Rogue

An adventurer that specializes in infiltration and retrieval.

Hit Dice 1d6
Armor Leather or Studded, no shields
Weapons Any
Languages Alignment, Common, a secret language

Core Features

  • Backstab: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
Rogue Features
Level HD Atk Save Special
Skills
1 1d6 0 13 2
2 2d6 0 13 3
3 3d6 0 13 3
4 4d6 0 13 4
5 5d6 +2 12 4
6 6d6 +2 12 5
7 7d6 +2 12 5
8 9d6 +2 12 6
9 9d6 +5 10 6
10 9d6+2 +5 10 7
11 9d6+4 +5 10 7
12 9d6+6 +7 10 8
13 9d6+8 +7 8 8
14 9d6+10 +7 8 9

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Class Skills

  • Swashbuckling: Describe intended outcome, make a skilled check as indicated by GM.
    • ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
  • Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).

Special Skills

Start with two of the following skills at level 1, then gain an additional skill at each even level:

  • Acrobatic Attack: Can use Breakfall or Leap (if known) to make a melee attack, inflicting double damage on a hit.
    • When attacking an unaware opponent from behind, the attack gets +4.
  • Assassinate: Make a skilled INT check modified by -1 for each level of target. On a success, if you hit them from behind before the end of the day with a one-handed weapon while they are unaware, they must Save or die.
    • Works on living humanoid creatures of up to 4+1 HD.
  • Breakfall: Takes no falling damage from first 10’, make a skilled DEX check to reduce damage beyond 10’ by 50%.
  • Climb Sheer Surfaces: Make a skilled DEX check at +4 for every 100’ climbed.
    • Failure means falling from the halfway point (and taking fall damage).
  • Disguise Self: Make a skilled CHA check to make use of a disguise.
    • May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
  • Evade: Make a skilled DEX check to negate attacker bonus when retreating.
  • Hear Noise: Make a skilled WIS check to use improved listening (at doors, etc.) in quiet areas (not in combat).
  • Leap: Make a skilled DEX check to jump a great distance.
    • With 20’ run up, can leap 10’ wide pit; with pole, can leap 20’ wide pit, over 10’ wall, or up to 10’ ledge.
  • Open Locks: Make a skilled DEX check with thieves’ tools, can only be tried once per lock.
    • On a fail, can’t try again until next Rogue level.
  • Pick Pockets: Make a skilled DEX check modified by -1 for each level target is above 5th.
  • Manipulate Traps: Make a skilled DEX check to manipulate a trap.
    • Roll once to find and again to remove or avoid (leaving it in place for others), each may only be attempted once per trap.
  • Master Poisons: When using poisons, target gets -2 on save.
  • Read Languages (after reaching level 4): Make a skilled INT check to read non-magical text in any language (including dead languages and basic codes).
    • On fail, can’t try again until next Thief level.
  • Read Scroll (after reaching level 10): Make a skilled INT check to read and cast a spell from an arcane scroll.
  • Sneak: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
  • Walk Tightrope: Make a skilled DEX check for every 60’ walked, modified by -4 for windy conditions and/or +2 when using balance pole.
    • Failure means falling (and taking fall damage).

Stronghold

After 9th level, may construct a stronghold (usually, a secret hideout).

  • Attracts 2d6 (mostly loyal) apprentice rogues of 1st level (not automatically replaced if killed).
  • May be used to start a guild.