A Rogue can wear leather and hide types of armor. Mail and Plate armor is too bulky and noisy to wear and still be able to perform their special class skills. A Rogue can wield the short sword, sword, axe and spear. They may throw daggers, hand axes and spear or javelin. A Rogue may use the light crossbow or the short bow but they are limited to one shot per combat round.
A Rogue must be aligned with Chaos or they must be Neutral in alignment.
Keen Senses
Starting at level zero a Rogue begins with a 30% chance to detect hidden traps, ambushes, secret doors or hidden levers or buttons. At each level of advancement starting at 1st level a Rogue gains a +05% increase to this chance.
Stealth
Starting at level zero a Rogue begins with a 25% chance to move quietly and without being seen so long as there are shadows or places to provide concealment. At each level of advancement starting at 1st level a Rogue gains a +05% bonus to this chance.
Disable Device
Starting at level zero a Rogue has a 35% chance to disable any trap or alarm, excluding traps or alarms which are purely magical in nature. At each level of advancement starting at level one the Rogue gains a +05% increase to this chance. If a Dwarf or Gnome fails in their attempt to disable device roll the device typically triggers, unleashing the effects of the trap. When a Rogue fails this attempt there is a base 80% chance minus 05% for each level of the Rogue that the trap will trigger. This chance increases by +05% for every additional failed attempt to disable the trap or alarm.
Sleight of Hand
A Rogue begins at level zero with a 30% chance of picking a target's pocket or using sleight of hand to steal an object or pass an object secretly to a nearby companion. This chance increases by +05% for each level of advancement starting at first level. Should the Rogue fail the roll they are usually spotted by the target or a nearby bystander such as a guard.
Melee Assist
Once per combat round the Rogue may provide a one point bonus to AC to any friendly character they are fighting adjacent to or they can add +2 damage points to their own attack so long as they are using a dagger. The Rogue must declare whether they are adding their defense bonus to an adjacent character or using their dagger damage bonus at the start of each combat round and before initiative is rolled.