Rogue

Scoundrels, spies, and other vagabonds who use a variety of skills and trickery to engage in combat and social situations alike.

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HP / Soak

Rogues have a Base Hit Points of 6. Rogues increases their Soak by 1. Rogues have Medium HP progression, and thus gain 1 HP every level except 5th, 9th, 13th, and 17th levels (except 1st).

Skills

Rogues receive 8 Skill Ranks which can be spent to become Trained in skills.

Attack Progression

Rogues have an Attack Progression of Medium which means they gain a bonus attack on a full-round attack at 7th, 13th, and 19th levels.

Class Progression

Level Special Abilities
1st Precise Strike, Finesse Training, Watchful Eye
2nd Trap Disarmament
3rd Stealth Training +2
4th Skill Talent, Finesse Training
5th Armored Flexibility
6th Stealth Training +4
7th Magical Trap Disarmament, Finesse Training
8th Skill Talent
9th Stealth Training +6
10th Finesse Training, Jack of All Trades
11th Money in Reserves
12th Skill Talent, Stealth Training +8
13th Ready for Battle, Finesse Training
14th Thieves Jump
15th Stealth Training +10, Bleeding Strike
16th Skill Talent, Finesse Training
17th Mental Slip
18th Stealth Training +12
19th Natural Invisibility, Finesse Training
20th Skill Talent, Slaying Strike

Class Abilities

The following are class abilities of Rogues.

Weapon and Armor Proficiency

A Rogue is proficient with simple weapons, as well as swords, pistols, and bows. Rogues are proficient with armor.

Precise Strike

A number of times per day equal to their Agility (minimum of 1/day) the Rogue can designate a single enemy they’re about to attack as a free action before the attack roll is made. In addition to their standard weapon damage, they add their Rogue level as bonus damage. Enemies immune to precision damage and/or critical hits are immune to the Precise Strike.

Finesse Training

At 1st level, the Rogue treats all light weapons as if they had the Finesse weapon property, if they didn't possess it already. At 4th level and every 3 levels thereafter the Rogue can choose a single weapon they’re proficient with and apply Finesse to it.

Watchful Eye

At 1st level, Rogues have a keen sense of foresight when it comes to their opponents, and potential dangers. They are not considered flat-footed or surprised on a surprise round. They can still be afflicted with Flat-Footed as a status effect as per normal.

Trap Disarmament

At 2nd level the Rogue has become trained in the application of disabling traps, and avoiding the dangers associated with it. They gain 1/2 their level as a bonus to Stealth to disarm traps.

Stealth Training

At 3rd level and every 3 levels thereafter the Rogue gains a bonus on Stealth checks made to hide, move silently, steal objects, and hide objects on their person. This bonus starts at a +2 and increases up to a +12 at 18th level.

Skill Talents

At 4th level and every 4 levels thereafter the Rogue gains a Skill Talent. The only prerequisite on these abilities is that the Rogue has the skill trained.

Somersault

Associated Skill: Acrobatics
Description: So long as your Total Level is higher than the opponent's Total Level, you do not need to make Acrobatics skill checks to move through the opponent's square or their threatened squares.

Creative Soul

Associated Skill: Artisan
Description: You're able to craft items at half the normal time, so long as the items being crafted are not magical items with a price over 2 Gold.

Olympian

Associated Skill: Athletics
Description: Once per day for 10 minutes per point of Strength you possess you can grant yourself a Swim or Climb Speed of 6 squares. If you would already possess a Swim or Climb Speed, you increase it by an amount equal to half your Strength (minimum of 1).

Alert

Associated Skill: Awareness
Description: You can make Awareness checks while asleep - not taking any penalties for being asleep (though other penalties may apply).

False Memory

Associated Skill: Deception
Description: If you would have your mind read (such as by the Thought Sense ability or similar spells) you can make a Deception check opposed by the mind reader's Awareness, and on a successful Deception check you can show them a false memory instead which (if they fail their Awareness check) they believe as real, believe that you believe the event to have occurred, or they believe your memory serves only as a distorted perception of what they're looking for and is unreliable.

Action Dive

Associated Skill: Drive
Description: You can choose to quickly dive out from a vehicle you're driving as a standard action, and while doing so any allies within the same vehicle you're driving can choose to dive out as well as a Reaction.

Incredible Heft

Associated Skill: Feats of Strength
Description: You can lift an object which weighs 30 times your Strength without needing a Feats of Strength skill check.

Impressive Constitution

Associated Skill: Fortitude
Description: You can stick through some rough environments - against attacks to your Resilience or Mind from environmental effects (such as a Toxic Atmosphere) you receive a bonus to your Resilience and Mind against these effects equal to 1/4 of your Rogue Level.

Trusty Steed

Associated Skill: Handle Animal
Description: You receive a horse as a mount, and this horse either uses its own HP or half of your HP - whichever is higher. If this horse dies, you can find a new horse free 24 hours later (so long as you're in a place where you can acquire a horse).

