The Ravenloft Files: Dead of the Night
Like fighters, rogues lack any supernatural gifts. Where the fighter seeks confrontation, however, the rogue prefers to solve problems through intellect and guile. a rogue knows that there’s no point in fighting a chamber full of zombies if you can find the secret passage that bypasses them. With their extensive expertise in skills and their impressive bag of tricks, rogues can be invaluable when creeping through ancient tombs or interacting with suspicious NPCs. Rogues are commonly associated with thieves and tricksters, but they can just as easily be explorers, investigators or even a mere – if sharp-witted – townsperson.
Rogues often adventure in the name of personal gains; they like to know “what’s in it for them.” The rewards a rogue fights for may be wealth or political power, but a rogue is just as likely to adventure to ensure the safety of a loved one or to gain the satisfaction of a mystery solved.
Most rogues are opportunists. Some specialize in pure theft, others in chicanery, extortion, misdirection or con artistry. Whether they use their innate abilities, learned skills or utilizing mystic powers, rogues attempt to take what isn’t theirs or gain something for nothing. They don’t even stand and fight, risking their lives when they enter combat, but instead learn how to use deceit, stealth and their ability to hide and sneak attack their opponents. Nothing is straightforward about rogues unless it is their penchant for greed and love of keeping their involvement in most things hidden – at least from anyone likely to imprison or punish them. Perversely, they may enjoy taunting those who serve the law with the knowledge that the rogue has gotten away with something that can’t be proved.
Altered Class Features
Weaknesses: Because rogues cheat their way through life, they lay themselves open to taking the quick and easy path in everything they do. It’s easy to tempt rogues into overstepping the fine line between neutral self-interest and deliberate evil. They may even be unaware of the change when it comes. For each level beyond the 1st, rogues have a base 1% chance of falling to corruption just like fighters and monks. Each time a rogue kills someone using a sneak attack, that chance rises by 5%, even if the death is unintentional due to misjudgement of how wounded an enemy is. The rogue cannot “pull his punch” when using a sneak attack as the whole point of such a maneuver is to maximize the accuracy of the attack to cause the most damage. As with fighters, when rogues use their talent to kill an obviously evil and dangerous foe who has escaped justice and harmed the rogue’s party in the past, such a penalty should be waived if the rogue is protecting his friends. Obviously evil actions also raise the chance by 1% each.
Selfless acts, such as giving all his money to the poor may lower the chance by 1% each as long as they seem to be undertaken for truly altruistic reasons rather than a player’s attempt to work the percentages. Such lowering of the percentage chance cannot go below a base 1% chance.