
  winds, or even simply unearthly noises may distract a guard from
  doing his duty. In these cases, if the Wisdom check succeeds, the
  guards muster their courage and answer the alarm. If it fails, either
  they don’t hear the alarm, they ignore it, or they talk themselves out
  of responding to it.
  Complicating Factor
  Wisdom Check DC
  Strong wind
  8
  Distracting noise
  12
  Rain
  13
  Terrifying howls or noises
  13
  Storm
  15
  Multiple alarms
  16
  Drunken guard
  18
  Mob
  18
  Fire
  22
  Sleeping guard
  24
  A distraction will work for as long as the distracting condition
  continues or for 1d6 minutes, as the DM determines.
  Magic Alarms
  Worse than mundane alarms are the magic alarm spells such as
  alarm, magic mouth, rattling chant, and guards and wards. A few vari-
  ations on these alarms are common, particularly in the form of
  enchanted constructs that make a noise or automatically lock a
  doorway, close a gate, or flood a tunnel if they are not bypassed
  with the correct key, password, or spell.
  Means of Entry
  Breaking and entering into the rich lord’s manor or the lich-king’s
  lair involves using a few basic points of access: chimneys, air shafts,
  doors, windows, thatched or tiled roofs, and so forth. Doors and
  windows are fairly standard points of entry, but chimneys and roofs
  are often overlooked.
  As long as the target location is home to breathing creatures,
  there will be air shafts to ventilate the dungeon;as long as the crea-
  tures prefer heat and warm food,there will be a hearth and a smoke-
  hole or chimney.Getting down a chimney or an airshaft is an excel-
  lent approach;a good climber can get down an average chimney—
  and into the kitchen or main hall—in 1 or 2 rounds, bypassing all
  guards, alarms, traps, and major opponents on the way. Sure, there
  may be servants in the kitchen or dogs under the table in the hall,
  but getting in through an airshaft or chimney is a terrific shortcut
  nonetheless.
  Entering through the roof is another overlooked option.Thatch
  can easily be moved or cut away (as a full-round action) to get
  directly into a building’s attic or onto a set of rafters.Tiled roofs take
  a little longer (1d4 rounds to lift tiles and make a hole among the
  struts that hold the tiles up),but are also relatively easy to bypass.
  84 The Book of Roguish Luck 
  
  Chases and Pursuits
  Sometimes, a character just has to chase down an enemy or run away
  from one. When attempting to escape pursuit, you run at four times
  your normal speed if you are carrying no burden or a light load and
  light armor—or faster if you have the Run feat or the Sprint feat (see
  Chapter Eight). You can escape pursuit through sheer speed, by
  adopting a disguise, by hiding, or by moving where a pursuer cannot
  follow (such as climbing or slipping through the bars of a gate).
  Most of these options are covered by Disguise, Climb, Hide, and
  related skills. Flat-out running, however, requires a chase check, as
  described below.
  The Chase Check
  Determine the speed of the runner and the pursuer (which could be
  a running speed, a galloping speed for a mount, or some other form
  of movement entirely). Dividing that speed by 10 determines the
  runner’s and pursuer’s chase modifiers; the typical modifiers for
  characters and horses that are running (four times normal speed)
  appear in the table below. Runners and mounts also add their
  Dexterity modifier to the chase check during the first 8 rounds of a
  chase; after the eighth round, they add their Constitution modifier
  (see “Long Chases,” below). A rider on a mount adds his Wisdom
  modifier to the mount’s chase modifier at all times during a chase. If
  any of the characters or animals involved in the chase have the Run
  feat or the Sprint feat, increase their speed (and their chase modi-
  fiers) accordingly.
  Conditions in the environment that can modify an individual’s
  chase modifier are given in the second part of the following table.
  When you have determined all chase modifiers for a single round of
  the chase, each involved individual makes a chase check by rolling
  1d20 and adding his chase modifier. The results of success and fail-
  ure on this check are described below.
  The Lead
  The distance between a runner and a pursuer at the start of a chase
  is usually clear; however, in some cases, especially during melee
  combat, it’s not apparent when a withdrawal attempt should end
  and a chase sequence begin. In the case of a withdrawal from com-
  bat, a failed Sleight of Hand attempt to pick a pocket, or a similar
  event that may surprise a victim, such as an attempted attack, the
  runner typically gains a lead equal to the distance he can cover in 
  1 round of running.
  If an event does not sug-
  gest a clear starting distance,
  assume that the runner starts
  with a lead equal to his nor-
  mal movement rate. Some
  such chases can end in a 
  single round.
  Catching up or
  Leaving Behind
  Whoever wins the opposed
  chase check gains distance,
  either closing the gap (if the
  pursuer wins) or widening it
  (if the runner wins). The
  amount that the gap changes
  is equal to the winner’s nor-
  mal movement rate. For
  instance, a pursuer with a
  normal movement rate of 30
  feet gains 30 feet on the run-
  ner each time he makes a suc-
  cessful chase check.
  If the distance between the
  participants falls to 0 feet, the
  runner is caught and combat
  may begin. If the distance
  exceeds the line of sight for
  the conditions in which the
  chase is taking place (see
  Table 10–2 at left), the runner
  has disappeared, and the pur-
  suer must either guess where
  the runner has gone or begin
  tracking.
  Long Chases
  If a chase goes on for more than 8 rounds, substitute the partici-
  pants’ Constitution modifiers for their Dexterity modifiers on each
  chase check. After the eighth round of a chase, any participants
  with the Endurance feat may apply a +4 bonus to their chase
  checks as well.
  A Sample Chase
  Fleetfoot Barnabas is a halfling thief who
  has just stolen the purse of a rich human
  merchant named Maximilian—but the
  merchant and his two guards have 
  spotted the theft, and the chase is on.
  Fleetfoot starts with a lead of 80 feet.
  Fleetfoot is not armored or loaded down.
  Most halflings run at a rate of 80 feet per
  round, but Fleetfoot has the Run feat, so
  he runs at 100 feet per round. This gives
  him a +10 chase modifier; his Dexterity of
  17 provides a +3 bonus, for a total chase
  modifier of +13. 
