Rogue (1.45) Adventurer Class
Rogues are found in every culture and go by many names: spy, thief, cat burglar, explorer, etc. Many use their skills for productive means, and others are as dishonest as they are skilled.
Playing the Rogue
The Rogue relies on stealth, positioning, and subtlety to achieve their goals. The Rogue has a decent amount of choices in weapon use and can use piercing weapons. If you want to play a character that doesn't have to wear armor to be effective and is a very useful party member in quest then this is the class for you. The rogue can wear some armor but many do not.
Abilities
Armor Allowed: Light (Level 1)
Weapons Allowed: Knife, Dagger, Stick, Club, Longsword, Shortsword, Rapier, Hand Crossbow (3x/day)
Level 1
Dual Wielding: You can dual wield two daggers, two knives, a rapier and dagger, and a shortsword and one dagger.
Pick Locks: You can open treasure boxes in quests, encounters, battles, or duel areas.
Backstab: You ignore all APR if you make a melee attack from behind or the side. You must call out “Backstab” for each strike. If your strike is successful, the target's HP drops to 0. Can be used an unlimited amount of times but it cannot be used with ranged attacks or spells.
Use Hand Crossbow: Three shots per day (3x/day). This can be refilled by smith, forge, or a high enough level druid. (If you are a member of the Tiss culture, then you get +1 to hand crossbow damage instead).
Buckler Use: You can use small shields/bucklers.
Level 2
Dexterous Movement: Due to your quick movement and dodging ability you have +1 APR. This stacks with other sources of APR improvement, including armor.
Level 3
Cultural Ability
Arcane Scroll Training: You can now use Arcane Scrolls.
Level 4
Evasion: The Lightning Bolt spell is no longer able to ignore your APR. Thus an APR of 2 can negate a standard Lightning Bolt spell.
Level 5
Rogue Weapons Training: You gain a +1 damage bonus on all rogue weapons.
Level 6
Cultural Ability
Level 7
Bandit Lord: You gain the title and rank of Bandit Lord. At the start of each event gain 15 GP from your rackets, scams, protection money, or some other means.
Iron Mind: You cannot be controlled by Fae Charm or any similar ability and are immune to Fae Curse and Hex.
Level 8
Scroll Training: You can cast non-attack spells from scrolls of any type. This ability can be used three times per day (3x/day). This ability cannot be renewed but does reset at sunrise.
Domineering Personality: You can ask a question–through the use of intimidation, charm, bluff, deception, etc.–from an NPC or monster during an interaction. This question must be answered. This ability can be used once per day (1x/day) and can be renewed.
Level 9
Cultural Ability
Level 10
Bandit Master: You gain the title and rank of Bandit Master. At the start of each event gain 30 GP from your rackets, scams, protection money, or some other means.
Worldly Rogue: You may pick a 1st, 2nd, or 3rd level ability from any culture or class. This is a permanent skill but can only be used once per day (1x/day) and cannot be renewed.
HAND CROSSBOW USE DOESN'T NEED TO BE LISTED, IT'S IN WEAPONS ALLOWED. BUCKLER USE SHOULD BE SMALL SHIELD TRAINING. ROGUE WEAPON INSTEAD OF IMPROVED ROGUE. SOME DISCREPANCIES ON IRON MIND/STRONG MIND BETWEEN A FEW CHARACTERS. MAYBE UTILITY SCROLL TRAINING INSTEAD OF SCROLL TRAINING?