![]() Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. ![]() Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. ![]() Abadar is common, though often too strict for a rogue's slippery morals.Īchaekek deserves special mention as the patron deity of the Red Mantis, a group of contract assassins operating from Mediogalti.Life is an endless adventure for those who live by their wits. 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. The rogue is as common across the races as it is throughout regions, social strata, nations, or districts. Races īeing a rogue is a way of life, and is mostly reliant on self-fulfilled goals. Large guilds can also be found in Absalom, Manaket, Oppara, Sedeq, and Westcrown. Nidal is another exception, as it is 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 accrued by such activity. Īdventuring 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 members. 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. They are the clever tricksters of the world, the consummate professional criminals, or even the highly trained informants and spies. These are just some of the terms that might refer to a rogue.
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