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Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Not all rogues are thieves and not all thieves are rogues, but a certain interest in the shadier side of life unites the dreams of risk-takers everywhere. Behind the dreams, however, often may be found an assessment of practicality and knowledge of local terrain, well before any splitsecond decision to take that risk. Perhaps not so surprising. After all, the unprepared rogue may not live to indulge the thrill of risk again, and while some rogues are thieves, very few that survive are gamblers.
Pick Pocket
Anything bigger than a loaf of bread should be returned OOC immediately to the PC from which it was stolen, as it is unrealistic that you would be able to pickpocket something that large without the other PC noticing. If you really wish to attempt pick pocketing a larger item, your DM may be able to help you roll skill checks manually through the Emote ball.
Robbery
Roleplay of robbery is more important that loot. Do not omit roleplay in favor of robbing NPCs or houses to the exclusion of PC interaction. Thieves whose PC concept consists of bashing down doors and looting houses repeatedly, especially the same houses or locality time and again, will face IC consequences as well as possible OOC punishment for powergaming.
Stealth
Stealth should be played sensibly, with the accent on ‘played’. Roleplay it. If the stealth is successful your emotes are invisible to others and typing *tiptoes by the sleeping dog* will only be seen by those who have spotted you…as it should be. Do not stealth where it is unlikely your PC could get away with it, for instance in broad daylight in the middle of a street or sneaking past an armed castle guard. Likewise, if the PC is in stealth, keep that in mind for party interaction. Calling signals to your party while in stealth would reasonably lessen your chance of successfully sneaking around. Hand signals are useful, but only if emoted while the PC is in line of sight with the target of the signal.
Class features
Hit die: d6
Proficiencies: Armor (light), Weapons (simple and rogue)
Skill points: (* 4 at 1st character level) 8 + Int modifier
Class skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Parry, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope
Base attack bonus progression: Medium
Saving throws
high: Reflex
low: Fortitude, Will
For further Rogue technical information, see here.
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