Rogues
Perhaps the most difficult class to pin down is that of the Rogue, mainly because rogues do their best to avoid being pinned down. Rogues come in all varieties, from smooth charmers, to scamps who feel that the world owes them a living, to the villager who set aside his craft to seek adventure. They make their way by their skill and their wits, not by blade or spell.
Class Abilities
Despite their diverse backgrounds, Rogues all share some common features. Their less than sedate lives means that each rolls a d8 for hit points until 9th level, when they add 2 for every level after that. They gain a +1 to hit for every two levels of experience, and a +1 to Reactive saving throws. They may learn to use any one-handed or missile weapon they choose, as well as staves. They may use any armor up to chain mail, as well as bucklers and small shields, though any armor other than leather will restrict the use of their other abilities. Rogues begin with 70 CP to spend on Class abilities.
Special Note on Rogue Abilities
Many rogue abilities (those marked with an asterisks), such as Mechanical and Stealth, have ratings. At 1st level, these ratings are quite high, and someone using rogue skills must roll above that score on a d20 in order to succeed. No matter what the score, a 1 always fails. Attempting to use these abilities on things modified by magic (try to use Mechanical to open an invisible lock, or Detection to determine whether something is real or illusion) means that the roll will be one half, rounded up, what the die actually reads.
At first level, a rogue gains 5 points for every rated ability he has, each point reducing the score of one ability by one. At every level after that, he gains 3 points for every ability with a score. If a non-rogue is allowed to possess Rogue skills, he gains only 3 points for each ability at 1st level, and 1 point for each ability every level after that.
Furthermore, race and exceptional ability scores will modify the score. Each "scored" ability will have an ability score or two which will modify the score of that ability, based on the table below. Note that when two abilities are mentioned, the player may only gain bonuses from one, though minuses and racial bonuses always apply.
|
Ability Score |
Modification |
|
3 |
+3 |
|
4-5 |
+2 |
|
6-8 |
+1 |
|
9-12 |
No modifier |
|
13-15 |
-1 |
|
16-17 |
-2 |
|
18-20 |
-3 |
Backstab (10/15): Rogues are practiced in the art of quietly eliminating guards and sentries. If a Rogue strikes a target from with surprise and without being detected (either being on a rooftop across the street, concealed in the shadows, or simply from behind), the Rogue gains a +4 bonus on his attack roll, and the blow does additional damage. This is determined by multiplying the number of dice that a weapon of that type rolls, based on the Rogue’s level (see below). For 10 points, this skill applies to melee weapons. For 15 points, it applies to missile weapons. Only by spending 25 points will a character be able to backstab someone with either melee or missile weapons.
Backstab Damage Multiplier
|
Rogue Level |
Multiplier |
|
1-4 |
x2 |
|
5-8 |
x3 |
|
9-12 |
x4 |
|
13+ |
x5 |
Bribe* (5): A Rogue can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe. (Charisma, Comeliness)
City Rogue* (10): In his line of work, a Rogue learns a great many things. The Rogue knows (and possesses proficiency in) his area’s local history and most games of chance. In addition, a Rogue has a chance to identify the approximate market value of an item, other rogues, and law enforcement officers. Note that this may not be selected with Country Rogue, below. (Intelligence, Perception)
Climb walls* (5): This skill lets Rogues climb smooth or vertical surfaces, including surfaces most people can’t climb without the aid of a rope.. (Strength, Dexterity)
Country Rogue* (10): Like a City Rogue, a Country Rogue learns a wide variety of things. He’ll be familiar with the history of his area, as well as the ways of the weather (possessing the Local History and Weather Knowledge proficiencies). In addition, he has a better chance to stay hidden when in a natural setting. If his Stealth roll fails, he may make a second roll on his Country Rogue skill to remain hidden. Note that what counts as a natural setting varies by the character’s race and background. Most humans can use this ability easily enough in plains and forests, but it would be a rare human that feels at home enough in a cave to gain this bonus. This ability may not be selected with City Rogue, above. (Wisdom, Dexterity)
Defense bonus (10): +2 bonus to Defense when unarmored and unencumbered.
