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Rogues

No character group is so diverse as the rogue. Rogues range from the intrepid scout to the lowly thug; from the highly trained spy to the nimble burglar. Because of this variety, rogues can use a great many different weapons, armor, and magical devices.

Hit Dice

Rogues are not exceptional fighters and tend to have fewer hit points than most classes. Thus, they use six-sided Hit Dice. A newly generated rogue character has a full 6 hit points, +/- any adjustment for his Constitution score. Upon advancing to 2nd level, and at each level thereafter until after he attains 10th level, the rogue receives an additional 1d6 hit points (again, adjusted for his Constitution score). When the rogue reaches 11th level, he receives a flat increase of two additional hit points. At this point. Constitution bonuses no longer apply.

Attack Rolls

A rogue's attack roll reflects his ability to attack. Although each of the groups begins with a THAC0 of 20, a rogue's THAC0 improves by one point for every two experience levels. When a rogue attains 3rd level, his THAC0 becomes 19. At 5th level, his THAC0 becomes 18, and so on.

Saving Throws

All types of rogues use the same table when determining their saving throws for various types of attack. Rogues perform better when avoiding attacks that can be dodged and tend to suffer more from those that require physical resilience.

Table 94: Rogue Saving Throws

Character Level   Paralyzation, Poison, or Death Magic   Rod, Staff, or Wand   Petrification or Polymorph*   Breath Weapon**   Spell***
1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5

*   Excluding polymorph wand attacks.
** Excluding those that cause petrificafion or polymorph.
*** Excluding thosefor which another saving throw type is specified, such as death magic, petrification, polymorph, etc.

Fear, Horror and Madness

Rogues are seldom the bravest folk. They are not cowards, but their courage relies on their ability to predict what is coming and plan accordingly. When something happens that isn't according to their detailed schemes, they can be thrown by it. However, their familiarity with the dark side of life makes them less likely to panic when exposed to the bizarre.

Table 95: Rogue Fear, Horror and Madness Checks

Character
Level
   Fear
Check
   Horror
Check
   Madness
Check
0 16 16 19
1-2 15 15 18
3-4 14 14 17
5-6 13 13 16
7-8 12 12 15
9-10 11 11 14
11-12 9 10 13
13-14 7 9 12
15-16 5 7 11
17-18 3 5 10
19-20 2 3 8

Level Advancement

Like all characters, rogues accumulate knowledge as they explore the world. In game terms, this is reflected through the gathering of experience points. Table 96 indicates the level of a rogue character with a given experience point total.

Table 96: Rogue Experience Levels

Character
Level
   Experience
Points
   Hit
Dice
1 0 1d6*
2 1250 2d6
3 2500 3d6
4 5000 4d6
5 10000 5d6
6 20000 6d6
7 40000 7d6
8 70000 8d6
9 110000 9d6
10 160000 10d6
11 220000 10d6+2
12 440000 10d6+4
13 660000 10d4+6
14 880000 10d4+8
15 1100000 10d6+10
16 1320000 10d6+12
17 1540000 10d6+14
18 1760000 10d6+16
19 1980000 10d6+18
20 2200000 10d6+20

* Player Characters begin with 6 hit points plus Constitution adjustments

Starting Wealth

A rogue character begins with 2d6xl0 gold pieces. Exactly how he came by this money is. often a question best left unanswered. The character is free to spend some or all of this money on equipment at the start of the game, with the rest being pocketed for expenses during play.

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