  Maximilian is human and unarmored, and
  so runs at 120 feet per round. His 11
  Dexterity provides no additional bonus,
  so his chase modifier is +12. His guards
  are armored in chainmail, so they move
  only 20 feet per round normally, and can
  run three times that fast, or 60 feet per
  round. Adding in their 12 Dexterity, the
  guards’ chase modifiers are both +7.
  Fleetfoot rolls an 8, which results in a 21
  on his first chase check. Maximilian rolls
  an 11 and gets a check result of 23—the
  merchant is catching up to his lost gold!
  The guards roll a 4 and a 13, for results of
  11 and 20 respectively—both are falling
  behind. At the end of the first round of
  the chase, Maximilian has gained 30 feet,
  so Fleetfoot remains just 50 feet ahead.
  However, the guards have lost 20 feet
  because Fleetfoot outran them, so they
  are now 100 feet behind in the chase. 
  If one of the guards grabs a horse, things
  might change in a hurry, but as it stands,
  Maximilian has a decent chance to catch
  the thief in just two more chase rounds.
  Chapter Ten: Burglary and Housecracking 85
  No Armor or
  Medium or
  Race
  Light Armor
  Heavy Armor
  Human, elf, half-elf, half-orc
  +12
  +8
  Dwarf
  +8
  +8
  Halfling, gnome
  +8
  +6
  Light horse
  +30
  +24
  Heavy horse
  +25
  +20
  Condition
  Modifier
  Line of Sight
  Crowded streets
  –4
  50 feet
  Difficult terrain
  Marsh
  –8, add Str modifier
  120 feet
  Overgrown, brush
  –4
  120 feet
  Rocky or uneven
  –4
  100 feet
  Sandy
  –6
  200 feet
  Steep slope
  –8,add Balance ranks Length of slope
  Gradual slope
  –4
  Length of slope
  Low fences, logs, hurdles
  –4, add Jump ranks
  120 feet
  Rooftops with gaps
  –8, add Jump ranks
  100 feet
  TABLE 10–2: CHASE FACTORS
  
  Bribes and Contacts
  Sure,you might steal the Red Queen’s Ruby,but where do you sell it? In addition to guidelines on fencing the goods,
  this chapter also provides nonplayer character contact tables and a system to resolve attempts at bribery.
  T
  heft and trickery are second nature to most bards, ban-
  dits, and other roguish types. But so is the oily word in
  just the right ear, the heavy threat to just the right
  informant, and the sale of some mildly suspect goods to just
  the right greedy dwarf merchant. It’s all about who you know,
  who you bribe, and who you hand the hot rocks to.
  Bribery
  Bribery is one of the smarter and easier ways to get around any
  obstacle. Successful bribes require gold or magic items, but
  money alone isn’t always enough. The briber must know how to
  make the offer properly. This is represented by a successful
  Diplomacy check; this check is not opposed by a Sense Motive
  check, but rather has a DC determined by the target’s alignment
  and social status. If the bribe check succeeds, the creature is
  bribed and the request is granted. If the bribe check fails, the
  money may still be lost, but the requested action is not per-
  formed. After all, who can a rogue appeal to for justice?
  The amount of a suitable bribe depends on the Challenge
  Rating of the target. A would-be briber can determine this
  amount by making a successful Knowledge (local) check or
  Sense Motive check (DC 10 + the CR of the bribe’s target). If
  this check fails, the would-be briber must make her best guess
  about what the target will accept, and might unintentionally
  sweeten the pot well beyond what the target considers suitable.
  Note that, although Table 11–1 expresses the costs of bribes
  in gold pieces, higher-end bribes also can take the form of
  exclusive merchant contracts, the services of knights or priests,
  vast tracts of land, the right to collect customs and tolls, and
  advantageous marriages. Use Knowledge (nobility and royalty)
  checks instead of Knowledge (local) checks when attempting to
  determine the amount of a suitable bribe for priests and nobles.
  Once the amount of a bribe is figured, the difficulty of get-
  ting it to work can be determined by referring to Table 11–2.
  Poor, irresponsible, chaotic evil NPCs offered large sums of
  cash are usually eager to take a bribe. Wealthy and powerful
  lawful good NPCs who are sworn to their duty are extremely
  unlikely to take a bribe, no matter how smoothly it is offered.
  Once the difficulty is set,the player makes a Diplomacy check
  against the appropriate Difficulty Class.If the check succeeds,the
  target takes the bribe, and the desired deed is soon done. If the
  check fails by 5 or less (or by 10 or less if the target is chaotic-
  aligned),the target takes the money but does not follow through
  on the desired deed;the bribe has failed but the money is gone.
  CR of Target*
  Minimum Gold Required**
  0 or less
  1d3 × 10 gp
  1–2 
  1d4 × 50 gp
  3–4 
  1d6+4 × 50 gp
  5–6 
  500–1,900 gp
  7–9 
  2,000–3,900 gp (prefer gems)
  10–12 
  4,000–5,900 gp (strongly prefer gems)
  13–15 
  5,000–9,900 gp (potions/gems required)
  16–19 
  10,000 to 50,000 (minor magic item 
  required)
  20+ 
  Magic items, land, and services only
  * Add 2 to the CR for a low noble (such as a knight,lord,baron,or earl),4 for a high
  noble (duke,prince),and 3 for a cleric or paladin.
  **Each doubling of the minimum provides a +2 circumstance bonus on the subsequent
  Diplomacy check,to a maximum of +10.
  Target Is ...
  Diplomacy DC
  Poor
  10
  Average
  15
  Well off
  20
  Wealthy
  25
  Powerful
  30
  Wealthy and powerful
  35
  Irresponsible
  –10
  Friendly
  –5
  Neutral
  0
  Hostile
  +5 (mod.)
  Sworn to duty
  +5 (mod.)
  Priest
  +3 (mod.)
  Noble
  +3 (mod.)
  Chaotic Neutral or Chaotic Evil
  –3 (mod.)
  Lawful Neutral or Lawful Good 
  +3 (mod.)
