ClassThe Quiet Knife

Rogue

Master of positioning and precision who wins fights before they start.

The Rogue is a master of positioning and precision who wins fights before they ever begin. Striking from the unseen, the Rogue's focus pours into a single, surgical wound - and a blade learned in any trade comes cheaper to a hand that learns everything.

One studies their targets like puzzles and vanishes without a trace. One blurs the line between shadow magic and steel, leaving enemies unable to defend against either. And one is a psychological predator, who wins by ensuring the fight never happens on their enemy's terms.

STR
d4
AGI
d8
RES
d4
FCS
d8
INT
d6
Core Attributes
AGI · FCS
Innate Skills
acrobatics, stealth, deception, lore/occult/thievery
Innate School
None
Armor
Light

Starting EquipmentCommon or Uncommon dagger. Five throwing knives, or hand crossbow with 20 bolts. Thieves' tools or forgery kit. Minor healing potion.

Core Abilities

Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.

  • Shadow Strike

    Talent

    When attacking Unseen, you may commit the extra FCS die into Damage instead.

  • Blade of Many Trades

    Talent

    When buying a new skill, the cost of the skill is reduced by 2 SP. Basic Skill levels 3 and 5 cost 1 SP less.

Path of Advancement

Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.

LevelDice UpsRequired Bonuses
2Free UpAGI 5 · FCS 4
3RES UpAGI 7 · FCS 5
4AGI UpAGI 8 · FCS 6
5—AGI 10 · FCS 8
6Free UpAGI 12 · FCS 9
7—AGI 14 · FCS 10
8Free UpAGI 15 · FCS 12
9—AGI 16 · FCS 14
10Free UpAGI 16 · FCS 16

Specializations

General Class Picks

Picks available to every Rogue, before a specialization is chosen.

Level 1

Backstab

1/2 Action10 SP

Use a ½ Action in attempt to ambush an enemy from behind. You must be Unseen or Flanking them to be able to make this attack. Make an Attack with +10 Bonus to Damage. Usable equal to half your level times per Rest (minimum 1).

  • Melee
  • Single Target
Details →

When in combat, you regain HP equal to half your level (rounded up) if you end your turn Hiding. Each turn you start Hiding you regain WP equal to your level. You must have attacked atleast once this combat for this Talent to activate.

  • Utility
Details →

Your Poison Damage is increased by 2 and Poison Ratings you apply are increased by 5.

Details →

Mystic Prism

Bonus Action + 1 Action·10 WP10 SPDark Arts

Spend a Bonus Action on your turn to cast Mystic Prism, choosing one of the following effects: 1. You become invisible until the end of your next turn. 2. An enemy of your choice within 5 meters is Dazed until the end of their next turn. 3. Quicken next Action.

  • Utility
Details →

You gain Dark Arts as an innate spell school. Additionally you may choose a Dark Arts Spell from Common Spells with level requirement of 1. You may select this again at levels 2 and 4, gaining a level in Dark Arts both times and you may choose an additional level 2 and level 3 spells respectively.

  • Spell
Details →

Once per combat, when you Dodge successfully, you regain the used Bonus Action at the start of your next turn.

  • Utility
Details →

Incision

Bonus Action + 1 Action·3 WP10 SP

On your turn, spend a Bonus Action to make a melee Attack against a target in range.

  • Melee
  • Single Target
Details →

Level 2

Requires: Pick: Dark Arts Adept (I / II / III)

You gain Dark Arts as an innate spell school. Additionally you may choose a Dark Arts Spell from Common Spells with level requirement of 1. You may select this again at levels 2 and 4, gaining a level in Dark Arts both times and you may choose an additional level 2 and level 3 spells respectively.

  • Spell
Details →

Once per turn, when you hit an enemy with a single-target attack, ability, or spell while Unseen to that enemy, you gain 1 additional Bonus Action to be used this turn.

Details →

Shadow Unseen

Bonus Action + 1 Action·8 WP18 SPDark Arts

On your turn, Spend a Bonus Action and step into the shadows and reappear at a point you can see within 15 meters. If you make an attack before the end of your turn after using Shadow Unseen, you are considered Unseen for your next Melee Attack, even if the target can see you.

  • Utility
Details →

Mana Toxin

1/2 Action·10 WP15 SPDark Arts

Spend ½ Action to harness the dark powers and manifest them, coating your weapon or up to 5 bolts or arrows with Magical Poison. When you hit, apply Poison(5). The coating lasts for 1 minute.

