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11:38, 3rd May 2024 (GMT+0)

CLASS: ROGUE.

Posted by The GMFor group 0
The GM
GM, 8 posts
Sun 13 Feb 2022
at 02:19
  • msg #1

CLASS: ROGUE


Pick 2 specialties or roll 1d10 twice:
1. Traps: Finding them, Identifying them, Safely Disarming them
2. pick locks/pockets
3. Surprise attack (add an extra 2d2 to damage)
4. I’m never caught by surprise
5. connections everywhere
6. evasion
7. vanish
8. Climb walls
9. Drugged weapons
10. reroll

(Drugged Weapons: Choose one or roll 1d4:
1. Eyeblight Essence: affected target has blurred vision for the rest of the battle
2. Bloodweed Oil: affected target deals -1 damage for the rest of the battle
3. Fearwort Sap: affected target will attack anyone BUT the rogue for the rest of the battle (unless the rogue is the only target possible to fight)
4. reroll)


AFTER SESSION ZERO, YOU WILL GET:
--leather armor.
--ten coins (and three uses of your chosen weapon drug if you chose that)

----Choose or flip a coin:
--Dagger and short sword
OR
--precise Rapier

----Choose or flip a coin:
--three throwing daggers
OR
--Crossbow and a bundle of bolts

----Choose or flip a coin:
--Adventuring gear
OR
--one Healing potion





--You do 1d6 both in melee and ranged combat.



--Rogue: When you roll to do something sneaky, add two extra points to the roll. "Something sneaky" may include:
--picking a lock
--hiding in shadows (but not just in trees nor bushes nor other natural settings)
--moving somewhere without anyone nor anything spotting you
--searching for something hidden
--finding, disarming, or setting a trap
--attacking someone when they don't expect it
--stealing something
--escaping
This message was last edited by the GM at 16:50, Fri 18 Feb 2022.
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