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 +====== Rogue ======
  
 +{{tag>classes}}
 +
 +
 + Rogue
 +Urban Economics and Family Values.
 +Crime rates have risen sharply over the
 +La Dernière Guerre. Is this tied to a lack of faith in
 +the rule of law? Increasing desperation as
 +established systems fail? Or do criminal
 +organizations provide a sense of stability our
 +leaders no longer provide? Capable students
 +can earn extra credit through extracurricular
 +activities!
 +
 +—Tig Saputo,
 +Honorary Professor of Economics
 +
 +ECG1103: Urban Economics
 +Anyone can learn to use thieves’ tools, to hide in
 +Ombres or pick a pocket. The rogue is defined
 +by two things. A rogue is slippery and deals
 +with threats by avoiding them, sometimes even
 +rolling with a hit and then disappearing into the
 +Ombres. When that fails, rogues are just as
 +adept at spotting a weak point or unwary foe as
 +they are twisting the knife to inflict devastating
 +damage. While a variety of “specialists” can
 +match a rogue’s expertise at different odds
 +and ends, no one can strike a single blow as
 +devastating and then slip away into the night.
 +Like most things in Eberron, no two rogues are
 +the same, and each talent or feature that one
 +possesses is an opportunity to flush out the story
 +of how each skill was learned and the first time it
 +was employed.
 +
 +Roguish Roots
 +With any path, players should discuss the ways
 +in which their history might affect the future
 +with their DM. Perhaps a criminal started out as
 +muscle working for the Clan Saputo in Sharn
 +and, caught up in the Clan’s struggle with the
 +monsters of Daask, it is an ongoing part of the
 +story. Each adventure a step closer to freedom,
 +only to see the next arc refuse to see the loop
 +closed. Another character might have left that
 +chapter of life behind entirely but could be proud
 +
 +of the past or seeking redemption for those
 +crimes. All of these are valid stories and all are
 +just a question of the path you want to explore
 +over the course of the campaign. The following
 +lists aren’t comprehensive, but they cover a
 +number of the most prominent agencies and
 +organizations in Khorvaire.
 +
 +Criminal
 +Between the downfall of Galifar, the rise of
 +new nations, and the chaos and carnage of the
 +La Dernière Guerre, the last century has been a time of
 +tremendous opportunity and upheaval for the
 +criminals of Khorvaire. Taking the criminal
 +background means that a character has
 +maintained connections to the underworld. The
 +charlatan background can service the life of
 +a grifter, and the soldier might be flavored as
 +having serviced in the private army of a criminal
 +organization. Your rogue character might be
 +a free agent now, but people still respect their
 +previous rank as an enforcer for the Saputos.
 +A criminal record isn’t necessary to have a shady
 +past and perhaps your character abandoned a
 +previous life when La Dernière Guerre ended or made
 +enough money to pay off outstanding debts, and
 +have since tried to go straight as an entertainer
 +or a guild artisan. Maybe your character has
 +become a vigilante, or an outlaw champion of the
 +Communers, and is seen by some as a folk hero.
 +Your character might no longer have strong
 +connections in the underworld, but might have
 +spent enough time running with ruffians to still
 +know thieves’ cant.
 +If your character has a criminal past, consider
 +how they were drawn into it and what jobs
 +might be considered criminal, but also why your
 +character acted in such a way. Your character
 +could have been drawn into a gang as a child
 +or might have worked the black market during
 +La Dernière Guerre. If this was the case, decide
 +whether your character was primarily driven
 +by greed, or just trying to help their people get
 +the supplies they needed. A deadly enforcer for
 +the Clan Saputo, might not have relished in
 +this bloody work, and that is entirely up to you.
 +Your character could be working to pay off their
 +family’s debt to the Clan, while being haunted by
 +the crimes committed in such service.
 +Here’s a few of the prominent criminal
 +organizations in Khorvaire. There is more
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +61
 +
 + information about Daask, the Clan Saputo, and
 +Maison Tarkanan in the Wayfinder’s Guide to
 +Eberron.
