Rogue class
Rogues are adventurers who live by their skills of deception and stealth. When men and magic fail, it is often up to the rogue to bring home the plunder.
Progression
Level 1 (1 XP): 1d6 HP, 14 Saving Throw
Level 2 (1,200 XP): 2d6 HP, 13 Saving Throw
Level 3 (2,400 XP): 3d6 HP, 12 Saving Throw
Starting equipment
You can either roll 3d6 x 10 silver besants and purchase gear from the house rules page or quickly roll up randomized starting gear from below.
Basic equipment: All characters have a backpack, a tinder box, 1d6 torches, a waterskin, 1d6 hardy rations, thieves tools, and 3d6 sb.
Armour: You begin play with Leather armour (AC 7).
Weapons: Roll 1d12 twice to determine your starting weapons.
- Crossbow + 20 bolts
- Mace
- Short bow + 20 arrows
- Short sword
- Silver dagger
- War hammer
Adventuring gear: Roll 1d12 twice to determine your extra adventuring gear.
- Crowbar
- Hammer (small) + 12 iron spikes
- Holy water
- Lantern + 3 flasks of oil
- Mirror (hand-sized, steel)
- Pole (10’ long, wooden)
- Rope (50’)
- Rope (50’) + grappling hook
- Sack (large)
- Sack (small)
- Stakes (3) + mallet
- Wolfsbane (1 bunch)
Back-stab
Rogues are proficient in dealing deadly blows when attacking from behind with a blade in melee. They must be positioned behind the target, and the target must be unaware of the rogue's presence. The rogue gains a +4 bonus to attack and inflicts 3d4 damage on a successful strike.
Rogue skills
Rogues have the following skills: climb sheer surfaces, find or remove traps, hear noise, hide in shadows, move silently, open locks, pick pockets, and read languages. All skills begin with a 1-in-6 chance of success. Expertise points are gained each level and allocated to skills to improve their chance of success by 1-in-6.
- At 1st level: At character creation, a rogue has 4 expertise points to allocate.
- Gaining levels: A rogue gains 2 additional expertise points to allocate.
- Maximum chance of success: No skill may be raised above 5-in-6.