  Location Is One Where ...
  Modifier
  Bribes are customary 
  –2
  Bribes are illegal
  +2
  Amount Offered Is ...
  Modifier
  3 steps too low
  +6
  2 steps too low
  +4
  1 step too low
  +2
  On target
  0
  Double the target
  –2
  Four times the target
  –4
  Chapter Eleven
  TABLE 11–1: BRIBERY
  TABLE 11–2: BRIBE DIFFICULTY
  
  Chapter Eleven: Bribes and Contacts 87
  If the check fails by more than 5 (or more than 10 if the tar-
  get is chaotic-aligned), the target refuses the bribe and may take
  offense. To smooth things over, the bribe-giver must attempt a
  Bluff check opposed by the target’s Sense Motive check. The
  target gains a +1 circumstance bonus for every point by which
  the briber’s Diplomacy check failed. If the Bluff check fails, the
  bribe’s target knows it was a bribe attempt. Depending on
  whether it was illegal, insultingly small, or crassly offered, the
  target may take offense, report the bribe-giver to the law, or
  retaliate in the future.
  Bribe checks should always be made secretly, and the player
  character should not necessarily know whether a bribe has
  succeeded (unless it is meant to secure an immediate result).
  Any bribe involving future favors or actions at first appears 
  to succeed. The sort of people targeted for bribery—poor 
  sentries, greedy merchants, innkeepers, and politicians—rarely
  refuse to take the money; only honest and decent characters,
  typically good-aligned, will turn down the money for moral
  reasons. Many of these will report the bribe attempt to a guild-
  master, city guard, town official, or the like. Offering a bribe is
  a crime in some societies; in others, it is an expected cost of
  doing business.
  Neutral and lawful types may sometimes politely decline a
  bribe when the amount offered is too low; however, if the check
  fails by a large amount, or the player character targets an espe-
  cially honest character for the bribe, he may find his bribe firm-
  ly declined. In such a case, offering the bribe may turn out to be
  worse than having done nothing.
  However, just because a bribe attempt is made on an evil
  character does not mean that the player character has a good
  chance of success and nothing to worry about. While the odds
  are good that an evil character will take a bribe, the odds are
  better that, if the bribe fails, the evil character will turn the
  player characters over to the authorities or a boss, just to curry
  favor. Even evil characters can be law-abiding or sworn to duty.
  NPC Contacts
  Every bard and rogue who has ever gotten in trouble has
  needed friends to help bury bodies, hide the loot, get out of
  town, avoid the city guard, or escape prison. NPC contacts
  offer the DM a way to help player characters get out of the
  inevitable jams and difficulties they find themselves in. Most
  rogues cultivate informants, helpers, fences, and allies against
  the law.
  Sometimes unexpected contacts show up as the result of die
  rolls. When a character seeks to acquire contacts or informa-
  tion, roll percentile dice and refer to the NPC Contacts tables
  here for random informants, old acquaintances, or even former
  enemies come to beg forgiveness. If a player character is seeking
  a particular kind of contact through Gather Information checks
  (an alchemist or city guard, for example), use the Gather
  Information DC provided to see whether the PC can find the
  desired contact in town. In smaller towns, border villages, and
  freeholds, the Difficulty Classes for some of the more exotic
  character types should be modified upward.
  The NPC Contacts table comes in two sections; roll ran-
  domly to choose either Table 11–3 (above) or Table 11–4 (on
  the next page).
  d%
  Contact
  DC*
  01–02
  Alchemist, corrupt
  20
  03
  Alchemist, honest
  25
  04–06
  Assassin, apprentice
  25
  07
  Assassin, recruiter
  30
  08
  Assassin, master
  35 
  09–13
  Apprentice, corrupt
  20
  14–16
  Bandit, follower
  15
  17
  Bandit, leader
  24
  18
  Bandit, retired
  20
  19–22
  Bard, big-mouthed
  10
  23–24
  Bard, informed
  12
  25
  Bard, knowledgeable
  17
  26–27
  City guard, honest
  18
  28
  City guard, corrupt
  16
  29–32
  Deadheart gangster, respected
  16
  33–34
  Deadheart gangster, lethal
  20
  35
  Counterfeiter
  23
  36–30
  Fence, shady
  18
  40–46
  Fence, common
  26
  47–48
  Fence, trustworthy
  35
  49–50
  Forger, beginner
  17
  51–52
  Forger, competent
  22
  53
  Forger, masterwork
  27
  54–55
  Fortune hunter, down on luck
  20
  56–57
  Fortune hunter, riding high
  12
  58–65
  Gambler, chronic loser
  12
  66
  Gambler, breaks even
  18
  67
  Gambler, talented
  24
  68–69
  Gladiator, rookie
  11
  70–72
  Gladiator, veteran
  14
  73–75
  Gladiator, retired
  18
  76–79
  Guard captain, honest
  23
  80
  Guard captain, bribable
  24
  81–82
  Guild broker, corrupt
  15
  83–85
  Guild broker, honest
  18
  86–90
  Guild recruiter, open
  20
  91–92
  Guild recruiter, secret
  30
  93
  Guild recruiter, ultrasecret
  35
  94–95
  Gutter mage, bitter and vengeful
  14
  96–97
  Gutter mage, boastful and loud
  22
  98–100
  Gutter mage, friendly
  30
  * Difficulty Class of Gather Information check required to find this contact
  TABLE 11–3: NPC CONTACTS
  
  Fencing Stolen Goods
  To a certain degree, everything that adventurers loot from tombs
  and dungeons is stolen property, but most of the time, that’s not
  important: the rightful owner is long dead or a horrible monster.
  No one but the dragon cares if a dragon’s hoard is stolen and
  sold off.
  However, at other times, such stolen goods are a little more likely
  to raise attention from local buyers. That’s when the receivers of
  stolen property—also called fences—come in and take their share.
  Finding a Fence, Guild Broker, 
  or Pawn Shop
  In any place frequented by a decent number of roguish characters,
  there’s someone who takes the goods they steal and makes a profit
  from selling those goods. These purveyors of suspect goods are
  either independent fences, guild brokers, or pawn shops.
