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.