

Trap Spotter - lets your DM search for traps for youĬombat Trick - free feat from a fairly large list Īchaekek deserves a special mention as the patron deity of the Red Mantis, a group of contract assassins operating from Mediogalti.Bleeding Attack - extra damage that bypasses DR every round is kinda nice Abadar is common, though often too strict for a rogue's slippery morals. Evil rogues tend towards Norgorber or Droskar. Good rogues might be inclined towards Desna, while those focused on battle might choose Gorum. Cayden Cailean also shares many personality traits with some members of the class.

Calistria is no doubt one of the most common deity of rogues, emphasizing trickery and revenge. Rogues are a diverse lot, and might cast their favor to any deity they feel helps their personal cause. There are no restrictions on the race of a rogue, but elf, goblin, halfling, catfolk, kobold, ratfolk, tengu, hobgoblin, lizardfolk, changeling, tiefling, beastkin, fetchling, fleshwarp, ganzi, kitsune, sprite, strix, anadi, gnoll, grippli, and automaton adventurers often become rogue. The rogue is as common across the races as it is throughout regions, social strata, nations, or districts. 2 3 Racesīeing a rogue is a way of life, and is mostly reliant on self-fulfilled goals. Large guilds can also be found in Absalom, Manaket, Korvosa, Oppara, Port Peril, Sedeq, and Westcrown. Nidal and the River Kingdoms city of Daggermark are another exception, as they are a haven for assassins. The Shackles, Varisia, and Katapesh all give rise to abnormally high numbers of rogues. As a matter of course, the class is much more common in areas with loose laws and looser morals. Rogues are common across the regions and nations of Golarion. Though guilds frown on thieves operating independently, they have no control over other occupations, though adventuring does often attract their attention thanks to the enormous wealth that can be accrued by such activity. 2Īdventuring rogues are common, thanks to their unique skills set. Fortunately, constant wars between rival guilds often limit the resources and effectiveness of these ubiquitous organizations. Depending on the location, guilds might operate in secret (the most common method), in the open (such as Absalom and Sedeq), or even with some degree of authority. The so-called "thieves" guilds of Avistan and Garund rarely take such training upon themselves, preferring to recruit able members and avoid the messy physical and financial costs of training new ones. Rogues typically begin their training alone-learning from various teachers in secret, on the hard streets, or in the wild. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. Where fighters rely on their martial training, wizards on their mastery of arcane power, and clerics on the grace of their deity, the rogue relies on training of the body and mind to overcome obstacles.

#PATHFINDER ROGUE PROFESSIONAL#
Rogues are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. Each rogue's approach to their craft depends on their racket, and their vast knowledge of numerous topics lets them specialize as they see fit. In battle, they hide in the shadows and ambush their foes, just to disappear again after the strike. 178–189 (2E)Ĭunning and quick, the rogue brings skill and expertise to aid his teammates and outsmart his enemies. 67–70 (1E)Ĭore Rulebook (Second Edition), pg(s). Source: Core Rulebook (First Edition), pg(s).
