Rogue
Rogues are defined by their adaptability and their lack of official social standing. A Rogue may have been anything before taking to the road, and answers to no guild, temple or banner.
| Level | Experience | Wounds | Stamina | Skill Points |
|---|---|---|---|---|
| 1 | 0 | 1d6 (min 4) | 1d3 | 2, Sneak Attack |
| 2 | 1500 | — | +1d3 | +2 |
| 3 | 3000 | +1 | +1d3 | +2 |
| 4 | 6000 | — | +1d3 | +2 |
| 5 | 12000 | — | +1d3 | +2 |
| 6 | 24000 | +1 | +1d3 | +2 |
Saving Throws
| Level | Paralyze | Poison | Breath | Device | Magic |
|---|---|---|---|---|---|
| 1 | 14 | 16 | 15 | 14 | 14 |
| 2 | 14 | 16 | 15 | 14 | 14 |
| 3 | 14 | 16 | 15 | 14 | 14 |
| 4 | 14 | 16 | 15 | 14 | 14 |
| 5 | 11 | 12 | 14 | 13 | 12 |
| 6 | 11 | 12 | 14 | 13 | 12 |
Starting traits:
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Skill Points Progression: Rogues get Skill Points, which can be used to improve their skills. Characters start with the base proficiency of 1-in-6 that every character has and can spend Skill Points to improve them; each point raises one skill's chance by 1-in-6.
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Skills: Architecture, Bushcraft, Climb, Doors, Languages, Search, Sleight of Hand, Stealth, Tinkering
Sneak Attack
When a Rogue strikes a target that is unaware of them or otherwise Surprised — as when they attack straight out of Stealth — they roll the weapon's damage dice twice and add both results together.
Skill Specialist
A Rogue is the trained specialist the skill rules allow for: they may use the Climb skill even while encumbered.
Careers
The Rogue has no careers. A Rogue is a class in itself.