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In Cerilia, rogues are as often merchants and diplomats as thieves, a distinction often lost on those who have come out on the losing end of a mercantile transaction. Rogues are everywhere in Cerilia, but no one necessarily expects them to be thieves. Depending on their skills and inclinations, rogues may represent themselves as courtiers, scouts, sailors, or even merchant princes.
Preferred Class Races/Cultures: Like fighters, rogues are found in every culture and in every race. However, the skills that a rogue finds most valuable tend to be significantly different from culture to culture. The skills possessed by an individual rogue are almost always a unique blend crafted by the circumstances of his life, but there are some skills for rogues of a given race or culture are particularly noted.
diplomacy, gather information, sense motive, decipher script, profession (courtier)
appraise, diplomacy, forgery, profession (sailor), profession (merchant), sleight of hand
appraise, diplomacy, use magic device, profession (merchant), sleight of hand
hide, move silently, profession (scout), survival
spot, intimidate, profession (scout), survival
listen, spot, hide, move silently, perform (singing)
climb, disable device, open lock, use rope
listen, spot, move silently, intimidate
move silently, hide, listen, tumble, profession (scout)
|This article is a Birthright Campaign Setting (D&D 3.5/D20) page|
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
, 03-16-2009 at 05:33 AM|
Last edited by , 10-23-2011 at 02:07 PM
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