Rogues have little in common with each other. While some—maybe even the majority—are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at acquiring what others don't want them to have. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can deal significant damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical 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, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Theft is done using the !steal
command rather than the pick pocket radial menu. For more information, see Theft & Recovery System.
Picking locks is done using a custom system. Rogues add their sneak attack dice to open lock skill rolls (d6s). For example, if you are a level 5 rogue, you will get a +3d6 to your lockpick roll. Thieves' tools are generally required to begin picking locks. See Theft & Recovery System for more information.
Rogues gain bonus feats at levels 4, 6, and 8. The available feats at these levels include: