Stealth, Skill and Violence
Any individual who chooses to study the arts of deception and dirty fighting is usually a being of roguish quality. Rogue is a general term for any person who would fight to win, study to cheat, and practice to pilfer in lieu of a more boring, honorable existence. A Rogue prefers to confront a challenge from the side (preferably when sleeping and unguarded), but even in less than favorable circumstances, a skilled Rogue has a funny way of turning the tables in his or her favor.
Rogue is possibly the profession best suited to adventuring. They have versatile talents that can be applied to almost any situation. Whether at a royal ball, in a trap-laden dungeon, or in the heat of battle, a good sneak is a great ally to have around. It is in the best interests of any individual teaming up with a rogue to confirm, however, that the rogue is in fact their ally, as many adventuring partnerships have ended abruptly over arguments of treasure and a knife in the back.
Rogues have many roles in a party, depending on their aptitude. Some make great scouts and archers, some back up the front lines by assisting other combatants with devastating backstabs, while still others have a knack for finding and utilizing hidden staircases, traps, and unusual devices. Some highly talented masters of this profession can do all of these things at once and more. For this reason, many adventuring groups are willing to hire out a rogue, and potentially put up with their often less than scrupulous behavior.
History and Culture
Rogues have existed for quite some time, although their practical application didn't really start to come into its own until organized society started to become the norm among the mortal races. There are many ways to make a profit for a wily and daring individual in a land that values currency, trade, and--quite foolishly--etiquette. Rogues have been known to exploit all three of these, and over the course of time have made a good (if not honest) wage off the mistakes of others.
Not all rogues are bad, however; some learn the folly of their ways, or others simply preferring to use their talents in a different way. Rogues are highly adaptable adversaries, and can play by the rules of whatever land they are in while still carrying out their mission. Some rogues have even been known to acquire positions of leadership and distinction, although the ends were not always justified by the means.
Most rogues do not find themselves burdened by concepts of morality and honor like others are. While some can be good, and some may choose evil, almost all rogues see rules and laws as a flexible thing to be used only when it benefits someone: namely themselves. In any case, a rogue can be expected to behave in the way he or she best sees fit without worrying about the expectations of others. For this reason, it is not surprising that most rogues do not spend much time on inner contemplation.
Goodly rogues sometimes use their skills to steal from other thieves or individuals more terrible than themselves, justifying their actions through the impact it has on their "evil" victims. They might also find themselves fighting on the front lines beside a stalwart warrior or another rogue; teaming up against smaller numbers always being a preferable tactic in any battle.
A neutral rogue makes perhaps the best sort of thief. While they don't tend to harbor grudges, neither do they care about the needs of others. A rogue with a sense of emotional detachment from his or her actions is often free to pursue the greatest treasures and thrills, societal expectations and inhibitions rarely being a factor in their decision-making process.
Evil rogues don't often feel the need to justify their actions to others. In most cases, such a character will see something they want and take it. They will very rarely hesitate to dispatch anyone who gets in their way, either. These people see almost everything as their property; they just haven't taken it yet.
- You gain access to the Thievery skill.
- You gain a bonus general power.
- You gain Improved Initiative as a bonus feat.
- 1st level, ½ point in Ranged, ½ point in Melee, and ½ point in Reflex.
- 2nd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 3rd level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 5th level, ½ point in Reflex and ½ point in Will.
- 6th level, ½ point in Melee Weapon Attacks and ½ point in Ranged Weapon Attacks.
- 7th level, ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 9th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 10th level, ½ point in Reflex.
- 11th level, ½ point in Melee Weapon Attacks, ½ point in Ranged Weapon Attacks, and one ½ in your choice of the following: Fortitude, Reflex, or Will.
When your character earns a Class Specialty, you may choose one from the following list.