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
TalentWhen attacking Unseen, you may commit the extra FCS die into Damage instead.
Blade of Many Trades
TalentWhen 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.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | Free Up | AGI 5 · FCS 4 |
| 3 | RES Up | AGI 7 · FCS 5 |
| 4 | AGI Up | AGI 8 · FCS 6 |
| 5 | — | AGI 10 · FCS 8 |
| 6 | Free Up | AGI 12 · FCS 9 |
| 7 | — | AGI 14 · FCS 10 |
| 8 | Free Up | AGI 15 · FCS 12 |
| 9 | — | AGI 16 · FCS 14 |
| 10 | Free Up | AGI 16 · FCS 16 |
Specializations
Nightblade
11Surgical assassin who studies their targets like puzzles and vanishes without a trace.
Dark Arts
12Spellblade who blurs the line between shadow magic and steel, leaving enemies unable to defend against either.
Trickery
15Psychological predator who wins by making sure the fight never happens on your terms.
General Class Picks
Picks available to every Rogue, before a specialization is chosen.
Level 1
Shadow Strike
When attacking Unseen, you may commit the extra FCS die into Damage instead.
Details →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.
Details →Protective Shadows
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.
Details →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.
Details →Mind-Numbing Agents
Your Attacks that apply Poison(x) deal 5 less HP damage and equal amount more WP damage.
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.
Details →Hard Target
Once per combat, when you Dodge successfully, you regain the used Bonus Action at the start of your next turn.
Details →Level 2
Dark Arts Adept II
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.
Details →Cunning Impetus
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 →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.
Details →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.
Details →Serpent Stab
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).
Details →Cunning Diversion
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.
Details →Hasty Shadows
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.
Details →Dirty Trick
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.
Details →Level 3
Cunning Reflex
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 →Master of Feint
When you successfully Feint, you become Unseen to the target for your next Attack or until the end of your turn.
Details →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.
Details →Cheap Shots
You deal extra damage equal to half your level (rounded down) against targets suffering from any condition.
Details →Level 4
Dark Arts Adept III
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.
Details →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.
Details →Vorpal Slash
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).
Details →Level 6
Dummy Obscura
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.
Details →Tracing Divergence
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
Behind the Mask
Choose one attribute. Your bonus cap for that attribute increases by 2 and you immediately gain 1 bonus to that attribute.
Details →Disorienting Presence
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.
Details →