Rogues

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Bard

High Bard of Dwarden

Thief

Single-Classed Thieves

Single-classed thieves are generally superior in their roguish abilities when compared to multi-classed thieves due to their single-minded dedication. This superiority is reflected in the various House Rules that follow below.

Expanding Thief Skills

At 1st level, single-classed thieves may choose, with the approval of the DM, any eight thief skills, apart from the standard listing. As they advance in level, single-classed thieves may choose other skills, as specified below:

1st: 8 skills

6th: 9 skills

9th: 10 skills

12th: 11 skills

15th: 12 skills

18th: 13 skills

21st: 14 skills, and one more skill every third level thereafter (24th, 27th, 30th, etc.)

A purchased skill will start with the base chance listed in its description, and may be modified by race and statistic scores.

Thief skill slots may also be used to purchase Rogue Class only non-weapon proficiency slots. For example, the non-weapon proficiency "disguise" may be purchased with a thief skill slot.

For single-classed thieves, instead of skills, the thief may "improve" his dexterity score by one point in one particular skill that he already possesses, but such an improvement in dexterity will only apply to this particular thieving skill, and will not modify his defensive, missile or reaction adjustments. A single-classed thief may increase his dexterity score with regard to one of his thieving skills up to and not beyond his racial maximum.

Example: Thorion the Bitter has reached 6th level. Instead of pursuing a new skill, he increases his 15 dexterity with regards to a single thief skill to a 16, thereby possibly improving his ability in one particular thief skill or rogue-category non-weapon proficiencies. Thorion however does not gain a 10% bonus to his experience because of a "16 dexterity", nor does he gain the extra defensive adjustments that come with a 16 dexterity. His dexterity remains a 15, but with regards to this selected thieving skill or proficiency, he now has a 16. Thorion selects Open Locks. His ability rises by 5% in this skill, and the DM rules that for his locksmithing non-weapon proficiency, he may now use the 16 in dexterity and not a 15, since the skill set is so similar. As a human, Thorion the Bitter may do this twice more, until he maxes his dexterity with Open Locks out at 18, which at earliest he could accomplish at 12th level, and which would grant him a further 10% bonus in his Open Locks checks.

Thief-Acrobat

Ninja

Ninja

Rogue Skills

Detect Noise

Description: A good thief pays attention 10 every detail, no mailer how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic; the thief must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.

Disguise

Description: The character is trained in the art of disguise. He can make himself look like any general class of person of about the same height, weight, and age as himself. This is useful for appearing as a merchant, peasant, or other harmless character. He can also try to disguise himself as a member of the opposite sex, although his chance of success is reduced by half. In addition, a ninja can disguise himself as a specific person and pose as him. Once a ninja fails to impersonate a specific person, he can never succeed at impersonating that person, at least until his rises in level. A ninja's chance to impersonate a specific person is one-half his normal disguise percentage. Therefore, if a rogue attempts to disguise him or herself as a specific person of the opposite sex, the percentage chance for success is 1/4 the normal percentage. If the rogue can closely observe the character he intends to impersonate for at least one month, however, the chance of success is normal.

Leveled characters have a greater chance of seeing through a disguise. When looking upon a disguised character, the chance of passing undetected is lowered by 1% per level, modified by the chart below, counted by the mean of intelligence and wisdom (rounded down):

13-15 - 1%

16 - 2%

17 - 3%

18 - 5%

19 - 10%

20 - 15%

21 - 20%

22 - 25%

23 - 30%

24 - 35%

25 - 40%

If the viewer is only passively looking upon the rogue, the rogue may make a saving throw vs. spell (modified by his charisma's reaction adjustment) to reduce this penalty by half, rounded down. If the viewer is visually examining the rogue, the viewer receives the saving throw (rolled by the DM).

If the rogue has the disguise non-weapon proficiency, the percentage ability increases by 10%.