Detection* (5): The devil is in the details, and rogues have become quite adept at noticing these. While certain races have abilities similar to these, none match the breadth of a rogue’s ability. A character with this skill (who makes a successful roll) can easily locate traps, secret doors, detect the tiniest of sounds, and any other Perception-related feat the DM deems appropriate. (Perception)
Escaping bonds* (10): There comes a time in every Rogue’s career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The Rogue must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A Rogue might hurry his efforts, but he suffers a –1 penalty for each round he tries to shave. Locked items also require the Rogue to successfully pick the locks. A failure on any attempt means that the Rogue cannot loose that bond or pick the lock. (Dexterity)
Improved Combat (10): For 10 CP, a rogue may fight like a warrior.
Improved Hit Die (10): The Rogue is tougher than most of his kind, using a d10, rather than a d8, for Hit Points.
Mechanical* (10): Many people try to protect their important belongings from Rogues with small mechanical traps and locks. A successful roll will allow a Rogue open one lock or disarm one located (using the Detection Skill or a Perception roll) trap. The first attempt takes 1d10 minutes. The second attempt will take 1d10 turns, and the third will take 1d10 hours, as the lock continues to evade the Rogue’s skill. If, after 3 attempts, the Rogue cannot figure out the lock or trap, he must wait until the next level to attempt again… it’s simply beyond his skill. If the Rogue rolls a 1 while working on the device (unless rolling a 1 is the only way he can fail), he either triggers the trap or hopelessly jams the lock, and suffers the consequences. (Dexterity, Intelligence)
Read languages* (5): A Rogue needs every edge he can get, and the ability to read languages can help. A successful roll means that the character gets the gist of any given message, though he can’t determine the precise wording of the message. (Intelligence)
Sleight of Hand* (10): A Rogue uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others, as well as simple street magic and other cons requiring a quick hand and a ready distraction. A failed attempt means the Rogue did not succeed at what he was attempting (from lifting a purse to pulling a coin out of someone’s ear), but it does not indicate the Rogue was caught in the act. To determine if a Rogue’s attempt was noticed, subtract the victim’s experience level (or effective level, as listed under the general class abilities) from 21. If the Rogue’s roll was equal to or higher than this number, the attempt was noticed. For example, if the Rogue tried to pick the pocket of a 5th level fighter and failed—and the Rogue’s roll was 16 or higher—the Rogue is noticed. (21-5 = 16) (Dexterity)
Stealth* (5): A Rogue can attempt to escape notice, either by moving quietly or disappearing into shadows, bushes, or crannies. A moving Rogue will be limited to 1/3 his maximum speed, but will be effectively noiseless. A stationary Rogue will be effectively invisible as long as he remains all but motionless (slow, deliberate movements are allowed). If a character wishes to switch, from either nearly motionless invisibility to moving silence, a separate Stealth roll is required. Those attacking from a stealth automatically gain surprise on their first attack (unless their opponent is engaged in combat), and may attempt a backstab if they have that ability. (Dexterity)
Tunneling* (10): A Rogue might need to dig a tunnel to get to a cache of riches. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the Rogue must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate. (Strength, Intelligence)
|
Type of Earth |
Modifier |
Time |
|
Sand/Loose Earth |
+2 |
5 hours |
|
Packed Earth |
None |
10 hours |
|
Rock |
-2 |
30 hours |
Weapon specialization (15): This Rogue can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.
Rogue Skill Base Scores
|
Skill |
Base Score |
|
Bribe |
19 |
|
City Rogue |
19 |
|
Climb |
8 |
|
Country Rogue |
19 |
|
Detection |
18 |
|
Escape Bonds |
18 |
|
Mechanical |
18 |
|
Sleight of Hand |
17 |
|
Stealth |
18 |
|
Read Languages |
20 |
|
Tunneling |
17 |