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.
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.
- On a fail, a blunder may occur.
- 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.