'ROGUE' 'THIEF'
Ethos: neutral or chaotic
Align: any
In the first days of Serin, those that lacked the might to be a warrior,
but the acuteness of senses to anticipate danger, and the nimbleness to
escape it, turned their talents to a new guildhall - the guild of rogues.
Made up of a versatile range including spies, scouts, tricksters and thugs,
and skilled in trap evading and looting, they relied on sneak attacks to
compete with the warriors. At its peak, the rogue guildhall was perhaps
the most versatile guild of the early days, but it was doomed to fall.
During the time of The Alliances, when allegiances over cabals were drawn
and adhered to, these solo artists began to slowly dwindle in numbers, as
they were gradually killed in battle over items, and adventurers began
to shun their guild and ways, for its danger was too much to handle. The
rogues that remained increasingly became less rogue-like, and more similar
in nature, and their guildhall reformed into the thief guildhall. Preying
upon the hometowns and cities of Serin, thieves stole for gold and fame,
the only characteristic they shared with their ancestral class.
With the ability to move undetected through the shadows, thieves lurked
around the towns picking off unsuspecting adventurers. Playing pranks,
setting traps, stealing items, and murdering the unwary, most thieves were
the delinquents of society, often living a life of crime, and let their
fate be controlled by fortune. Their nature led them to be untrusting,
and in some cases backstabbing, even more so within their own guild.
Such tension cannot last forever, and, in Serin's Third Age, the guild of
reformed once more as the guild of rogues. These knaves favor surprise
attacks and must stalk their victims if they wish to ply the skills most
often associated with thievery.
Some rogue abilities perform better if the rogue is in light armor.
*** NOTE WELL *** Those who choose the neutral alignment for their rogue
should be advised that they are subject to the typical neutral restrictions
upon playerkilling. Excessive violence will result in alignment change and
possibly even outcasting. The motive to steal will not cover you against
repeated inadvertant attacks caused by blunder. In addition, your character
stealing to just cause misery can easily be interpreted as sadism.
The following races can be a rogue: human, elf, drow, duergar, halfling,
gnome, avian, quasit, slith, half-elf, pixie, jagar
7.2.
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ROGUE