  • Melee
  • Ranged
Details →

Serpent Stab

1 Action·10 WP16 SP

Spend 1 Action to make a precise, deadly attack against a vulnerable target. Make a melee attack with +2 to hit. If the target is Unseen to you, this attack critically strikes if your FCS portion comes within 2 of the target's RES portion. On a hit, the target takes an additional 2d8 damage and must make a RES Save against your FCS Check. On a fail, the target gains Poisoned(2).

  • Melee
  • Single Target
Details →

Cunning Diversion

1/2 Action·10 WP14 SP

Spend a ½ Action to create a distraction that diverts attention away from you. Choose up to three creatures within 15 meters. They must succeed on a FCS Save against your FCS Check or have their attention drawn to a point of your choosing until the end of your next turn. Your attacks against creatures that failed are Unseen until the end of your next turn.

  • Utility
Details →

Envenom

1 Action·16 WP20 SP

Spend 1 Action to make a Melee Attack against a target you can see. On hit, the target takes 3d10 poison Damage and additional Poison Rating equal to your FCS Bonus. If the target is already Poisoned, the Rating received is halved (rounded down).

  • Melee
  • Single Target
Details →

Hasty Shadows

Bonus Action + 1 Action·6 WP15 SP

You move with incredible pace. Instead of using 1 Action and 1 Bonus Action, you may spend 6 WP and a Bonus Action to Sprint. If you Sprint this way, the Action can not be Slowed.

  • Utility
Details →

Dirty Trick

Bonus Action + 1 Action·4 WP12 SP

Spend a Bonus Action to perform a dirty trick against an enemy within melee range - throw dirt, low blow, cloak over the head, or similar. The target must succeed a FCS Save against your AGI Check or become Dazed until the end of their next turn.

  • Melee
  • Single Target
Details →

Level 3

Once per combat, when you are about to take damage from an Attack, you may reduce the incoming damage equal to your AGI Bonus.

Details →

When you successfully Feint, you become Unseen to the target for your next Attack or until the end of your turn.

Details →

Umbral Form

1 Action·18 WP24 SPDark Arts

Spend 1 Action to transform into a shadow for 10 rounds. While active, you gain Physical Resistance(2), can move through spaces as narrow as 1 inch without squeezing, and gain +5 to Stealth checks. Additionally, once during this effect, when you would take damage, you can use a Bonus Action to become intangible, taking no damage from that source until your next turn.

  • Utility
Details →

You deal extra damage equal to half your level (rounded down) against targets suffering from any condition.

Details →

Level 4

Requires: Pick: Dark Arts Adept (I / II / III), Dark Arts Adept II

You gain Dark Arts as an innate spell school. Additionally you may choose a Dark Arts Spell from Common Spells with level requirement of 1. You may select this again at levels 2 and 4, gaining a level in Dark Arts both times and you may choose an additional level 2 and level 3 spells respectively.

  • Spell
Details →

Dance of Death

1 Action·20 WP30 SPDark Arts

Cast Dance of Death using 1 Action. For 5 rounds, you can teleport up to 10 meters as a Bonus Action when you hit a creature with an attack. Additionally, the first attack you make each turn is Unseen, even if the target can see you. When you teleport, you gain Defense Rating(1) each time teleported against first attack until the start of your next turn.

  • Utility
Details →

Vorpal Slash

5 WP18 SP

When you hit with a basic Attack, you may use 5 WP to enchant the Attack to ignore any Resistances the target has. You may use this equal to ½ your level times per day (rounded down).

  • Melee
Details →

Level 6

Dummy Obscura

Bonus Action + 1 Action·6 WP30 SP

Once per round as a reaction, when you are targeted by an attack, spend a Bonus Action and 6 WP to create a mirror image of yourself. The image takes the hit and disappears in a puff of smoke. You Step up to 2 meters. This movement does not provoke Attacks of Opportunity.

  • Utility
Details →

Once per turn, the first time you deal damage to an enemy with a class ability or spell, you regain half of the HP and WP spent on that ability or spell, rounded down. This recovery resolves after the ability or spell completes.

Details →

Level 8

Choose one attribute. Your bonus cap for that attribute increases by 2 and you immediately gain 1 bonus to that attribute.

Details →

Disorienting Presence

Bonus Action + N·6 WP35 SP

Choose any number of enemies within 5 meters. Spend 1 Bonus Action per target. Each target must succeed a FCS Save against your AGI Check or become Dazed(1). Targets already suffering from a condition have a penalty to this save equal to the number of distinct conditions they have.

  • AoE
Details →
Class · System ReferenceØMEN: After Dragons