|280,001||10||+2 hp only *||+5||6||2||4||5||5||4|
|400,001||11||+4 hp only *||+5||5||2||2||5||3||2|
|520,001||12||+6 hp only *||+6||5||2||0||5||2||2|
|640,001||13||+8 hp only *||+7||5||2||-2||5||2||2|
|760,001||14||+10 hp only *||+7||5||2||-4||5||2||2|
|880,001||15||+12 hp only *||+8||5||2||-4||5||2||2|
|1,000,001||16||+14 hp only *||+8||5||2||-4||5||2||2|
|1,120,001||17||+16 hp only *||+9||5||2||-4||5||2||2|
|1,240,001||18||+18 hp only *||+10||5||2||-4||5||2||2|
|1,360,001||19||+20 hp only *||+10||5||2||-4||5||2||2|
|1,480,001||20||+22 hp only *||+11||5||2||-4||5||2||2|
Rogue Abilities: Rogues have the following range of skills, which improve as the Rogue gains levels. See the Rogue Skills table. Note that usually the Labyrinth Lord will make rolls for these abilities, because a Rogue is not always aware when he has failed!
- Climb: Rogues are adept at scaling sheer surfaces, including walls or steep cliffs. They require a skill roll for each 100 feet they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, taking 1d6 points of damage per 10 feet.
- Pilfer: This skill is the bread and butter of non-adventuring Rogues, for it is a quick source of income…but not without peril. A roll that fails by five or more means the intended target notices the thieving attempt. The Labyrinth Lord will then roll 2d6 on the reaction table to determine the intended victim’s reaction.
- Sense: Rogues can attempt to listen for noises (in a cave or hallway, and at a door or other locations) or find traps in a given area but the Rogue must be quiet and in a quiet environment.
- Sneak: When successful, others will not hear or see the movements of a Rogue. However, the Rogue always thinks he is successful in this skill, and will not know otherwise unless others react to his presence. He must remain motionless when hiding, or make another skill roll.
- Technique: A Rogue is skilled in picking locks and disarming traps, but needs lock picks to do so. He can only try to pick a lock or disarm a trap one time, and if he fails, he may not try again until he reaches a higher experience level. The referee might grant an additional try depending on the complexity of the lock or trap.