
Rogue
Profession, single-classed
The subtlest of felons, adept at covert and illegal work and a cut above common thieves. Rogues specialize as they choose, from highwaymen and muggers to forgers, fences and con artists.
From the book
Rogues are the most refined of criminals, skilled in many covert and unlawful trades; as their attribute minimums suggest, they outclass the ordinary thief and hoodlum in talent and wits, and common N.P.C. thieves may have attributes and percentage abilities 10-40% lower.
A rogue can pursue any criminal line through the skills picked up while rising in level: those who learn riding and mounted combat may become highwaymen or bandits on the roads and caravan routes; those who favor fighting become armed robbers, muggers or enforcers for a crime syndicate; and those who prefer gentler work become smugglers, forgers, fences or con artists. All rogues share Backstab, Waylay and a Perception save bonus.
Most are neutral or evil, but a few are good at heart, which may be why the greatest rogues, despite their disreputable calling, have always had a knack for winning the affection of ordinary people.
Skills by level
- Level 1
- Any 3 Weapons
- Lock-Picking
- Stealth
- Set/Disarm/Detect Traps
- Hide
- Thieve's Cant
- Con
- Pick Pockets
- Scaling Walls
- Level 3
- +1 to Hit
- Add any Single Thieving Skill
- Level 6
- +1 to Hit
- One Additional Weapon
- Level 8
- 2 attacks per Round
- Level 9
- +1 to Hit
- Add any Additional Thieving Skill
- Level 12
- +1 to Hit
- One Additional Weapon
- Level 15, 18, 21, etc.
- +1 to Hit
At a glance
- Minimum attributes
- INT 10, DEX 12, SPD 10
- Alignment
- Any (most are neutral or evil)
- Combat training
- Skilled
- Hit points per level
- 1 H.P. per point of CON, plus 4 H.P. at first level; then +4 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Back Stab: double damage any time the rogue attacks an opponent from behind or by surprise; Waylay: renders an opponent unconscious with a single blow; requires a blunt or heavy weapon (blackjack, club, mace, etc.); not usable in combat unless the victim can be attacked from behind or surprised; 35% + 5% per level of ability (maximum 95%); +1 Saves vs Perception
- Free skill choices
- Level 3: any single thieving skill; level 9: any additional thieving skill
- Restrictions
- Waylay only against a victim attacked from behind or surprised, with a blunt or heavy weapon
- Equipment
- Blunt or heavy weapon (blackjack, club, mace) for Waylay
The table prints 'Thieve's Cant' (Thieves' Cant). The stat block is headed 'Rogues'. The table gives no 3rd attack per round.
