Rogue
Those who survive through cunning, stealth, and striking from the unseen. Rogues are tricky adventurers, getting by through cunning or when that fails, through stealth and precision.
HP: 3 + CON
Passive Move Slots: 5
Starting Gear:
- Leather Armor
- (a) Short sword and dagger or (b) Two daggers or (c) Short bow and quiver
- Backpack with (Choose three):
- Grappling hook and 50ft of silk rope
- 10 Days rations
- Thieves' Tools
- A torch and tinderbox
- 3 lesser healing potions.
- 15 Gold
Starting Moves
- Sneak Attack When you attack a target that is unaware of you, or engaged with an ally, deal 1 additional damage.
- Sleight of Hand You get +1 to Perform Feat rolls using +DEX involving stealth, pickpocketing, or lockpicking.
Advanced Moves
- Evasive (DEX +2; +2HP) If you're aware of an attack, reduce incoming damage by half of your DEX+.
- Disengage (DEX +2, Requires Evasive; +2HP) When you Evade Counterattack on an 11+ Melee Attack you may also reposition yourself.
- Uncanny Dodge (DEX +3, Requires Evasive; +2HP) When you mark luck to avoid damage, avoid all of the damage instead.
- Cunning Action (DEX +2; +2HP) When you mark luck to act out of turn, if you roll 14+ recover one luck.
- Quick Step (DEX +3, Requires Cunning Action; +2HP) When you take 0 damage from an attack, you may reposition yourself.
- Improved Sneak Attack (DEX +2; +2HP) Replaces Sneak Attack When you attack a target that is unaware of you, or engaged with an ally, deal 2 additional damage.
- Debilitating Strike (DEX +3, Requires Improved Sneak Attack; +2HP) Melee attacks inflict a debilitating effect on an 11+
- Stealthy (DEX +1; +2HP) Get +1 to Perform Feat rolls using +DEX attempting to hide or remain concealed.[1]
- Expert Thief (DEX +3, WIS +2, Requires Stealthy; +2HP) When you Read a Situation to ask what is useful or valuable. After learning the answer, you may immediately roll Perform Feat using +DEX with +2[2] to attempt to steal, pickpocket, or unlock access to the most valuable item identified.
- Tracker Read a Situation: "What is it's weakness?" +2 on rolls involving the target.
- Keen Ears "What am I not hearing"
- Trap Sense (WIS +1; +2HP) When you Read a Situation you may ask if there are any traps in the area.
- Cutthroat (CHA +1; +2HP) You get +2 to Manipulate Someone rolls when using intimidation.
- PoisonerYou learn to create simple poisons, poisons you apply are rolled against -1
- Toxic Strike deal additional damage with poisons
- InfiltratorYou get +2 to perform feat rolls when infiltrating a location
Paths:
Path of the Shadow
- Shadow Step (+4HP) When you take 0 damage from an attack, you may reposition yourself. Additionally, if you are in darkness when you reposition yourself, you may move large distances as long as you remain in darkness.
Path of the Assassin
- Assassinate (+4HP) You may attempt to assassinate a target as an action while hidden.
Path of the Toxic
- Crimson Kiss (+4HP) Imbue a potent poison into a strike.
This stacks with the +1 from Sleight of Hand, resulting in a +2 total. ↩︎
This stacks with the +1 from Sleight of Hand, resulting in a +3 total. ↩︎