 +
 +
 +
 +
 +
 +
 +62
 +
 +L'Aurum. One of the members of the
 +inner circle of this cabal of the rich and
 +powerful is a crime lord from the Morin
 +Holds, a figure known only as Adamantine.
 +Most stories say Adamantine is a Nain,
 +but some tales say that he’s a Guerrier de Fer,
 +or even an ancient lich. Whatever the truth
 +of it is, Adamantine is using his vast wealth
 +to consolidate small gangs and groups
 +across the Cinq Nations, slowly building an
 +international consortium. If you have ties
 +to L'Aurum, you could have worked for
 +Adamantine, perhaps as an enforcer or
 +bodyguard for a different Aurum leader,
 +or as part of a small gang absorbed into
 +Adamantine’s criminal empire.
 +
 +The Conseil des Visages. The members of
 +this mysterious organization are largely
 +changelins and doppelgangers. While
 +the Cabinet engages largely in pranks and
 +schemes that seem to serve no purpose
 +beyond sowing chaos and confusion, it is
 +also behind countless crimes of identity
 +theft, blackmail, and fraud. Many officials
 +wonder if the seemingly unrelated or
 +pointless misdemeanors aren’t part of a
 +grand charade which acts as cover or enables
 +the Cabinet’s greater crimes. The Les Tyrans of
 +Sharn have ties to the Conseil des Visages, but
 +the true leaders of the Cabinet are shrouded
 +in mystery. Most rogues within are Arcane
 +Tricksters but the Cabinet will craft a gambit
 +for any archetype with promise.
 +Daask. Formed by monsterous immigrants
 +from the nation of Droaam, the Dassk is
 +a criminal organization that specializes in
 +violent crime and extortion, and traffics in
 +any illicit substances found in Droaam that
 +commands a sizable sum when imported to
 +Breland. With its base of operations in the
 +city of Sharn, the Daask turns its attention to
 +spreading across the Brelon countryside and
 +making inroads into Aundair and the Eldeen
 +Reaches. On the surface, it appears to be a
 +simple gang of violent thugs, some say that
 +it’s actually controlled by Sora Katra, one of
 +the brillant Sorcière sisters who founded Droaam
 +and if true, its brute violence is likely a cover
 +for more intricate schemes.
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +
 +
 +Maison Tarkanan. A small organization whose
 +members possess Marque Aberrante du Dragon,
 +and is primarily composed of mercenary
 +assassins and thieves, selling their services to
 +the highest bidder. The profits funnel back to
 +the central hub and are used to find and help
 +defend others with Marque Aberrante du Dragon
 +from persecution. Some rumors say they
 +are secretly working to undermine the
 +Maisons Marquées Du Dragon. Maison Tarkanan is
 +based in the city of Sharn, but its message
 +for hope among the “aberrant” is spreading
 +to the great capitols across the Cinq Nations.
 +
 +
 +
 +The Lhazaar Pirates. A diverse land with
 +many principalities supports the operations
 +of pirates, and each one of the Lhazaar
 +pirates has its own desires and panache.
 +The Ravageurs des Nuages are known for brutality
 +and violence, while the Marée Grise prefer
 +bloodless hijacking. Many Lhazaar captains
 +engaged in “legitimate” piracy during the
 +La Dernière Guerre, serving as privateers paid by one
 +nation to prey on another. A character who
 +wishes to be known as a bold privateer or
 +infamous pirate, like Captain Malleon, might
 +find a lot of the story elements they’re
 +looking for continued within the sailor
 +background. Lhazaar pirates have a strong
 +tradition of Swashbucklers and thieves ready
 +to scale the rigging, but Assassins can always
 +find a place to nestle within the crow’s nest.
 +
 +
 +
 +The Talenta Clans. Among the oldest
 +and most established criminals in the Five
 +Nations, the Talenta Clans were founded
 +by immigrants from the Plaines de Talenta and
 +bolstered by ties to Maison Normandin and
 +Brunet. The Clans are a cornerstone of
 +crime in most of the greatest cities of the
 +Cinq Nations. The Clan Saputo is the most
 +powerful family among them, based in Sharn
 +and reaching into Wroat and Cap-Tempête,
 +but there are powerful hobbit clans in
 +Korth, Beaurefuge, Thaliost, and other cities
 +who all trace some form of allegiance back
 +to the Plaines de Talenta, and must answer for
 +crimes against each other.