  Fences are merchants, middlemen, and dealers with connections
  in fields such as metallurgy (for melting down silver or gold), jewel-
  ry (for resetting stones), and importing and exporting. They work
  these connections to find a buyer for whatever a thief or adventurer
  brings them; sometimes they commission a particular type of theft
  when they know they have an eager buyer for paintings, rugs, or
  any other type of goods.
  Guild brokers work similarly to fences but are more organized and
  belong to a guild. Thus, they know what the guild is likely to bring
  them and can combine goods of a similar type to get a bigger sale
  (and a better price) when moving goods along. They take a stan-
  dard fee that is smaller than the fee of a freelance fence.
  Pawn shop owners require a much smaller fee for their services
  than fences or brokers but are largely anonymous and will take just
  about anything salable. In theory, an item that is pawned can be
  redeemed. In practice, thieves almost never return to claim their
  stolen property.
  Once a fence, guild broker, or pawn shop owner has taken on
  stolen goods, he needs to dispose of them. This can be done by
  exporting the goods, reshaping the goods, or hiding them in a high
  volume of trade.
  Fences with connections in the exporting business resell the
  goods elsewhere; this approach is popular in smaller towns where
  resale within the town walls would soon be detected. The fence
  sends the goods out by means of a smuggler or by mixing them in
  with a batch of legitimate wares. Later, after the goods are sold else-
  where, the fence takes his cut. Rogues and bandits are often tipped
  off when a cargo of fenced goods is leaving town, to keep them
  from once again trying to steal the goods that their fence is selling
  for them.
  Reshaping or reworking the goods may just involve melting
  down gold or other metals, or repainting a wooden strongbox with
  a new decorative pattern. There’s always the chance that a maker’s
  mark will give the game away, but the odds are pretty good that a
  reshaped  item can be fenced successfully.
  The most lucrative way to fence goods is to resell them within
  the same location without reworking them. This requires goods
  that are fairly nondescript (such as sacks of wheat, or bolts of stan-
  dard cloth) or a city with markets and merchant districts so big and
  busy that few can trace all its wares from spot to spot.
  If a player character wishes to sell her own stolen goods to a rep-
  utable buyer (not a fence or some other intermediary), there’s a
  88 The Book of Roguish Luck 
  d%
  Contact
  DC*
  01–02
  Healer who keeps secrets
  22
  03–06
  Healer who can’t keep secrets
  10
  07–15
  Informant, drunk
  10
  16–19
  Informant, sober but poor
  14
  20–21
  Informant, helpful
  19
  22–24
  Locksmith, honest
  14
  25
  Locksmith, corrupt
  24
  26–29
  Merchant of thieves’ tools
  23
  30–31
  Necromancer “doctor”
  28
  32–36
  Muscle, cowardly
  12
  37–42
  Muscle, dumb but brave
  18
  43
  Muscle, reliable
  25
  44–45
  Official, honest
  13
  46–47
  Official, corrupt
  25
  48–49
  Paladin, fallen and drunk
  23
  50–52
  Pirate, wanted
  17
  53
  Pirate, retired
  20
  54
  Poison seller
  30
  55–56
  Priest, sympathetic ear
  15
  57–59
  Priest who heals, no questions
  20
  60–63
  Priest of luck
  25 or
  1 luck point
  64
  Priest who raises rogues
  28
  65–67
  Prostitute, naïve
  12
  68–71
  Prostitute, street hardened
  14
  72–74
  Prostitute, madam
  15
  75–76
  Ranger, in league with smugglers
  19
  77–79
  Shadowsworn, apprentice
  18
  80–81
  Shadowsworn, consumed by evil
  25
  82–83
  Shadowsworn,silent and powerful
  30
  84
  Silvertongue charmer, courtier
  30
  85
  Silvertongue charmer,wanted rogue
  25
  86
  Slaver
  28
  87–88
  Smuggler, branded
  24
  89–90
  Smuggler, successful
  20
  91–93
  Spy
  30
  94–95
  Sorcerer or wizard, condescending
  20
  96–97
  Sorcerer or wizard, greedy
  25
  98
  Sorcerer or wizard, sympathetic
  30
  99
  Street tough, bully
  10
  100
  Street tough, cunning
  14
  * Difficulty Class of Gather Information check required to find this contact
  TABLE 11–3: NPC CONTACTS (CONT’D)
  
  chance she’ll be caught at it, depending on the community’s size and the character’s Bluff
  skill, as shown in Table 11–5: Selling Your Own Goods.
  The town sizes on this table are the standard ones used elsewhere, defined by their
  populations. The gp limit is the value of the most expensive item available in the commu-
  nity; items costing more than this amount are generally not found in the shops or mar-
  kets, though they might turn up in a guild specialty shop for members at an inflated
  price. The gp limit also represents the maximum price that any single item or package of
  goods can be sold for in that community; if you try to pull off a transaction involving
  more than this amount of cash, the deal automatically falls through.
  The appraiser’s rank modifier comes into play when a player character with goods to
  sell contacts a would-be buyer. The buyer makes an Appraise check using the rules in
  Chapter Four: Skills of the Player’s Handbook, applying the modifier from the table as a
  penalty or bonus on the check. In a small city or a larger community, the appraiser is
  entitled to roll this check more than once if his earlier check failed. This rule reflects the
  fact that many buyers in large cities employ multiple experts, buyers, apprentices, and
  forgery detectors to guard themselves against making a poor purchase. The buyer esti-
  mates the value of the goods according to whether he succeeded or failed on the Appraise
  check; the resulting gold piece amount is what the buyer is willing to pay if the sale goes
  through.
  Before the sale can be consummated, the seller must make a Bluff check against the
  Difficulty Class on the table. This check may be modified by any one of the conditions
  on the table below. Success on this Bluff check indicates that the seller has convinced
  the buyer that the goods are legitimate and not stolen, and the deal goes through.
  Failure on this Bluff check means that the buyer knows the goods are stolen property;
  whether that knowledge results in his summoning the watch really depends on the
  character of the buyer.
