Rifts Earth 4e Saga
The most wanted and dangerous criminals alive according to the Coalition States, are Rogue Scholars. These brave men and women value education, and intelligence, and do their best to pass learning on wherever they go. From teaching in a one room schoolhouse in what was once Pennsylvania to researching the secrets of Rifts, Atlantis, and other continents around the globe, these destroyers of ignorance are hated by the CS, and welcomed by almost all others. Literate, and usually with a collection of books, one finds Rogue Scholars often among the company of Cyber-Knights, and other heroes fighting for good.
GAME RULE INFORMATION
Abilities: Intelligence is primary.
Armor and Weapon Proficiencies: Fibre, Plastic & Carbon. Knows how to use Simple weapons.
Starting P.P.E. Base: 1d6
Starting Skills: History & Insight. Chose 5 more from: Computers, Diplomacy, Mechanics, Medicine, Perception, Pilot, Science, and Streetwise.
Hit Points and Healing Surges: 18+Con starting, 4+Con each level, 6+Son surges.
Starting Feats: Literacy in 4 languages, choose from list: American, Chinese, Demongogian, Elven/Dragonese, Euro, Gobbely, Spanish, also choose any one ancient language (Latin, French, Creole, Hebrew, Russian, Portuguese, Old English etc.)
A rogue scholar may use their Intelligence modifier instead of their Strength or Dexterity modifier for attack rolls against their targets. Damage is still modified by Strength or Dexterity.
Choose one of the following options. The choice you make gives you the benefit described below.
Cunning: Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Wisdom modifier, you can slide that ally 1 square as a free action.
Valor: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1+ your Charisma modifier at 1st level, 3+ your Charisma modifier at 11th level, and 5+ your Charisma modifier at 21st level.
History Shows Us…
With the History Shows Us power, a rogue scholar can restore hit points to themselves and their allies with a short story of some past glory. Useable twice per encounter as a minor action.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
A Rogue Scholar may use their plan ability to help formulate the best possible course of action once per day. All allies gain a +1 bonus to attacks and damage rolls until the end of the encounter.
The Rogue Scholar gains +1 to all untrained skill checks.
Bonus Feats: Advantageous Attack, Alertness, Angled Throw, Armor Proficiency, Armor Specialization, Careful Shot, Combat Expertise, Combat Medic, Combat Reflexes, Coordinated Attack, Coordinated Barrage, Cornered, Crossfire, Deadeye, Defensive Mobility, Desperate Gambit, Distant Advantage, Dodge, Duck And Cover, Durable, Far Shot, Flash And Clear, Fool Me Once…, Free Quebec Military Training, Impetuous Move, Improved Defenses, Improved Initiative, Jack Of All Trades, Juggling, Lazlo Military Training, Linguist, Literacy, Marathon Running, Natural Salesman, Natural Toughness, Opportunistic Retreat, Plan B, Point Blank Shot, Power Blast, Precise Shot, Reckless Offense, Resurgence, Sidekick, Skill Focus, Skill Training, Strafe, Tactical Advantage, Toughness, Traumatic Life Experience, Vehicular Combat, Walk It Off, Wary Defender, Weapon Proficiency, and Zen Combatant.
Starting Equipment: Business clothing, casual clothing, fake id, flashlight pen, half a dozen books, laptop computer, broadband cell modem, PDA, first aid kit, digital audio disc recorder, digital 20 megapixel video/still camera, portable language translator, two notebooks, sketch pad, a box of pencils and markers, fountain pen & ink, magnifying glass, normal binoculars, hat, bedroll, knapsack, backpack, artifact case & tools, 2 large sacks, 30 mile radio, suit of armor you are proficient in, a laser pistol, ballistic rifle and some personal items.
