Rogue PathThe Quiet Knife

Trickery

Psychological predator who wins by making sure the fight never happens on your terms.

Pick Tree

15 picks along the Trickery path. Pair them with the general Rogue class picks.

Level 2

Choosing this locks Trickery as your Specialization. Trickery is your domain and affliction. You gain an additional die to non-combat Deception, Persuasion and Stealth Rolls. You gain Alteration as an innate spell school.

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Hazy Shroud

1/2 Action·10 WP12 SPDark Arts

Requires: Pick: Grim Trickster

Spend a ½ Action to envelop yourself in shadows, protecting you from harm for 5 rounds. You take 1 damage less from any source. All Conditions on yourself that deal periodical damage are lowered by 1 when activated.

  • Utility
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Level 3

Misdirection

Bonus Action + 1 Action·6 WP12 SP

Requires: Pick: Grim Trickster

Spend a Bonus Action as a reaction, when an enemy makes an attack against you, to redirect the attack to another enemy within 3 meters of you. The attacker must make a FCS Save against your Deception Check. On a fail, they must attack the new target if they are able to. On a success, they continue their attack against you with a -2 penalty.

  • Utility
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Shadow Decoy

Bonus Action + 1 Action·14 WP16 SPDark Arts

Requires: Pick: Grim Trickster

Spend Bonus Action to create 3 illusory duplicates of yourself that appear next to you. The decoys mimic your actions and movements. Each time a creature targets you with an attack, roll a d4. On a 2-4, the attack targets a decoy instead and automatically misses. A decoy is destroyed when hit by an attack. The effect lasts for 10 rounds or until all decoys are destroyed. This spell can be used as a reaction to force decoy roll.

  • Utility
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Blinding Strike

1 Action·10 WP19 SP

Requires: Pick: Grim Trickster

Spend 1 Action to make a melee attack against a target, creating a flash of bright light on hit. The target and any enemies within 5 meters must succeed a FCS Check against your INT Roll or become Blinded(5). Additionally the attack deals extra 1d8 Fire(1) Damage.

  • Melee
  • AoE
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Level 4

Grand Deception

1 1/2 Actions·26 WP30 SPDark Arts

Requires: Pick: Grim Trickster

Spend 1½ Actions in attempt to create a complex illusion that fools the senses in a 10-meter radius around you. You can make terrain appear different, create phantom structures, sounds, and smells, and disguise yourself and allies. Creatures must succeed on an INT Check against your FCS Check + 5 to recognize the illusion. While within the illusion, you and your allies gain +3 to Stealth checks and are considered Unseen to creatures that failed their check. The effect lasts for 10 minutes.

  • AoE
  • Utility
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Perfect Opportunity

1 Action·15 WP26 SP

Requires: Pick: Grim Trickster

Spend 1 Action to carefully analyze an enemy's weaknesses and identify the perfect moment to strike. Choose a target within sight. For the next minute, you have a +2 bonus to hit that target, and your attacks against them critically strike if your FCS portion comes within 1 of their RES portion. Additionally, the first time you hit the target each round, you deal an additional 2d6 damage, and if the target was Unseen, they gain Dazed(1).

  • Single Target
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Requires: Pick: Grim Trickster

When an enemy attacks or interacts with one of your illusions, decoys, or distractions, you gain 1 Bonus Action at the start of your next turn. There is no limit to the number of Bonus Actions gained this way.

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Level 5

Coup de Haze

1/2 Action·50 WP50 SP

Requires: Pick: Grim Trickster · Attribute: AGI 10

Activate as a Half Action. A 20m radius zone of smoke and shadow decoys erupts around you, lasting 5 rounds. The smoke envelops all creatures within, twisting appearances and spawning shadow decoys that mimic nearby creatures and fight among them. Each round the chaos intensifies. At the start of each enemy's turn within the zone, they must make a FCS Save vs your AGI Check (with a cumulative -1 penalty per round after the first). On failure, they attack a random target within reach - ally, decoy, or enemy. Allies who mistakenly attack a wrong target once are no longer fooled for the remainder. You may teleport to any point within the smoke zone as a Free Action once per turn. You are invisible to all creatures that have failed their save this round. Ranged attacks targeting creatures inside the zone from outside target randomly among all creatures and decoys in the area.

  • AoE
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Level 6

Stinging Guile

Bonus Action + N·8 WP32 SP

Requires: Pick: Grim Trickster

Spend a Bonus Action to make a melee attack against a target. You may spend additional Bonus Actions to strike additional enemies within 5 meters, ignoring reach. You may target the same creature more than once, adding damage equal to your level for each additional Bonus Action spent. You make a single Attack Roll - each defender rolls individually against it.

  • Melee
  • Multi Target
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Acting Surrogate

Bonus Action + 1 Action·4 WP30 SP

Requires: Pick: Grim Trickster

Once per round as a reaction, when you are targeted by an attack, swap your position with one of your active decoys within 20 meters. The attack is redirected to the decoy. You are considered Unseen until the end of your next turn or until you attack.

  • Utility
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Level 7

Requires: Pick: Grim Trickster, Coup de Haze

While Coup de Haze is active, the zone is heavily obscured. Enemies inside have their vision reduced to 5 meters and their movement is halved. Ranged attacks made into or out of the zone take a penalty equal to the current round penalty.

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Level 8

Requires: Pick: Grim Trickster

At the start of your turn, if you have 5 or more Bonus Actions available, you gain Physical Resistance equal to your total available Bonus Actions until the start of your next turn.

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Level 9

Encore

40 SP

Requires: Pick: Grim Trickster, Puppet Strings

When Puppet Strings triggers, you may choose to recover HP and WP equal to your level instead of gaining a Bonus Action.

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Level 10

Curtain Call

Bonus Action + N·20 WP50 SP

Requires: Pick: Grim Trickster

You target all creatures within your active zones and any creature within 5 meters of you. Each target must succeed a FCS Save against your FCS Check or take Psychic damage equal to half your FCS Bonus multiplied by the number of Bonus Actions burned. You must spend all available Bonus Actions to fuel this ability. After using Curtain Call, you cannot gain Bonus Actions from any source for three rounds. Puppet Strings still triggers during this time but may only provide recovery through Encore.

  • AoE
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Rogue · TrickeryØMEN: After Dragons