  Bluff
  Type of Goods
  DC Modifier
  Unique
  +10
  Value over 1,000 gp
  +2
  Value over 5,000 gp
  +5
  Value over 25,000 gp
  +10
  Reshaped goods
  –5
  Exported goods
  –3
  Chapter Eleven: Bribes and Contacts 89
  GP
  Appraiser’s
  Bluff
  Town Size
  Population
  Limit
  Rank Modifier
  DC
  Thorp
  20–80
  40 gp
  –2
  5
  Hamlet
  81–400
  100 gp
  +0
  10
  Village
  401–900
  200 gp
  +2
  15
  Small town
  901–2,000
  800 gp
  +4
  20
  Large town
  2,001–5,000
  3,000 gp
  +6
  25
  Small city
  5,001–12,000
  15,000 gp
  +8 (roll 2×)
  30
  Large city
  12,001–25,000
  40,000 gp
  +10 (roll 3×)
  35
  Metropolis
  25,001+
  100,000 gp
  +12 (roll 4×)
  40
  TABLE 11–5: SELLING YOUR OWN GOODS
  
  Conversions
  This appendix contains conversion rules for using the new classes and spells in this book with Monte Cook’s Arcana
  Evolved.Some sidebars in Chapter One expand the use of these classes with Arcana Evolved and The Complete Book
  of Eldritch Might,but these are purely optional elements that can be disregarded in a more traditional campaign.
  T
  he material in this section is
  for DMs and players using
  Monte Cook’s Arcana Evolved. It
  offers advice and specific rules for
  using the material in this book with
  that variant player’s handbook.
  Core Classes
  The core classes presented here are
  intended for rogue-heavy campaigns,
  but clearly the gutter mage could find 
  a home in the urban sprawls of De-
  Shamod, and the shadowsworn has
  clearly sworn a ceremonial oath to 
  powers of Shadow—many mojh and
  even verrik might follow this path in
  large numbers. Quickling faen and
  humans are the preferred archetypes 
  for gutter mages.
  Bandits might or might not be
  found in the Lands of the Diamond
  Throne. In theory, litorian bandits
  could be something to fear—striking
  by ambush seems to come naturally 
  to that race.
  Prestige Classes
  The deadheart gangster and silver-
  tongue charmer prestige classes are
  meant primarily for all-urban adventur-
  ing and might not belong in a wilder-
  ness and dungeon campaign,whether
  based on Arcana Evolved or not.
  The fortune hunter’s use of luck
  makes such characters stand out; if you
  use the luck system presented here for
  your Arcana Evolved campaign, the for-
  tune hunter will feel right at home as
  well.
  Luck System 
  The classes from Arcana Evolved can
  also use the luck system. The table here
  gives the Luck Die for each class.
  Core Class
  Luck Die
  Champion (Luck)
  1d10
  Unfettered
  1d8
  Akashic
  1d6
  Runethane
  1d4+1
  Champion (any other)
  1d4+1
  Ritual warrior
  1d4
  Totem warrior
  1d4
  Witch
  1d4
  Mage blade
  1d3
  Greenbond
  1d3
  Magister
  1d2
  Oathsworn
  1d2
  Warmain
  1d2
  Hero points and luck points work
  well together, since hero points do
  more than merely modify die rolls.
  There’s no need to choose between the
  two systems; they can be combined in
  any Arcana Evolved campaign.
  Feats
  Any of the feats presented here would
  fit into an Arcana Evolved campaign,
  but the DM must adopt the luck sys-
  tem for the luck feats to work at all.
  The following should be considered
  ceremonial feats:Keymaster,Master of
  Darkness,Skeptic,Sleight of Mind,and
  Slippery.PCs may gain them after paying
  the requisite cost and conducting a spe-
  cial ritual with four other participants.
  Fortune’s Child is considered a tal-
  ent. One can take it only at 1st level,
  and never more than once.
  Spells
  To use the spells in this book in an
  Arcana Evolved campaign, add the
  information that follows to the
  description of each spell.
  Spell names in {brackets} already
  appear in Arcana Evolved.
  Bat Sight 
  Level: 0 (Simple)
  Heightened Effects: Bonus lasts for 
  1 round/level
  Magic Item Creation Modifier:
  Constant ×2
  Beggar’s Charm 
  Level: 1 (Simple)
  Diminished Effects: Duration 1d10 min-
  utes,adds +1 bonus to Spot and Profession
  (beggar), +4 bonus to alarm distraction
  checks.
  Heightened Effects: Duration 1d10
  hours, add +15 to distractions caster makes.
  Magic Item Creation Modifiers:
  Constant ×3, charged ×2
  Black Hand
  Level: 4 (Simple)
  Diminished Effects: Caster does not
  gain drained points.
  Heightened Effects: Drain 1d6 points of
  Strength, Dexterity, and Constitution.
  Magic Item Creation Modifier:Charged
  ×2
  Black Spellbreaker
  Level: 4 (Complex)
  Diminished Effects: Duration 1
  round/level
  Heightened Effects: Breaking an
  enchantment is permanent and ends the
  spellbreaker duration.
  Magic Item Creation Modifiers:
  Constant ×3, charged ×2
  Bouncing Fall
  Level: 0 (Simple)
  Heightened Effects: Negate all damage.
  Magic Item Creation Modifier:
  Charged ×2
  Appendix
  
  Broken Mirror
  Level: 8 (Exotic)
  Diminished Effects: You take 1 luck point
  from the target per caster level.
  Heightened Effects: Targets all creatures
  within 30 feet of the caster.
  Magic Item Creation Modifier: Charged ×2
  Card Control 
  Level: 1 (Simple)
  Diminished Effects: You have a 50 per-
  cent chance for the desired result.
  Heightened Effects: You get the results
  you want for one die roll, coin flip, or card
  draw per level.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Charming Lie
  Level: 2 (Simple)
  Diminished Effects: Duration 1 round
  Heightened Effects: You may suggest a
  course of nondestructive action to one of
  your listeners, who gains a second Will save
  to ignore the suggestion.
