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- Rogues are people who feel that the world (and everyone in it)
somehow owes them a living. They get by day by day, living in
the highest style they can afford and doing as little work as
possible. The less they have to toil and struggle like everyone
else (while maintaining a comfortable standard of living), the
better off they think they are. While this attitude is neither
evil nor cruel, it does not foster a good reputation. Many a rogue
has a questionable past or a shady background he'd prefer was
left uninvestigated.
- Rogues combine a few of the qualities of the other character classes.
They are allowed to use a wide variety of magical items, weapons,
and armor.
- Rogues have a variety of special abilities that are unique to
their group. However, not all rogues share the exact same set
of abilities, there is great room for individualization and specialization
among the members of this class. However, most rogues tend to
be adept at languages and thus, have a percentage chance to read
strange writings they come across. Most are also skilled in climbing
and clinging to small cracks and outcroppings even more skilled
than the hardy men of the mountains. They are alert and attentive,
hearing things that others would miss. Finally, they are dexterous
(and just a little bit light-fingered), able to perform tricks
and filch small items with varying degrees of success.
- Rogues have a number of special abilities, such as picking pockets
and detecting noise, for which they are given a percentage chance
of success (this chance depends on the class, level, ability score,
and race of the rogue). When a rogue tries to use a special ability,
a percentile dice roll determines whether the attempt succeeds
or fails. If the dice roll is equal to or less than the special
ability score (including special modifiers), the attempt succeeds.
Otherwise, it fails. Like all skill checks, a roll of 01-05 always
succeeds and a roll of 96-00 always fails, regardless of the character's
ability or skill.
- All rogues use Table 3.25 to determine their advancement in levels
as they gain experience points.
- All rogues gain one six-sided Hit Die (1d6) per level from 1st
through 10th. After 10th level, rogues earn 2 hit points per level
and no longer receive additional hit point bonuses for high Constitution
scores.
Level
|
Thief/Bard Experience
|
Hit Dice (d6)
|
1
|
0
|
1
|
2
|
1,250
|
2
|
3
|
2,500
|
3
|
4
|
5,000
|
4
|
5
|
10,000
|
5
|
6
|
20,000
|
6
|
7
|
40,000
|
7
|
8
|
70,000
|
8
|
9
|
110,000
|
9
|
10
|
160,000
|
10
|
11
|
220,000
|
10+2
|
12
|
440,000
|
10+4
|
13
|
660,000
|
10+6
|
14
|
880,000
|
10+8
|
15
|
1,100,000
|
10+10
|
16
|
1,320,000
|
10+12
|
17
|
1,540,000
|
10+14
|
18
|
1,760,000
|
10+16
|
19
|
1,980,000
|
10+18
|
20
|
2,200,000
|
10+20
|
+220,000 experience points and 2 hit points per level beyond 20th. |
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