Dungeons and Dragons Second Edition, AD&D 2nd edition Character creation: Kits and Classes: Rogue
Kits & Classes

Character Creation main

Introduction

Priest

Rogue

Introduction

Experience tables

Warrior

Wizard

Psionicist

Racial kits

Kits & Classes Index

Suggested Reading

Credits

 
Rogue
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.

Table 3.25: Rogue Experience Levels
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.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site