  Magic Item Creation Modifier: Constant
  ×2
  {Cloak of Darkness}
  {Compelling Question}
  Confession
  Level: 1 (Simple)
  Diminished Effects: Duration 1d6 rounds.
  Heightened Effects: Affects one
  creature/level.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Countercharm
  Level: 1 (Simple)
  Diminished Effects: Charm is only broken
  for 1 round/level, then the previous spell’s
  power returns.
  Heightened Effects: Duration 1
  round/level, you can attempt to break an
  additional charm each round.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Create Equipment
  Level: 0 (Simple)
  Heightened Effects: Item lasts 1d4 hours.
  Magic Item Creation Modifier: Constant
  N/A
  {Distraction}
  Douse
  Level: 0 (Complex)
  Heightened Effects: Extinguishes fires as
  well as torches, lanterns, or candles.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Dust and Dirt 
  Level: 1 (Simple)
  Diminished Effects: Item value declines
  by 10 percent + 1 percent/level.
  Heightened Effects: Item value declines by
  75 percent + 1 percent/level for 1d4 hours.
  Magic Item Creation Modifier: Constant
  ×2
  Enter Shadow
  Level: 3 (Simple)
  Diminished Effects: Personal only,
  1 round/level
  Heightened Effects: Take one creature/level
  with you, duration one hour/level
  Eternal Luck
  Level: 9 (Exotic)
  Diminished Effects: Duration one
  hour/level.
  Heightened Effects: No limit to the num-
  ber of ability scores that can be improved.
  Fast Escape
  Level: 1 (Simple)
  Diminished Effects: Duration 1 round/level,
  +5 bonus only.
  Heightened Effects: Affects you and one
  creature/three caster levels.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Feign Death
  Level: 3 (Simple)
  Diminished Effects: Personal only
  Heightened Effects: One creature/level,
  duration one hour/level
  Flickering Fate
  Level:4 (Complex)
  Diminished Effects: Personal only, bonus
  is +2 rather than +4.
  Heightened Effects: Affects you plus one
  creature/three caster levels.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Forget 
  Level: 3 (Simple)
  Diminished Effects: Affects only one crea-
  ture, duration one hour/level.
  Heightened Effects: Affects one
  creature/level.
  Fortune’s Armor
  Level:6 (Complex)
  Diminished Effects: Personal only,
  AC and save bonus is +2 rather than +5.
  Heightened Effects: Affects you plus one
  creature/three caster levels.
  Fortune’s Bitch
  Level:3 (Complex)
  Diminished Effects: Personal only.
  Heightened Effects: Duration one
  hour/level.
  Fortune’s Frown
  Level:1 (Complex)
  Diminished Effects: Duration 1 round.
  Heightened Effects: Can use ranged
  touch, affects one creature/four caster levels.
  Magic Item Creation Modifier: Charged
  ×2
  Gambler’s Luck
  Level:1 (Simple)
  Diminished Effects: Duration 1 round.
  Heightened Effects: Duration one day.
  Magic Item Creation Modifier: Charged
  ×4
  {Ghost Weapon}
  Grey Spellbreaker
  Level: 2 (Simple)
  Diminished Effects: Effect lasts 
  1 round/level.
  Heightened Effects: Breaking an
  enchantment is permanent and ends the
  spellbreaker duration.
  Appendix: Conversions 91
  
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Gutter Storm
  Level: 1 (Complex)
  Diminished Effects: Duration only 1 round.
  Heightened Effects: Damage 1d6 points,
  lasts 1 round/level.
  Magic Item Creation Modifiers: Charged
  ×2, single-use ×1.5
  Knockout
  Level: 3 (Simple)
  Diminished Effects: Damage increases by 
  50 percent.
  Heightened Effects: Damage triples, may
  mug up to one target creature/two levels.
  Lengthen Shadows 
  Level: 0 (Simple)
  Heightened Effects: –4 penalty to Spot and
  Search checks, lasts one minute/level.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Light Blindness
  Level: 1 (Simple)
  Diminished Effects: Creature suffers –2
  penalty for 1 round.
  Heightened Effects: Creature is completely
  blinded for spell duration.
  Magic Item Creation Modifier: Constant ×2
  Lucky Break
  Level:2 (Complex)
  Diminished Effects: Affects only skill checks,
  personal only.
  Heightened Effects: You may choose save,
  attack, or skill check.
  Magic Item Creation Modifier: Charged ×2
  Lucky Totem
  Level:6 (Complex)
  Diminished Effects: No effect on save DCs,
  does not confirm criticals.
  Heightened Effects: Gain a +2 bonus to luck
  rerolls and grants +2 bonus to magical
  weapons.
  Moonscript
  Level: 1 (Complex)
  Diminished Effects: Duration just one
  day/level
  Heightened Effects: Can only be read by
  creatures specified by caster.
  Magic Item Creation Modifier: Constant ×3
  One Step Ahead
  Level:3 (Simple)
  Diminished Effects: Duration one
  minute/level.
  Heightened Effects: You are never surprised
  while under the spell’s influence.
  Magic Item Creation Modifier: Constant ×3
  Part Crowd
  Level: 1 (Complex)
  Diminished Effects: Targets 10
  creatures/level, duration 1 round.
  Heightened Effects: Any size crowd affected;
  you can take up to one additional creature/two
  levels with you through the crowd.
  Peerless Camouflage
  Level: 2 (Simple)
  Diminished Effects: Duration 1 round.
  Heightened Effects: Affects one creature/level,
  duration one hour/level.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2, single-use ×1.5
  Private Conversation
  Level: 1 (Complex)
  Diminished Effects: The spell only affects
  you and one other creature.
  Heightened Effects: Even the ability to read
  lips cannot reveal what the targets are saying.
  Quick Escape 
  Level: 3 (Simple)
  Diminished Effects: Lasts 1 round, personal
  use only.
  Heightened Effects: As greater quick escape.
  Quick Escape, Greater
  Level: 4 (Simple)
  Diminished Effects: Personal only, range 
  100 feet + 10 feet/level.