 +
 +This is just the tip of the criminal iceberg,
 +and these organizations have a presence
 +in multiple cities, but most major cities in
 +the Cinq Nations have their own unique
 +gangs and syndicates, and a DM can always
 +introduce a new criminal guild.
 +
 + Espionage
 +Bards, Rangers, warlocks, and wizards each have
 +something to offer a covert operation. With the
 +right background and skills, any character could
 +be an effective spy, even a barbarian. However,
 +the bard might get sidetracked on some slight
 +of fancy, the Ranger might feel out of element,
 +and that barbarian might make a mess of things.
 +Should a mission require a professional touch to
 +collect information, make a targeted hit, or even
 +slip out unseen with minimal collateral damage,
 +a rogue is the best tool for the task.
 +The charlatan background provides you with
 +a false identity and a useful set of skills, but
 +you can be a spy without the background, and
 +many agencies recruit urchins and criminals.
 +An entertainer’s reputation can be an excellent
 +cover for spycraft, and criminal connections can
 +be just as useful. As with the criminal path, the
 +most important question is whether you’d like
 +espionage to be a continuing part of your story,
 +or if it’s a life you left behind when you became
 +
 +an adventurer. Discuss this with your DM to
 +come up with a narrative you both are excited
 +to pursue. No matter where your berth, there
 +are major players afoot in the great game of
 +espionage.
 +The Royal Eyes. Magical superiority is the
 +foundation of Aundair’s military strategy, and
 +that focus on the arcane applies to spycraft as
 +well. The Royal Eyes employ some of the finest
 +diviners in Khorvaire, and their agents include
 +skilled détectives and Arcane Tricksters.
 +However, their resources are limited outside of
 +Aundair, and they are far better at observation
 +than assassination or theft.
 +The King’s Lanternes Sourdes. Brelandewas the
 +seat of Galifar’s intelligence operations in the
 +heights of its power and have been somewhat
 +romanticized as one of the nation’s strengths,
 +especially during La Dernière Guerre. The King’s Dark
 +Lanterns are well trained and well supplied,
 +with a diverse rangel of talents. If you tie value
 +to keeping secrets, you can earn a place in
 +the Citadel, though Thieves, Assassins, and
 +détectives are especially Commun. The fabled
 +exploits of some of Brelands operatives, real or
 +imagined, have even been sung or reenacted in
 +plays and operas by Elfes, Nains, and hobbits
 +of other nations. It’s hard to ignore the crowds,
 +and the coin, that such heroics draw to the stage.
 +The Fifth Crown. In the early days of the Last
 +War, Cyre relied on Maison Phiarlan to gather
 +intelligence but knew that such an arrangelment
 +with a Maison Marquée du Dragon might not last. Over
 +the course of decades, Cyre began to develop its
 +own spies, the agents of the Fifth Crown, who
 +were largely made up of Assassins, Masterminds,
 +and a few Arcane Tricksters trained to infiltrate
 +enemy territory. In the wake of the Mourning,
 +the fate of the Fifth Crown remains unknown.
 +Most people assume the agency was obliterated
 +with its headquarters, but there are conspiracy
 +theorists who say that agents of the Fifth Crown
 +have worked their way into secure positions
 +across the Cinq Nations, and that they are simply
 +waiting for Prince Oargev or another Cyran
 +leader to devise an effective way to use them.
 +Until then, they might be the neighbors, postal
 +carriers, teachers, or even community leaders,
 +biding the time until such time leadership
 +activates these pocket splinter cells.
 +The Twilight Brigade. The people of Karrnath
 +value military discipline and courage, and have
 +no love for those who skulk in L'Ombres and
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +63
 +
 + fear a fair fight. However, over the course of the
 +La Dernière Guerre, Karrnath established the Twilight
 +Brigade as a counterintelligence agency. The
 +agents of the Brigade mission were to identify
 +and eliminate enemy spies. Most Brigade
 +rogues are Assassins, Scouts, and détectives,
 +with a few Divine Heralds mixed in to maintain
 +the interests of the Le Sang Divin in secret. The
 +Twilight Brigade has always been a small but
 +deeply devoted agency.