Rifts Rogue Scholar Talent Trees
I Read Somewhere…Tree
|Educated||Rogue Scholar||Make any knowledge check as if trained.|
|Spontaneous Skill||Educated||Once per encounter, make any skill check as if trained.|
|It’s On My Personal Shelf||Educated||Once per day, you may ‘take 25’ on any skill check as a free action.|
|Wisdom of the Ages||Rogue Scholar||Once per encounter as a minor action, you may choose one ally who can hear you and they gain your Intelligence modifier as a bonus to their Will defense, until the end of the encounter.|
|Trust||Wisdom of the Ages||Give up your standard action to allow an ally within line of sight to make an extra standard or move action on their next turn.|
Brains Over Braun Tree
|Castigate||Int 15||You deliver a scathing rebuke against a target to erode its will and fill it with doubt. Make a Diplomacy check as a standard action against the target’s Will defense. If successful, they suffer -2 to all defenses until the end of your next turn. This ability is only effective against targets that can clearly hear and understand you.|
|Dirty Tactics||Int 15||Once per encounter, as a standard action, you can grant allies within your line of sight a bonus to attack rolls equal to your Wisdom modifier, minimum 1. Allies lose this benefit immediately if line of sight is broken; if you are unconscious or dead, or at the end of the encounter.|
|Ambush||Int 15, Dirty Tactics||During a surprise round, before combat begins, if you are not surprised you can give up your standard action to allow all also not surprised allies within your line of sight to take an extra move action during the surprise round. Allies may spend this move action to instead reroll their Initiative check and take the better result before combat begins.|
|I’m Not The Threat, They Are!||Int 15, Dirty Tactics||As a minor action, make a diplomacy vs. Will attack against all opponents within your line of sight. if successful, a target cannot attack you if one of your allies is within 6 squares of you, and within line of sight of the enemy. This cannot be used in the same round as the Borg’s Draw Fire ability. This effect lasts until the start of your next turn.|
|Stone Faced||Dirty Tactics, I’m Not The Threat, They Are!||You are a very difficult to read individual, which keeps your enemies guessing as to what your next move will be. You may use each of the following once per encounter, as a Standard action.|
|“||“||False Security. Make a single ranged or melee attack against a target in range. If that target attacks you before the start of your next turn, you may make a single attack as an immediate interrupt|
|“||“||Nonthreatening. Make a single ranged or melee attack against a target in range. until the start of your next turn, they may only make opportunity attacks against you. Mind affecting ability.|
|“||“||Tricky Target. Make a single ranged or melee attack against a target who has not attacked you since the end of your last turn. You gain +2 to attack and damage rolls for this attack.|
|Do You Really Want To Hurt Me?||Int 13||With some wise words and a successful Diplomacy vs. Will attack you can make a target within 6 squares Dazed, saved ends. Each creature must be able to see and understand you, and can only be affected once.|
|Do You Really Want To Make Me Cry?||Int 13, Do You Really Want To Hurt Me?||Targets affected by Do You Really Want To Hurt Me? Are now Dazed and Slowed, and only do half damage to you, save ends both effects.|
If You Can’t Do, Teach Tree
|Bolster Ally||none||As a standard action, you may give one ally within 5 squares of you a saving throw against an effect that a save can end, and temporary HP equal to your Intelligence modifier.|
|Stirring Discourse||none||As a standard action, grant all allies in your line of sight a +1 bonus to attack and skill rolls until the end of the encounter.|
|Ignite Fervor||Stirring Discourse||As a free action, you may give one ally within line of sight a bonus to damage equal to their level against a creature you have damaged with a ranged or melee attack. This effect is lost if their next attack misses.|
|Instruction||none||Once per day, as a standard action, allow an ally to make a skill check with your skill modifier added to the roll.|
|Lead by Example||none||Once per encounter as a free action, and until the end of your next turn, give all allies a +1 bonus to attacks and +1 die of damage against a target whom you have already damaged.|
|Private Tutoring||Int 15||As a full round action, give an ally a +5 bonus to a skill roll.|