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Rogue

Rogues are pickpocket masters that can make a healthy living when spending time in Rondor. For many, pickpocketing becomes a mundane endeavor and other challenges spike curiosity for a rogue. Such adventures include disarming traps, unlocking treasure chests, and planting traps to weaken opponents. Rogues are sneaky fighters that will cheat an honorable duel to win in the entire outcome of a battle.

Character Sheet

Basic Information

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Screenname:

Adventurer's Name:

Class: Rogue

Sub-Class: None

Gender:

Alignment: Neutral

Health Condition: Healthy

Level: 1

Experience Points: 0 / 500

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Private Information

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Siblings: None

Status: Single

Work: None

Business #1: None

Business #2: None

House #1: None

House #2: None

Money: 15 Gold Pieces

Bank: 0 Gold Pieces

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Attributes

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Special Combat Abilities: + 1 (already included in attributes)

Strength: 12 + 1

Stealth*: 18

Mana: 0

Hit Points: 14 / 14

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Combat Items

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1st Weapon: Steel Dagger (100%) + 1 Strength (already added to attributes) / worth 4 gold pieces.

2nd Weapon: None

Ammo: None

Armor: Leather Armor (100%) - 2 opponent's attack roll / worth 10 gold pieces.

Shield: None

Helm: None

Gauntlets: None

Bracers: None

Outfit: Leather pants and wool shirt (100%) / worth three gold pieces.

Hat: None

Shoes/Boots: Brown leather boots (100%) / worth three gold pieces. 

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Inventory

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1. Rogue’s Tool Box / worth four gold pieces.

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Knowledge

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Common Skills: 12 (Jumping, Swimming, Climbing, Hiding, Searching, Bashing, etc.)

Literacy: None

Monster Identify: None

Potion Lore: None

Languages: Intermediate human tongue

Pickpocket: The rogue has the knowledge to pickpocket in busy district centers to earn additional gold pieces.

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Special Abilities

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Level 01: Set Trap - Forces opponent to lose 5 Strength before the battle begins. The trap doesn’t work for wraiths, specters, and ghosts. 

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Level 05: Pickpocketing Master - A total of 1d400 is rolled each time the adventurer uses the command “Pickpocket.” There is an 80% chance that the adventurer doesn’t get caught as he/she is a master in the skill. 

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Level 10: Poison Dart - forces the opponent not to add the attack roll for he is weakened from the poison inflicted on him. 

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Level 15: Golden Touch - all items are doubled when found. For example, if the adventurer finds a small diamond then he/she finds two small diamonds. Also, all gold pieces increase when found. 

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Level 20: Trap Master - The opponent must deduct 14 to all attributes before

battle. The opponent had encountered many dangerous traps before approaching the cunning rogue.

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Followers 

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Books Read

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Special Places Visited

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Benefits

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1. The Rogue has paid for a room at the Green Dragon's Tavern for the entire year. Each time the action command "Return" is used the adventurer recovers full hit points.

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Special Events: None

Battles Won: 0

Battles Lost: 0

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Additional Information:

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At level 5 the Rogue can become a Swashbuckler. 

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Class: The Swashbuckler receives 6 Stealth and 4 Strength upon changing of class. 

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Bonus: An Elegant Emerald Short Sword (worth 2000 gold pieces) is crafted for the Swashbuckler and provides 3 Strength as of 3 Stealth. Also, the new skill “Sword fighting Finesse” disarms any opponent carrying a weapon if the 1d20 die roll is 10 or higher forcing the opponent not to be able to roll its 1d20 attack roll during combat.