It was big in the blogosphere a couple of weeks ago to post your version of the rogue/thief/whatever. I couldn't find my houserules document until just now... so here's mine.
Rogue
Rogues
in the World of Nightwick are ne'er-do-wells who live by their wits.
They are, unfortunately for the World and its people, quite common.
Rogue
Advancement
XP
|
Level
|
HD
|
ST
|
Skills
|
Sneak
Attack
|
0
|
1
|
1
|
15
|
1-2
|
x1
|
1,250
|
2
|
2
|
14
|
1-2
|
x1
|
2,500
|
3
|
3
|
13
|
1-3
|
x2
|
5,000
|
4
|
3+1
|
12
|
1-3
|
x2
|
10,000
|
5
|
4
|
11
|
1-3
|
x2
|
20,000
|
6
|
5
|
10
|
1-4
|
x3
|
40,000
|
7
|
6
|
9
|
1-4
|
x3
|
80,000
|
8
|
6+1
|
8
|
1-4
|
x3
|
160,000
|
9
|
7
|
7
|
1-5
|
x4
|
320,000
|
10
|
8
|
6
|
1-5
|
x4
|
Rogue
Class Abilities
Weapon
and Armor Restrictions: Rogues
can use any weapon and wear any armor; however, they cannot use their
skills if wearing armor heavier than leather.
Skills:
Rogues
possess skills that aid them in their attempts to gain precious
lucre. These include Climb, Hear Noise, Open Doors, Pick Lock,
and Search. The chances given on the chart above are for a d6.
In
the case of skills that have their own attribute based chart, such as
Open Doors, the rogue uses either the skill chart or the attribute
chart - whichever is higher. Rogues also use this x in 6 chance to
determine the chance that they surprise an opponent when sneaking off
alone. Note that rogues carrying lit torches or lanterns still
cannot surprise monsters in a dungeon.
Sneak
Attack:
If attacking a surprised or otherwise unaware opponent, a Rogue
multiplies any damage dealt with a melee weapon by the number
indicated on the chart above.
Saving
Throw: Rogues
gain a +2 bonus to saves against poison and death effects.
Grave Robber (Rogue Bonus Class)
Grave
robbers are those members of Dark Country society that have been
forced to make their living through various nefarious means. As
the title says, this typically involves looting the corpses of the
dead.
Grave
Robber Class Abilities
Prerequisites:
Constitution
12+, Charisma 8-
Strike
to Stun: If
undetected, a Graverobber can attempt to stun a human or humanoid
opponent that is vulnerable to such an attack using a blunt
instrument. The Grave robber must make a to hit roll against
the opponent they wish to stun. If the hit is successful, the
opponent must make a saving throw or be knocked unconscious for 1d6
turns.
Mountebank
(Rogue Bonus Class)
Mountebanks
are the flimm-flamm men of the World of Nightwick. While typically
more at home in urban areas, they may be found anywhere were gold can
be acquired.
Mountebank
Class Features
Prerequisites:
Wisdom
8-, Charisma 15+
Roll 1d10 to determine you're previous career and some of your starting equipment.
Rogue
d10
|
Career
|
Equipment
|
1-2
|
Beggar
|
Bottle
of cheap whiskey, begging cup
|
3
|
Bunko
Artist
|
Deck
of cards, hand mirror
|
4
|
Cattle
Rustler
|
50'
rope, torn burlap mask
|
5-6
|
Dung
Gatherer
|
Bag
of dung, shovel
|
7-8
|
Footpad
|
Cudgel,
1d6 missing teeth
|
9
|
Gambler
|
Deck
of marked cards, loaded dice
|
10
|
Minstrel
|
Lute,
puffy shirt
|
11-12
|
Outlaw
|
Bow,
12 arrows, leather armor
|
13-14
|
Peasant
|
Wooden
hoe, a pig
|
15
|
Pedlar
|
Small
push cart
|
16-17
|
Ratter
|
Stick
with 1d6 dead rats tied to it, “trained” potato bear
|
18
|
Smuggler
|
Chest
with secret compartment
|
19-20
|
Thief
|
50'
rope, black domino mask
|