  Heightened Effects: Transport one target/level
  of any size, duration one hour/level.
  Rattling Chant
  Level: 1 (Simple)
  Diminished Effects: Lasts one minute/level.
  Heightened Effects: –10 penalty to Sneak
  attempts within area of effect.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2, single-use ×1.5
  Rogue’s Stab
  Level: 1 (Simple)
  Diminished Effects: Duration is 1 round.
  Heightened Effects: The target also gains a
  +4 competence bonus on Sneak checks.
  Magic Item Creation Modifier: Constant ×4
  Roof Runner
  Level: 2 (Simple)
  Diminished Effects: Duration 1 round/level.
  Heightened Effects: Affects one creature/level.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2, single-use ×1.5
  Shadow Bite
  Level: 0 (Simple)
  Heightened Effects: Creature must make
  Will save or drop all items.
  Shadow Blindness
  Level: 0 (Simple)
  Heightened Effects: Affects one creature/level.
  Shadow Bridge
  Level: 3 (Complex)
  Diminished Effects: Personal only.
  Heightened Effects: 400 feet + 40 feet/level,
  duration one hour/level, one creature/level.
  Magic Item Creation Modifier: Constant ×2
  Shadow Hands
  Level: 1 (Simple)
  Diminished Effects: Inflicts 1 hp damage.
  Heightened Effects: Inflicts 1d6+1 points of
  damage per level, maximum 5d6+5.
  Shadow Jump
  Level: 2 (Complex)
  Diminished Effects: Range 25 feet + 
  5 feet/two levels.
  Heightened Effects: Range 400 feet + 40
  feet/level, affects caster + one creature/five 
  levels.
  Magic Item Creation Modifier: Constant ×2
  Shadow Knife
  Level: 0 (Complex)
  Heightened Effects: Weapon lasts 1d4 hours.
  92 The Book of Roguish Luck 
  
  Shadow Purse
  Level: 1 (Complex)
  Diminished Effects: 1 lb. of goods maximum.
  Heightened Effects: Up to 10 lbs./level and
  duration one hour/level.
  Magic Item Creation Modifier: Constant ×3
  Shared Luck
  Level:9 (Complex)
  Diminished Effects: Duration 1 round/level.
  Heightened Effects: Duration is permanent.
  Shieldbreaker
  Level: 2 (Simple)
  Diminished Effects: Magic shields are
  immune to this spell’s shieldbreaking ability.
  Heightened Effects:The wielder can use the
  shieldbreaking ability once/three caster levels
  during the duration of the spell.
  Magic Item Creation Modifier: ×5
  Silent Combat 
  Level: 1 (Simple)
  Diminished Effects: 1 round duration.
  Heightened Effects: Affects one subject/level.
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2
  Silent as Rats
  Level: 2 (Simple)
  Share Sneak instead of Move Silently.
  Diminished Effects: Duration one minute/level
  and share your Sneak with one creature only.
  Heightened Effects: Entering combat does not
  end the spell.
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2, single-use ×1.5
  Silent Sound
  Level: 2 (Complex)
  Diminished Effects: The spell inflicts 1d4
  points of damage/two levels (max. 5d4).
  Heightened Effects:The spell inflicts 1d8
  points of damage/level (max. 5d8).
  Silhouette
  Level: 0 (Complex)
  Heightened Effects: Your silhouettes and
  shadows speak.
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2
  Slither
  Level: 2 (Simple)
  Diminished Effects: You are not incorporeal
  and must make an Escape Artist check (DC 10) to
  pass through an opening.
  Heightened Effects: Duration 1 round/level.
  Small as Mice
  Level: 2 (Simple)
  Share Sneak instead of Hide.
  Diminished Effects: Duration one minute/level
  and share your Sneak with one creature only.
  Heightened Effects: Entering combat does not
  end the spell.
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2, single-use ×1.5
  Smuggler’s Chest
  Level: 3 (Exotic)
  Diminished Effects: The chest can hold 
  1 cubic foot of material.
  Heightened Effects: The chest can hold 
  10 cubic feet of material/level.
  Magic Item Creation Modifiers: Constant
  ×4, single-use ×2
  Smuggler’s Veil 
  Level: 0 (Simple)
  Heightened Effects: 1 round/level duration.
  Spit Shine
  Level: 3 (Simple)
  Diminished Effects: Object no heavier than 
  1 lb., duration one minute/level.
  Heightened Effects: Objects up to 100 lbs,
  duration one day/level
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2, single-use ×1.5
  Step Under My Shadow
  Level: 1 (Simple)
  Diminished Effects: Personal only.
  Heightened Effects: Affect one creature/level.
  Storm of Ten Thousand Knives
  Level: 3 (Exotic)
  Diminished Effects: Throw one ranged 
  dagger/level.
  Heightened Effects: Throw three ranged dag-
  gers/level, gain a +4 competence bonus on the
  ranged attacks.
  Magic Item Creation Modifiers: Charged ×2,
  single-use ×1.5
  Switch Item
  Level: 1 (Complex)
  Diminished Effects: Replaces one item for 
  1 round.
  Heightened Effects: Replaces one item/level.
  Terror
  Level: 3 (Simple)
  Diminished Effects: Duration 1 round.
  Heightened Effects: Affects one creature/level.
  Thief Hand
  Level: 0 (Simple)
  Heightened Effects: Duration 1 round/level and
  can take items up to 10 lbs.Successful Sleight of
  Hand instantly teleports item to caster’s hand.
  Magic Item Creation Modifiers: Constant ×3,
  charged ×2
  Thief of Spells
  Level: 4 (Exotic)
  Diminished Effects: You cannot steal more
  than one spell, and you must attempt to steal a
  spell once you learn its name.
  Heightened Effects:You can continue to try to
  steal spells even if you fail in an attempt.
  Magic Item Creation Modifiers: Constant
  ×2, single-use ×2
  Thieves’ Charm
  Level: 1 (Complex)
  Diminished Effects: Duration 1 round.
  Heightened Effects: Duration 1d4 hours.
