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Rogue

Rogues find themselves on the wrong side of the law more often than not. In order to survive they have to rely on their wits, toughness, and/or flair. You might be a backstreet cutpurse, a burly thug, or a charismatic con artist. Your role is to find a way around obstacles, whether they be locks, walls, or the law itself. Prime Attribute: One of: e!terity, "onstitution, or "harisma, #$% &'( e!perience) Hit Dice: #d*+# per level &%# per level after ,th) Armor/Shield Permitted: -eather Weapons Permitted: .ny one+handed

Rogue Ad)ancement $able:


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Rogue Abilities :
"hoose 5 of these at start of play: Backstab / 0hen attacking from behind roll two dice for damage and take the highest result.
&"on)

Street Lore / You know who is powerful, who owes who, and the local rumors 1 gossip. You also know better where to roust out hirelings and followers and what gems and 2ewelry is going for lately.
&"on)

Ancient Lore / 0hile anyone might know the value of gems and ob2ects, you have heard tales of items carrying terrible curses and stories of powerful magic items and the ways they are made to work. You have also picked up a smattering of useful words in many languages. 0ith study, you believe you could even read magic off of scrolls.
&"hr)

!traordinar" #limbing / You can climb surfaces that seem humanly impossible to climb.
&"on/ e!)

*instrels" / You can improvise poems, riddles and songs? play musical instruments? and sing and tell 2okes, all well enough to gather a crowd and earn a little money.
&"hr)

Pick Locks/Disarm $raps / 0ith the proper tools, you know how to open locks and make most mechanical traps safe.
& e!)

$%o&handed 'ighting / 3ighting with a dagger in your off hand gives you a %4 to hit and damage is the average of the two weapons.
& e!) & e!)

+n the Rogue,s Prime Re-uisite: You must have two skills which deal with a stat in order to choose that stat as a prime re@uisite, but you arenAt re@uired to. If you want your #< "on rogue to take all "harisma oriented skills, thatAs your prerogative. Attracting 'ollo%ers: .t ,th level your reputation will attract less e!perienced rogues that wish to follow your leadership . . . as long as it profits them. Bhese followers can take the shape of a gang, guild, or troupe depending on the type of rogue you play. http://recedingrules.blogspot.com/

scape / 5o bonds can hold you for long.

Sleight&o(&hand / 6ake small things / keys, blades, scrolls / appear to disappear. .lso, take things from people without them noticing.
&"hr/ e!)

Design .otes: .bility scores are important not 2ust for performing, but ac@uiring these abilities. 3or the "on abilities, I imagine the rogue would need to be tough to ac@uire them &continually falling from walls, getting beat, in the @uest of rumors). -ikewise for the "hr abilities & you need to convince the old wiCard to tell you about the magic sword or teach you the word for treasure in Dtygian). 5otice they are called abilities. IAm trying to push towards the idea that these are uni@ue things the rogue can do, like the clericAs ability to turn undead, not skills anybody can pick up over a fortnight. .nd they are things that the rogue can do most of the time successfully. 9ow to ad2udicate theseE 6s, you choose. IAd suggest roleplaying where possible, but you can decide if you want to roll on a d*, d4;, or d(. I suggest rogues be able to perform these abilities in most cases at #st level, be able to handle trickier situations at $rd, better still at *th, and by ,th only fail in the most e!treme of situations. Bhis character class is based on the work of Dkathros, .krasia, various Dwords 1 0iCardry forum posters, and especially Fames 6alisCewski. Bhanks to you all.

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