Tharaa offers a world of intrigue, manipulation, secret deals, and subtle treachery—in short, a rogue’s playground. Rather than eking out their living at the borders of society, many Tharran rogues dominate the action in the most powerful political factions in the city-states. Often rogues themselves, the wealthy and powerful deploy lesser rogues as pawns in their endless games of acquisition, espionage, and deceit. Individual rogues run the gamut of Tharaan society, from the street rats of the cities to the vagabonds of the outlands, to the prosperous and respectable dune traders, to the low-ranking guards that search their caravans at the gates. Accomplished rogues are often sought by the nobility as agents, and can earn both wealth and honor in such positions—or earn a quick death should they be caught contemplating treachery against their masters.
As in the Players Handbook, except where noted below.
- Adventurers: Rogues adventure for the same reason as they do most other things; to get what they can get. Some are after loot; others want experience. Some crave fame; other seek infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues.
- Characteristics: Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage whit a sneak attack. Rogues on Tharaa are particularly well suited to deal making and trade. Rogues have a sixth sense when it comes to reading expressions and are adept at playing the con. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can fake it well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
- Alignment: Tharaan rogues follow opportunity rather than ideals, but as many of them are lawful as chaotic. Lawful rogues tend to seek security and advancement in the service of nobles or in the ranks of the guilds.
- Religion: Although they are as superstitious as the next Tharaan, rogues are not known for their devotion or piety. Chaotic rogues tend to get along best with religions associated with elemental Air.
- Background: Some rogues are officially inducted into an organized fellowship; often a dwarf trade guild, or a pact of thieves in the bard’s quarter. Some are self-taught; other learned their skills from independent mentors. Often an experience rogue needs an assistant for scams, second story jobs, or just for watching her back. She recruits a likely youngster, who then learns the skills of the trade on the job. Rogues do not see each other as fellows, unless they happen to be members of the same guild or students of the same mentor. In fact, rogues trust other rogues less than they trust anyone else. They’re no fools.
- Races: Rogues, as a general rule, are well adapted to urban life. Dwarves find the lifestyle of the rogue is well suited to their mercantile tasks and many take to this class. Elves, and humans also take to the rogue’s skills and lifestyle with ease. Muls, while not commonly rogues, adapt to the class remarkably well when they take to it. Pterrans, are usually quite adverse to the rogue class, and tend to do poorly.
- Other Classes: Rogues enjoy working with members of other classes so long as their own skills and are valued and treated with respect. On Tharaa, rogue is as honorable a profession as any other, and more honorable than some (such as wizard), and they mark for enmity anyone who describes them as a common thief.
As in the Players Handbook, except where noted below.
- Swim (Str) is a cross class skill for rogues.
- Use Psionic Device (Cha) is now a class skill for rogues.
- Weapon and Armor Proficiency: As in the PHB. Rogues are additionally familiar with the blowgun, garrote, puchik, tonfa, and wrist razor.
- Dune Trader: By 3th level Tharaan rogues have developed excellent haggling skills. You gain +4 competence bonus to Diplomacy checks with regard to buying or selling goods. Furthermore, Speak Language becomes a class skill.
- Smuggler: At 8th level and every fourth level thereafter, the rogue receives a +1 insight bonus to Bluff and Slight of Hand checks.
- Silver Tongue: By 10th Level your constant dealing with others gives you a keen sense of how to make them believe your lies. You may attempt a retry of the Bluff skill, but with a -5 penalty. This ability also gives you a +2 bonus to your Disguise skill.
- For special abilities gained at 10th level and beyond, Tharaan rogues may choose from the following abilities, as well as those presented in the Player’s Handbook.
- False Vulnerability: While lying prone, you are not as helpless as you appear. Opponents do not get +4 to hit you while you are prone, and you can “kip up,” or leap from a prone position as a free action. You do not provoke an attack of opportunity when standing up. If this ability is used with a Feint action, you gain a +4 circumstance bonus to your opposed Bluff roll.
- Looter’s Luck: You can use your Appraise skill to instinctively identify the most valuable item in a pile of loot as a move-equivalent action. The DC for this accomplishment is DC 10 + the number of items in the selection. If you cannot see the items that you are choosing from (e.g. you are trying to pickpocket someone), then a full-round action is required, and the DC rises to 15 + the number of items.
- Notoriety: The fame of your exploits precedes you in the city-states; you gain +4 to all Intimidate and Bluff checks. Adventurers seek your fellowship; you receive a +4 to your Leadership score if you have the Leadership feat.