Bandage Up

Associated Skill: Heal
Description: You can as a standard action heal an adjacent ally three times per day, healing the ally for a number of Hit Points equal to 1d10 + your Smarts.

Bookworm

Associated Skill: Knowledge (Any)
Description: You have a unique knack for remembering random things. On Knowledge skill checks made to identify a monster, you can use any Knowledge skill you have trained.

Interpretation

Associated Skill: Linguistics
Description: You can interpret someone's intentions behind their words even if you don't truly know what they said. This allows you to comprehend what someone's saying, regardless of what language they're speaking, however this does not allow you to communicate with them or write in their language.

Honeyed Words

Associated Skill: Persuasion
Description: When making Persuasion checks, unless you have attacked or otherwise earned someone's eternal ire (up tp GM), targets of your Persuasion can only at lowest be Indifferent to you.

Feigned Charm

Associated Skill: Performance
Description: You can utilize your Performance skill in place of Deception and Persuasion skill checks. Doing so increases the DC by 4 however.

Giddy Up

Associated Skill: Ride
Description: When riding an animal you increase their movement speed by 2 squares.

Imitation Caster

Associated Skill: Spellcraft
Description: Once per day you are able to fake the casting of a spell in order to successfully cast any 1st level spell from any spell list.

Lay Low

Associated Skill: Stealth
Description: Allies within 2 squares of you are able to use your Stealth roll instead of their own when required to make a Stealth check, if yours would be higher than their own. This makes them roll their own roll using your bonus.

Any Access

Associated Skill: Use Computers
Description: Once per day you can correctly guess the username and password to a device, account, or any other 'log in' screen you're prompted with.

Magical Charge

Associated Skill: Use Magic Device
Description: Once per day if you are utilizing a magic item with a limited amount of uses (such as a Wand) you can choose to use the magic item without expending a usage from it. This cannot be used on a magic item whose uses have already been spent down to zero.

Armored Flexibility

At 5th level the Rogue is able to select a number of skills they're Trained in equal to their Smarts. For those skills, they ignore their Armor Penalty to that skill.

Magical Trap Disarmament

At 7th level the Rogue is able to disarm magical traps as if they were a mechanical/practical trap, and gains the bonus from Trap Disarmament on magical traps as well.

Jack of All Trades

At 10th level, skills which the Rogue possesses a Skill Talent for explode (or explode on 9s and 10s if they already explode). In addition to this, the Rogue can once per day reroll a skill check if they would have failed.

Money in Reserves

At 11th level the Rogue receives money through a reputation of crime, through their high status, or because of a nest egg or similar situation. Once a month they receive an amount of money equal to their Smarts + Level and then multiplied by 500.

Ready for Battle

At 13th level the Rogue always rolls maximum of initiative. In addition to this, they add their Smarts and Agility together on initiative rather than only using Agility.

Thieves Jump

At 14th level the Rogue can jump up to 4 squares straight into the air and if a solid surface is within their grasp, they can grasp onto it and hold on without needing to make a check. Doing a Thieves Jump is a move action.

Bleeding Strike

At 15th level, when dealing damage with the usage of Precise Strike, the Rogue can instead opt to deal bleed damage equal to half of their Precise Strike damage, and this bleed damage lasts for a number of rounds equal to the Rogue's Agility or until healed.

Mental Slip

At 17th level the Rogue can erase themselves from someone’s mind if they spot them while in Stealth. They can do this a number of times per day equal to their Smarts.

Natural Invisibility

At 19th level the Rogue’s Stealth checks make them invisible to the naked eye. Because of this, only creatures who can see invisibility can spot them and also need to succeed at their Awareness check. This invisibility and Stealth ends if the Rogue attacks someone, like normal, and the invisibility can only be reinstated if every enemy who can see them loses sight of them.

Slaying Strike

At 20th level the Rogue can choose to expend two uses of their Precise Strike ability to make a Slaying Strike. Upon doing so, if the opponent is two levels lower than you or more and isn't immune to precision damage or critical hits, the opponent is killed immediately.


Archetypes

Name Description
Assassin Those who work in the dark, accepting contracts to kill.
Burglar Ardent thieves who make a living pickpocketing and stealing.
Charming Scoundrel Masters of the art of bullshit.
Fierce Slayers Those who hunt specific species, and use the element of surprise.
Ninja Eastern assassins who learn secret techniques to assassinate their targets.
Sanctified Killer Killers for the church, trained to hunt down heretics.
Spell Stealer Spellcasting knaves who learn their magic through stealing talent.
Spy Disguising and using subterfuge, Spies are meant to hide in plain sight.
Sword Dancer Dancers and acrobats who use their dance as a deadly weapon.
Vanguard Rogues who eschew the typical methods of stealth to instead rush headlong into a fight.
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