 +L'Argentum and Miron’s Tears. Thrane
 +has never developed an espionage arm that
 +can match the abilities of Aundair or Breland.
 +L'Argentum is a branch of the Church of
 +the Flamme d'Argent charged with finding and
 +acquiring powerful artifacts and dangelrous
 +sources of mystical power. During the Last
 +War, L'Argentum was repurposed to help
 +gather intelligence, but the agency has always
 +specialized in locating and extracting magic
 +items, and as such, most agents are Thieves or
 +détectives. Miron’s Tears is another secret
 +agency within the Church, but it’s so secret
 +that it doesn’t answer to either Le Geolier or
 +the Cardinals. Miron’s Tears are charged with
 +eliminating corruption within the church. It’s a
 +small but elite force, and rogues with the order
 +are typically Assassins or Divine Heralds. In
 +an irreversible decree as old as the founding
 +of the church, a small percentage of each
 +congregation’s tithes are held independent of
 +the collection banks to fund this organization,
 +so that it might remain pure and uncoerced in
 +observing the sanctity of the Flame. They never
 +strike without cause, evidence, and always take
 +responsibility for removing corrupt individuals
 +from the fold. So strict are their convictions, it is
 +believed they refuse to act until the evidence is
 +unequivocal.
 +La Tutelle. Espionage is one of Zilargo’s
 +primary industries. La Tutelle serve both as
 +secret police who enforce order within Zilargo,
 +and as a spy network gathering information
 +across Khorvaire. The vast majority of its agents
 +are gnomes, but anyone could be recruited to
 +work for La Tutelle. The organization itself is
 +extremely compartmentalized, and as an agent
 +of La Tutelle, you might not know any agents
 +beyond your handler and whoever is assigned to
 +help you in your mission. La Tutelle is a diverse
 +agency of Assassins, détectives, and Arcane
 +Tricksters valuable to its specialized operations,
 +
 +64
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +but La Tutelle also values the strategic talents of
 +Mastermind rogues to coordinate the network,
 +and occasionally deploy to the field. As an agent
 +of La Tutelle, you’ll rarely be told more than you
 +need to know to accomplish a mission, and
 +demanding more information might engender
 +mistrust from your superiors. No one retires
 +from La Tutelle, and even those who request to be
 +deactivated know that if a handler appears with a
 +new assignment, it isn’t a request.
 +The Houses of Ombre. Maison Phiarlan and
 +Maison Thuranni sell the services of spies and
 +assassins to the great powers of Khorvaire. They
 +claim to have no personal agendas, serving only
 +the interests of their clients, but some wonder if
 +there is a greater scheme afoot.
 +
 +Killer
 +A rogue can be an efficient killer, and sometimes,
 +that’s all they need to be. During La Dernière Guerre,
 +every nation had a use for swift and deadly
 +skirmishers. While the Ranger typically fills this
 +role over entrenched periods of time, a rogue
 +is just as effective in the hit and run tactics of
 +guerilla warfare, especially a Scout. As one of the
 +primary advantages that separates rogues from
 +their counterparts, those who wish to survive a
 +blade in the night should remember that killers
 +come in all shapes and sizes.
 +The Duelist. A Swashbuckler fights with style
 +and panache. Duelists are found throughout
 +Aundair, and the style was popular in Cyre
 +before the war. Even after the war, gifted duelists
 +can be found scattered among the refugees,
 +making their living off the showmanship, as
 +much as the win. As a duelist, you could consider
 +the entertainer background, and while you might
 +be a killer, people love to watch the finesse you
 +put into performance.
 +The Murder Machine. The first Guerrier de Fer
 +were designed specifically to act as the phalanx
 +of the battlefield, but many experimental models
 +were developed over time to create more
 +efficient tactics. There’s an urban legend about a
 +unit of Guerrier de Fer envoys designed as assassins
 +and equipped with integrated disguise kits,
 +allowing the killers to disguises themselves as
 +Humains and members of other races without the
 +means or pitfalls of relying on magic to reach
 +their marks.