  Magic Item Creation Modifier: Constant ×2
  Tongue of Fiends
  Level: 0 (Complex)
  Heightened Effects: The spell also grants you
  a +4 competence bonus on Bluff and Diplomacy
  checks in regard to creatures speaking Infernal.
  Magic Item Creation Modifier: Constant ×3
  Trackless
  Level: 1 (Simple)
  Diminished Effects: Adds only +5 to Track DC.
  Heightened Effects: Affects one creature/level,
  adds +15 to Track Difficulty Class.
  Magic Item Creation Modifier: Constant ×2
  Transfer Curse 
  Level: 4 (Simple)
  Diminished Effects: Cursed item returns to
  owner in 1d4 rounds.
  Appendix: Conversions 93
  
  Heightened Effects: You may transfer multiple
  curses to a target creature, one per round. The
  target is entitled to a separate save against each
  spell or item transferred.
  Magic Item Creation Modifiers: Charged
  ×2, single-use ×1.5
  Treasure Magnet
  Level: 2 (Simple)
  Diminished Effects: Range 10 feet.
  Heightened Effects: Area increases to 100
  square feet/level.
  Magic Item Creation Modifier: Charged
  ×2
  Treasure Magnet, Greater
  Level: 4 (Simple)
  Diminished Effects: The effect has an area of
  only 20 square feet/level and affects only one
  creature.
  Heightened Effects: Affects one creature/level,
  Concentration check of DC 10 + caster ability
  modifier + 1/caster level.
  Magic Item Creation Modifier: Charged ×2
  Trigger Item
  Level: 2 (Simple)
  Diminished Effects: Cannot affect held items.
  Heightened Effects: You may choose which
  effect you trigger from an item with multiple
  effects, and which spell you trigger on a scroll
  with multiple spells.
  Magic Item Creation Modifiers: Charged
  ×2, single use ×1.5
  Trinket Charm
  Level: 0 (Complex)
  Heightened Effects: Distracts creatures with
  less than 8 Intelligence for 1 round/level
  Unreasonable Rage
  Level: 3 (Simple)
  Diminished Effects: 1 round/level.
  Heightened Effects: Affects one creature/three
  levels.
  Magic Item Creation Modifiers: Constant
  ×3, charged ×2
  Watch the Watchers
  Level: 1 (Simple)
  Diminished Effects: Range 100 feet + 
  10 feet/level, duration 1 round/level.
  Heightened Effects: Permanent until alarm
  triggered.
  Magic Item Creation Modifier: Constant ×3
  Zone of Bad Luck
  Level:4 (Complex)
  Diminished Effects: Single creature only.
  Heightened Effects: Duration one hour/level.
  The Book of Roguish Luck 
  94
  OPEN GAME LICENSE
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  15.COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000–2005,Wizards of
  the Coast,Inc.
  d20 System Reference Document Copyright 2000-2005,
  Wizards of the Coast,Inc.;authors Jonathan Tweet,Monte Cook,
  Skip Williams,Rich Baker,Andy Collins,David Noonan,Rich
  Redman,and Bruce R.Cordell,based on original material by
  E. Gary Gygax and Dave Arneson.
  The Book of Roguish Luck Copyright 2005 Wolfgang Baur.
  All rights reserved.
  The Complete Book of Eldritch Might Copyright 2004
  Monte J.Cook.All rights reserved.
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J.
  Cook.All rights reserved.
  The Assassin’s Handbook Copyright 2002 Green Ronin
  Publishing.All rights reserved.
  
  TRANSCENDENCE™
  A Player’s Companion by Mike Mearls
  This rules expansion includes six all-new evolved classes that add flexibility to
  Arcana Evolved classes, giving players new levels of character customization. 
  Plus new weapons and armor that respond to your PC’s wishes—and much more!
  Free previews at www.arcanaevolved.com
  \On sale in July • 96 pages • $19.99 (US) • WW16149 • ISBN 1-58846-788-0
  ©2005 Monte J. Cook. Malhavoc is a registered trademark and Arcana Evolved is a trademark owned by Monte J. Cook. 
  All rights reserved. The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. 
  ®
  ®
  BE ALL
  THAT
  YOU
  CAN
  BE
  BE ALL
  THAT
  YOU
  CAN
  BE
  Are You Ready to Evolve?
  Are You Ready to Evolve?
  
  Requires the Dungeons & Dragons® Core Books,Third Edition,
  published byWizards of the Coast®
  ©2005 Wolfgang Baur 
  Dungeons & Dragons, D&D, and Wizards of the Coast are registered trademarks
  of Wizards of the Coast, Inc.
  ®
  ™
  TT
  he silent footstep.The turn of a card.The glitter of a
  knife in the dark,and quiet kill.These are the tools of
  adventurers who live by their wits,deep in the shad-
  ows.But even skilled rogues adore and worship Lady Luck,
  who often holds the difference between success and failure.
  The Book of Roguish Luck offers a new luck subsystem for all
  classes,plus the bandit,gutter mage,and shadowsworn core
  classes and three new prestige classes.In addition,it presents
  expanded guild rules,the shadow magic school of rogue
  spells,expanded sneak attack rules,new equipment,more
  than 30 feats,and almost 80 spells.
  This book expands thieves’ guilds to include complete stats,
  resources,and initiation rituals.The Book of Roguish Luck
  also shows you how to fence goods,gamble to win,pick locks,
  bribe officials,and—simply put—raise hell.It even includes
  guidelines for use with Monte Cook’s Arcana Evolved.
  Stealthier.Smarter. Tricksier.Luckier.
  Malhavoc Press is  game designer Monte Cook’s d20 System imprint devoted to
  publishing  unusual magic,monsters,and evocative game elements that go beyond
  traditional fantasy.Malhavoc Press products exhibit a mastery of the d20 System
  rules that only one of the 3rd Edition Dungeons & Dragons® designers can offer you.
  Free bonus material at WWW.MONTECOOK.COM
  PDF Version 1
  April 2005
  
SOURCE: textdata/thevault/Sword & Sorcery/WW16112 The Book of Roguish Luck.pdf