Rogues

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The rogue group encompasses the character classes who make their way in the world primarily through quick wit and nimble fingers: thieves and bards.

All rogues gain one 6-sided at 1st level. After 1st level, rogues gain just 2 hit-points per level.

Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability score, the attempt succeeds. Otherwise, it fails.

Rogue Skills

A rogue is defined by his aptitude for various skills and talents which allows him to get himself out of trouble—having often gotten into trouble by his own ambition or rakishness.

To determine the initial value of each skill, start with the base scores listed for the class. To these base scores, add (or subtract) any appropriate modifiers for race, dexterity, and armour worn.

The scores arrived at in the preceding paragraph do not reflect the effort a rogue has spent honing his skills. To simulate this extra training, all rogues at 1st level receive additional discretionary percentage points which they can add to their base scores; thieves receive 60, bards receive 30. No more than half of these points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants.

Pick Pockets

Thieves and bards use this skill when filching small items from other peoples' pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand. A failed attempt means the filcher did not get an item, but it does not mean that his attempt was detected.

Open Locks

A thief (or other rogue) can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief's tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character's chance for success. The DM sets the penalty based on the situation; penalties can range from -5% for an improvised but suitable tool, to -60% for an awkward and unsuitable item (like a stick).

The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level).

Find/Remove Traps

The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps.

To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, “You didn't find any traps,” it's up to the player to decide whether that means there are no traps or there are traps but the thief didn't see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds.

Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief's current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96-100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than have unpleasant side effects if the trap doesn't work quite the way the thief thought, and he triggers it while standing in the wrong place.

Move Silently

A thief can try to move silently at any time simply by announcing that he intends to do so. While moving silently, the thief's movement rate is reduced to 1/3 normal. The DM rolls percentile dice to determine whether the thief is moving silently; the thief always thinks he is being quiet. Successful silent movement improves the thief's chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, a thief moving silently but in plain view of his enemies is wasting his time.

Hide in Shadows

A thief can try to disappear into shadows or any other type of concealment -- bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is--his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy's attention is fixed elsewhere. The DM rolls the dice and keeps the result secret, but the thief always thinks he is hidden.

Detect Noise

A good rogue pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic; the rogue must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.

Climb Sheer Surfaces

Although everyone can climb rocky cliffs and steep slopes, the rogue is far superior to others in this ability. Not only does he have a better climbing percentage than other characters, he can also climb most surfaces without tools, ropes, or devices. Of course, the rogue is very limited in his actions while climbing--he is unable to fight or effectively defend himself.

Read Languages

Out of necessity, rogues tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like. At 4th level, the rogue has enough exposure to languages that he has a chance to read most nonmagical writing. This ability naturally improves with more experience. However, your DM can rule that some languages (those the rogue has never encountered) are indecipherable to him.

Rogue Skill Racial Adjustments

Skill Dwarf Mod. Elf Mod. Hob Mod. Half-Elf Mod. Half-Orc Mod.
Pick Pockets - +5% +10% +5% -5%
Open Locks +10% -5% +5% - -
Find/Remove Traps +15% - +5 - -
Move Silently - +5% +10% - -
Hide in Shadows - +10% +15% +5% -
Detect Noise - +5% +5% - +10%
Climb Sheer Surfaces -10% +5% -15% +5% +15%
Read Langauges -5% +5% -5% - -10%

Rogue Skill Dexterity Adjustments

Skill 8-9 10-11 12-13 14-15 16-17 18-19
Pick Pockets -10% -5% - +5% +10% +15%
Open Locks -5% - +5% +10% +15% +20%
Find/Remove Traps -10% -5% - - +5% +10%
Move Silently -15% -10% - +5% +10% +15%
Hide in Shadows -5% - - +5% +10% +15%

Rogue Skill Armour Adjustments

Skill No Armour Light Armour Medium Armour Heavy Armour
Pick Pockets +5 - -20% -30%
Open Locks - - -5% -10%
Find/Remove Traps - - -5% -10%
Move Silently +10% -5% -10% -20%
Hide in Shadows +5% - -10% -20%
Climb Sheer Surfaces +10% -10% -20% -30%

Rogue Experience Levels

Level Thief/
Bard
1 0
2 1,250
3 2,500
4 5,000
5 10,000
6 20,500
7 40,000
8 70,000
9 110,000
10 160,000
11 220,000
12 440,000
13 660,000
14 880,000
15 1,100,000
16 1,320,000
17 1,540,000
18 1,760,000
19 1,980,000
20 2,200,000

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See Also: Thief, Bard

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