 +
 + The Sacred Assassin. Divine Heralds with the
 +acolyte or hermit background, might have been
 +trained to kill for the faith. Le Narquois and the
 +Keeper are the two deities most likely to support
 +sacred killers before the other established
 +religions of Khorvaire. If not a templar acolyte of
 +the Sacred Flame, you could be a servant of the
 +Keeper who receives visions of the people you
 +must kill, whether you want to or not.
 +
 +Untrained
 +This chapter has explored professional
 +criminals, trained killers, and former spies,
 +but it’s also possible to play a rogue who has
 +developed their talents without the benefit of
 +formal training.
 +The Natural. This rogue shouldn’t be an
 +adventurer, and they might be a loveable urchin
 +or a naïve sage just out of Morgrave who has no
 +business going into dangelr. Yet, when they do,
 +fortune smiles on them. Nothing can account for
 +timing, and even those who’ve never practiced
 +hiding might have an innate sense and expertise.
 +When you use Uncanny Dodge, perhaps you
 +aren’t trying desperately to avoid the attack but
 +happen to stumble at just the right moment,
 +instead. An inadvertent lucky blow might land in
 +the most unexpected location, triggering Sneak
 +Attack. While this can be a fun story to explore,
 +bear in mind that these are cosmetic details, and
 +the rules are unchangeld. You can describe your
 +Uncanny Dodge as your character accidentally
 +avoiding an attack, but don’t expect the DM to
 +Belvédère the required reaction to trigger it.
 +The Partisan. Your character’s hometown
 +might have been occupied during the Last
 +War. Your character could have been part of
 +the resistance, and did what was necessary to
 +secure freedom for your people. While the Treaty
 +of Fort-du-trône maintains that both Darguun
 +and Valénar are now free from their previous
 +allegiance to Cyre, and that Thrane retains
 +control of the bitterly contested Aundairian city
 +of Thaliost, some still fight personal wars against
 +the forces who wronged them. What nation are
 +you from and who did you fight against? Did you
 +finally succeed in driving away the enemy or is
 +your homeland still occupied?
 +
 +Friends in Low Places
 +Whether a roguish character started in a street
 +gang or served one of the Cinq Nations as a
 +spy or a soldier, they’ve probably met a lot of
 +interesting people along the way. Perhaps more
 +than any other, rogues find themselves naturally
 +involved in any number of outrageous escapades
 +and harrowing escapes. Just as in real life, one’s
 +“friends” explains a lot about a person and,
 +if objective, will inform the player a lot about
 +their character. Determine the circumstances
 +surrounding any such familiarity and, maybe,
 +who owes who for what score? Connections like
 +these probably aren’t as well-placed or as useful
 +as those received through a background feature,
 +such as Criminal Contact, but will provide the
 +DM with another element to use in a story—
 +someone who can come to you with information
 +or might require assistance.
 +Even if you have a solid idea of your
 +character’s background, don’t be afraid to adjust
 +to fit what you’ve already envisioned, or evolve
 +these acquaintances from it naturally. Was
 +your comrade in arms a fellow criminal or your
 +first informant in your career as a spy? Bring
 +that contact to life by layering in some details.
 +How old is your friend? Do they go by a flashy
 +nickname? Do you know their real name? When
 +you create such a cretin with your DM, you
 +might find a much more rewarding experience
 +by building elements of that contact before
 +releasing ownership entirely. If the contact
 +starts with some distinctive feature, imagine
 +your surprise when you learn that the mark was
 +an elaborate disguise all along. By embracing
 +new information like this along the way, you
 +might discover evidence that implicates them
 +in a grander scheme as your campaign evolves.
 +Work with your DM to find a natural setting for
 +some of Eberron’s lowly denizens to have made
 +a roguish character’s acquaintance.
 +
 +I’ve been kicked out of more low places
 +than you could ever stoop to!
