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Rogues


Rogues are scoundrels, living by their wits day to day - often at the expense of others.  Not all rogues are criminals, but many of them possess a shady past they'd rather not have made public.  Rogues have several special abilities, the success of which is determined by using percentile dice.  Refer to the rogue in the player's handbook for more information.  There are two classes of rogues - thieves and bards.  Both use table A to dictate their level advancement.  All rogues roll 1d6 for their hit points from 1st through 10th level.  After that, rogues add 2 hit points per level.


THIEF



Ability Requirements: Dexterity 9
Prime Requisite: Dexterity
Allowed Races: All

The profession of thief is not a particularly honorable one.  However, many famous folk heroes have been thieves, robbing from the corrupt and wealthy and giving to the poor and hungry.  The thief can be a romantic figure, even a swashbuckling one. Examples are Oliver Twist, Hanse Shadowspawn, Ali Babba, Aladdin, and Bilbo Baggins.
     Thieves are limited in their selection of weapons to: club, dagger, dirk, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff.


SKILLS


Thieves recieve 80 character points to spend on skills from the following list. Skills cost 5 to 15 points.  Any unspent points can be used to acquire nonweapon proficiencies or saved for use during the game. Many of the skills can be improved as thieves advance in levels. This is explained after the skill section.

Backstab Damage Multiplier
Thief's
Level
Damage
Multiplier
1-4 x2
5-8 x3
9-12 x4
13+ x5

Backstab (10): Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage.

Bribe* (5): A thief can bribe an official with gifts of moneyor merchandise. Only one bribecan 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.

Climb Walls* (5): This skill lets thieves climb smooth or vertical surfaces.

Defense Bonus (10): +2 to armor class when unarmored and unencumbered.

Detect Illusion* (10): Thieve's can detect illusions within the line of sight, up to 90 feet away. They perceives the illusion as a translucent image, seeing through it as though it were a light mist.

Detect Magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic - dim, faint, moderate, strong, and overwhelming.

Detect Noise* (5): This is the ability to hear sounds others usually can't.

Escaping Bonds* (10): There comes a time in every thief's career when his luck runs out and 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 thief must roll to break every device binding him. If he is tied at the wrists and the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a -5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose the bond or pick the lock.

Find/Remove Traps*(10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.

Followers (5/10): By purchasing this skill, a thief can gain followers as described in the Player's Handbook if he establishes a stronghold and is at least 10th level. If this is purchased as a 10-point ability, the thief can attract followers whenever he establishes a stronghold, regardless of level. Refer to the thief section of the Player's Handbook for more details.

Hide in Shadows* (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains motionless. Slow, deliberate movements are allowed.

Move Silently* (5): This is the ability to move without making a noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate.

Open Locks* (10): A thief can try to pick all types of locks using skills, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.

Thief Scroll Use
Thief Level % Chance
1-2 10%
3-4 20%
5-6 30%
7 40%
8 50%
9 60%
10 70%
11+ 80%
     Scroll Use (5/10): At 10th level, a thief can use magical spell scrolls. By purchasing this skill as a 10-point ability, he has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring.

     Pick Pockets* (10): A thief uses this skill to pilfer small items from pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief's attempt was noticed, subtract three times the victims experience level from 100. If the thief's roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed - and the thief's roll was 85 or higher - the thief is noticed. (5x3 = 15. 100-15 = 85)

     Read Languages* (5): A thief needs every edge he can get, and the ability to read languages helps.

     Thieve's Cant (5): Thieves use slang terns when refering to their illegal operations. This lets them converse about such dealings in the open without others knowing what they are talking about.

Tunneling Modifier
Type of earth Modifier Time
Sand/loose earth -10% 0
Packed Earth - 0
Rock +10% 0
     Tunneling* (10): A thief 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 thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.



      Weapons Specialization (15): This thief can specialize in a particular weapon. The character point cost for gaining proficiency and specialization in the weapon must be met in addition.

     Skill Points: After a thief's skills are selected, consult the thieving tables to determine base scores for certain abilities and how to modify those abilities based on race, Dexterity, and armor or lack thereof.
     Next, allocate 60 additional discretionary points among the thief's "scored" skills. These skills include: pick pockets, open locks, find/remove traps, move silently, hide in shadows, detect noise, climb walls, read languages, detect magic, detect illusion, bribe, tunneling, and escape bonds.
     Further, each time a thief advances a level, he is awarded 30 discretionary points to divide among those abilities.

Thieving Skill Base Scores
Skill Base
Chance
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in shadows 5%
Detect noise 15%
Climb Walls 60%
Read Languages 0%
Detect Magic 5%
Detect Illusion 10%
Bribe 5%
Tunneling 15%
Escaping Bonds 10%


Thieving Skill Racial Adjustments
Skill Dwarf Elf Gnome Half-elf Half-orc Halfling Human
Pick Pockets - +5% - +10% - +5% -
Open Locks +10% -5% +5% - - +5% -
Find/Remove Traps +15% - +10% - +5% +5% -
Move Silently - +5% +5% - - +10% -
Hide in shadows - +10% +5% +5% - +15% -
Detect noise - +5% +10% - +5% +5% -
Climb Walls -10% - -15% - - -15% -
Read Languages -5% - - - - -5% -
Detect Magic +5% +10% +5% +5% - +5% -
Detect Illusion +5% - +10% +5% -5% - -
Bribe -5% +15% +5% +5% +10% - -
Tunneling -10% -10% +5% -5% - +5% -
Escaping Bonds - - - - - +10% -


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