Rogue

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Rogue
Rogue
(Class)

Region
Any
Races
Any
Alignment
Iconic character
Source: Core Rulebook, pg(s). 67–70 (1E)
Player Core, pg(s). 164 (2E)

Cunning and quick, the rogue brings skill and expertise to aid allies and outsmart enemies. In battle, they hide in the shadows and ambush their foes, just to disappear again after the strike. 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.1

Rogues are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. 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. They are any combination of athletic, cunning, shifty, convincing, learned, and crafty. They augment their training with a precise working knowledge of anatomy: where to deliver a knock-out blow when the situation requires.[citation needed]

On Golarion

Rogues typically begin their training alone—learning from various teachers in secret, on the hard streets, or in the wild. 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. 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. Fortunately, constant wars between rival guilds often limit the resources and effectiveness of these ubiquitous organizations.2

Adventuring rogues are common, thanks to their unique skills set. 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.2

Rogues are common across the regions and nations of Golarion. As a matter of course, the class is much more common in areas with loose laws and looser morals. The Shackles, Varisia, and Katapesh all give rise to abnormally high numbers of rogues. Nidal and the River Kingdoms city of Daggermark are another exception, as they are a haven for assassins. Large guilds can also be found in Absalom, Manaket, Korvosa, Oppara, Port Peril, Sedeq, and Westcrown.23

Rackets

II.svg

Pathfinder Second Edition content
This section covers a term or subject that is relevant to the Pathfinder campaign setting only in the context of Pathfinder Second Edition or Pathfinder Lost Omens.

Whether professionally trained or self-taught, a rogue's skillset and reputation can be categorized as their racket. A racket shapes how a rogue approaches their jobs,45 and some clients even hire groups of rogues with different rackets to ensure all bases are covered.4

  • Avengers serve a god as specialized agents, wielding their deity's favored weapon in service of their church.6
  • Eldritch tricksters dabble in magic of all kinds to enhance their subterfuge.7
  • Masterminds are strategists, always trying to think ahead; their scholastic bent allows them to more easily identify vulnerabilities.5
  • Ruffians eschew subtlety in favor of strong-arming and intimidating their targets, and also tend to wear sturdier armor than other rogues.45
  • Scoundrels are fast-talking flatterers who can talk their way out of nearly any situation.45
  • Thieves relish in the rush of larceny, and move quickly and use lightweight weapons to hit where it hurts.45

Ancestries

There are no restrictions on a rogue's ancestry, but elf, goblin, halfling, catfolk, kobold, ratfolk, tengu, hobgoblin, lizardfolk, changeling, cambion,8 beastkin, fetchling, fleshwarp, ganzi, kitsune, sprite, strix, anadi, kholo,9 tripkee,10 and automaton adventurers often become rogues.[citation needed]

Religions

Rogues are a diverse lot, and might cast their favor to any deity they feel helps their personal cause. Calistria is no doubt one of the most common deity of rogues, emphasizing trickery and revenge. Cayden Cailean also shares many personality traits with some members of the class. Good rogues might be inclined towards Desna, while those focused on battle might have chosen Gorum. Evil rogues tend towards Norgorber or Droskar. Abadar is common, though often too strict for a rogue's slippery morals.[citation needed]

Achaekek deserves a special mention as the patron deity of the Red Mantis, a group of contract assassins operating from Mediogalti.[citation needed]

References

  1. Logan Bonner, et al. “3: Classes” in Core Rulebook, 69. Paizo Inc., 2019
  2. 2.0 2.1 2.2 Erik Mona & Jason Bulmahn. “Characters” in Gazetteer, 14–15. Paizo Inc., 2008
  3. James Jacobs, et al. Technology” in The Inner Sea World Guide, 275. Paizo Inc., 2011
  4. 4.0 4.1 4.2 4.3 4.4 Logan Bonner, et al. “3: Classes” in Core Rulebook, 180. Paizo Inc., 2019
  5. 5.0 5.1 5.2 5.3 5.4 Logan Bonner, et al. Classes” in Player Core, 166. Paizo Inc., 2023
  6. James Case, et al. Avenger Class Archetype” in War of Immortals, 58–59. Paizo Inc., 2024
  7. Logan Bonner, et al. “2: Classes” in Advanced Player's Guide, 134. Paizo Inc., 2020
  8. Paizo referred to cambion planar scions as tieflings until the publication of Player Core. These cambions are unrelated to the type of demon with the same name.
  9. Paizo referred to all kholo as gnolls until the publication of The Mwangi Expanse, and renamed all gnolls to kholo across Player Core, GM Core, and Monster Core. For details, see Meta:Kholo.
  10. Paizo referred to tripkees as gripplis until the publication of Tian Xia World Guide.