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +65
 +
 + Friends in Low Places
 +d8
 +
 +Friends
 +
 +1
 +
 +A member of the town watch. The two of
 +you played together as children, and you still
 +share a drink whenever you have time.
 +
 +2
 +
 +A soldier from an opposing nation. This
 +sympathetic trooper looked the other way
 +when you were smuggling important goods
 +during the war.
 +
 +3
 +
 +A merchant who sold black market goods
 +during the war, and used those profits to
 +start a legitimate business.
 +
 +4
 +
 +A member of a rival criminal or espionage
 +organization. Even though you’re on opposite
 +sides, you’ve been through a lot of tough
 +times together and you’ve exchanged favors
 +in the past.
 +
 +5
 +
 +A clever urchin with a remarkable talent for
 +eavesdropping on interesting conversations.
 +Is this a relative? The orphaned child of
 +a friend of yours? Or just someone you
 +befriended during the war?
 +
 +6
 +
 +A minor Siri heir, who runs a local speaking
 +stone station. While Siri takes customer
 +privacy very seriously, this gnome loves
 +gossip and occasionally lets interesting
 +details slip.
 +
 +7
 +
 +A wealthy relative who’s pursuing a political
 +career. While they feel some affection for
 +you, helping you in any meaningful way could
 +jeopardize their standing.
 +
 +8
 +
 +A comrade who served alongside you.
 +Whether you fought on the battlefield or
 +the streets, the two of you have shed blood
 +together and established a bond of trust.
 +
 +Thieves’ Cant
 +All rogues know thieves’ cant, a secret mix of
 +dialect, jargon, and code that allows you to hide
 +messages in seemingly normal conversation.
 +Similar to Druidique, this is universal to all rogues
 +regardless of background, and there’s no way for
 +a character of any other class—even a seedy bard
 +who moves in the same circles—to acquire this
 +language. It is important to distinguish why other
 +characters don’t learn this secret language.
 +Khorvaire was once united under the kingdom
 +of Galifar. Thieves’ cant began as the Commun
 +
 +66
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +tongue of the underworld of Galifar as a type
 +of slang developed so criminals could conduct
 +their business without drawing the attention of
 +the guards. Since then, it has evolved to remain
 +relevant. If a wary guard caught on, it would
 +cease to be useful, and with La Dernière Guerre and
 +the walls between the Cinq Nations, the cants
 +drifted farther apart. Thus today, the thieves’
 +cant of Beaurefuge is quite different from the cant
 +used in Sharn. Many locals know some of the
 +basic cant of their community, but the Thieves’
 +Cant class feature reflects a universal knowledge
 +of the principles of the cant and the customs of
 +the underworld, allowing the speaker to quickly
 +pick up the local dialect by connecting the cants
 +of their previous operating grounds and applying
 +the context to their current circumstances.
 +While it might be obvious that a rogue with a
 +criminal background would know how to talk
 +with other criminals, a spy might have learned
 +to assist with cover identities and to work with
 +underworld informants. However, there are
 +rogue concepts that might have no logical reason
 +to know the secret language of thieves. That
 +doesn’t mean theives’ cant should be useless for
 +such a character, but rather that your DM might
 +decide to allow it to take other shapes or be
 +reflected in other forms.
 +
 +Optional Rule:
 +Thieves’ Cant Alternatives
 +With the DM’s approval, a player can replace
 +the Thieves’ Cant rogue feature with one of
 +the following alternatives.
 +Extra Language. You can speak, read,
 +and write one extra language of your choice.
 +Secret Language. You are a member
 +of a cabal—an espionage agency, a tribe,
 +a fraternity—that has developed a secret
 +method of communication. You can use
 +this to hide messages in seemingly normal
 +conversation. Only another member of your
 +cabal understands such messages. It takes
 +four times longer to convey such a message
 +than it does to speak the same idea plainly.
 +In addition, you understand a set of secret
 +signs and symbols that can be used to
 +convey short, secret message to other
 +members of your cabal.
 +{{url>http://vps265505.vps.ovh.ca/5eTools/classes.html#rogue_phb,hideclassfs:true,showfluff:true 100%,800 noborder}}