Steel Realms d20 Rogue Class

Steel Realms

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

ONLY Applicable to the i20 Variant

Rogues has no direct analog, except as one who focuses more on indirect confrontation as opposed to direct. The breadth of what a ‘rogue’ can do covers much of the same as a Fighter. They are more comfortable unrestrained, using flexibility, knowledge, and misdirection to accomplish defeating their foes.
@RP Impact: A reputation for following deception, thievery and/or murder may result in an increased cost for goods and services. Other than the inclination to resolve problems and conflicts indirectly, there are few general role-playing provisions.

This class uses the standard starting currency shown in the Steel Realms information for Characters. It follows the Incarna d20 Base Class of the same name except as follows:

Rogue – Assassin

Reference the base d20 Rogue class. To emphasize the point, specializing in dealing death can have dire consequences in a lawful area. If death (the sneak attack) is the focus and they are seen using it, a character will likely be judged.

Rare Cases: (By Race) Ducateon, Faerie [all], Halfling, Skraeling (By Culture)

Rogue – Thief

Reference the base d20 Rogue class.

Rare Cases: (By Race) Ducateon, Dwarf (By Culture)

Rogue – Arcane Trickster

Reference the base d20 Rogue class. Those who tutor magical apprentices do NOT find it worth their time and in fact a liability to have someone with the mindset of a thief a trusted party or facility. This leaves tutelage that is self-taught (primer – an expensive proposition, but may be purchased from Vale Evander or the Riverdans of Dunstrand), Bargain from Ezrilus or Elancil, or divine inspiration from Ezrilus (Mistress of Magic) the most common methods.

Rare Cases: (By Race) Ducateon, Dwarf, Grollen (By Culture)

Realm's Aptitude Powers: Divine, Occult, and Psychic