Equipment Packs - The Rogue

Equipment Packs - The Rogue

Next on the equipment pack list is the rogue pack. Our stealthy friend has some pretty great combat abilities at the first and second levels in Sneak Attack and Cunning Action. That said, they are a rogue after all, and stealing things is the name of the game. Having the right equipment, especially at lower levels, make it easier to pilfer those items that you must have.

The biggest problem I ran into when creating the rogue’s pack was what not to put in. There are so many items that could be applicable for a rogue, I had to limit the equipment I originally wanted to put in. A rogue weighted down by all their equipment is pretty useless, and stealth goes right out the window. I tried to stick with items that would be useful not only for the rogue and their shady work but also in a party setting. Being the one carrying the rope and grappling hook can come in very handy when the party needs to get out of the trap they set off and is just as useful for any second-story work that may come their way.

The rogue pack follows in the tradition of the newer packs that have been created of late. There remain many mundane items that every adventurer should have with them. I won’t go into some of these items, but you can find their description, cost, and weight in both the GM Binder and PDF files found below. There are also new items that provide the rogue with minor bonuses when used. These items aren’t cheap, but I’m sure all the riches you steal will more than makeup for initial gold they need to pay upfront.

For those that are tired and want to cut to get to the good stuff.
For best results in GM Binder, use a Chrome Browser.

  1. Backpack (2 gp) Finally, another character class that gets a backpack. The rogue will need all the space they can get for their equipment, plus a little extra to stash their stolen goodies. For certain jobs, our rogue may ditch the backpack and carry only what’s needed for the job, but carrying the backpack provides them with several items they can use if things don’t go as planned.

  2. Bag of Ball Bearings (1 gp) One of the original ‘escape’ items in Dungeons and Dragons. Many a player has dumped the contents of this bag on the floor and then started running as fast as possible in the opposite direction. I know it feels like something out a movie, but having your pursuers fall prone may be the difference between escape and ending up in the local jail. Hopefully, there is an exit in the direction you start running in.

  3. Beef Jerky (5 sp) Since the rogue isn’t carrying rations around anymore, they needed food items to distract the giant furry beast guarding the door to the treasure. It’s better to have our new friend with really big teeth munch on some tasty rat jerky than on you. Plus, being extremely tough jerky, even if they can put the whole thing in their maw in one bite, it’s going to take a little time to chew and swallow it. Rat is tasty but hard to eat.

  4. Brush and Ash set (1 gp) It’s not anything fancy, but you can play amateur detective with this kit. You can discover if someone was trying to open your secret stash by discovering their grubby little fingerprints with this kit. You could also use the kit and have the ash fill in the indentations made when someone wrote a note on the previous page. The kit has many uses if you use your imagination and have a DM that’s willing to go along.

  5. Center Hole Punch (2 gp) This spring-loaded gizmo fits in the palm of your hand and when used properly, allows the rogue to break most glass at a fraction of the sound it would normally make. Plus, it’s much lighter than carrying around that brick you’ve been using to break windows.

  6. Deluxe Thieves Tools (25 gp) Your upgraded tools include a bump key, screwdriver, claw hammer and glue. Want to know what you can do with them? Go click on one of the links above to find out.

  7. Journeybread (10 gp) Found in all the revised packs, this 4th edition item provides nourishment for the entire day. And yes, it’s a total rip off of lembas bread.

  8. Flashlight (10 gp) Every thief needs a mini flashlight they hold in their mouths while they try and crack the safe in front of them. This item keeps many an artificer in business, as they use their abilities to imbue a small rock with light. Set the rock inside a metal tube with an open end, place a piece of glass that fits snugly in the open end and boom, you got yourself a flashlight.

  9. Smokestick (5 gp) Some of the items they come up with in Pathfinder are amazing and should be ”borrowed” from the game. The smokestick is one of those items. Throw this bad boy down like you’re Batman and your sneak attack just got that much more deadly.

So there is the revised Rogue’s Pack. A couple of nice little bonuses and some fun new items for our rogue to enjoy since it can’t be about sneak attack all the time. As always, let us know what you think in the comments below.

Just some of the benefits we offer:

  • Access to our always growing Homebrew Horde

  • Vote on upcoming Deep Deep topics

  • Early access to Deep Dive and Rewind Articles

  • Patron-only 1-on-1 actual play podcast

  • Regular giveaways

  • More to come!

Header Art Credit - Killeralqasmi

For Your Consideration - 2nd Level Spells

For Your Consideration - 2nd Level Spells

Equipment Packs - The Barbarian

Equipment Packs - The Barbarian

0