Rogue

The rogue class represents the classic trickster. You can use this class to represent a thief, scoundrel, or conman, or a scout, expert, or spy. While a warrior gets by on brute strength and a mage on arcane power, a rogue relies on quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy’s ribs, a rogue must be artful to win the day.

As a rogue you are the eyes and ears of your adventuring group. You are excellent at ranged combat and can launch devastating melee attacks with your
backstab ability. You are not, however, a true frontline fighter. Your Defense will be good due to your Dexterity, but your light armor means you can’t absorb a
lot of damage. Let the warriors go toe to toe with the enemy while you use stealth and surprise to keep them off balance.

Primary Abilities
Communication, Dexterity and Cunning

Secondary Abilities
Constitution, Perception, Magic, Strength and Willpower

Starting Health
25 + Constitution + 1d6

Weapon Groups
Bows, Brawling, Light Blades, Staves

LEVEL 1:
Backstab: You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to (but see the Bluff power at level 4).

Rogue's Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.

Starting Talents: You become a novice in one of the following talents: Contacts, Scouting or Thievery.

LEVEL 2:
Gain 1d6 + Constitution Health
Stunt Bonus: You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.
New Ability Focus: Choose an ability focus tied to a Primary Ability.
+1 to a Primary Ability Score.

LEVEL 3
Gain 1d6 + Constitution Health
New Talent: You become a novice in a new talent or gain a degree in one you already have.
New Ability Focus: Choose an ability focus tied to a Secondary Ability.
+1 to a Secondary Ability Score.

LEVEL 4
Gain 1d6 + Constitution Health
Bluff: You can try to backstab an opponent that you begin your turn adjacent to. You must first use a minor action to try to deceive him. This is an opposed test of your Communication (Deception) vs. your opponent’s Willpower (Self-Discipline). If you win, you have wrong-footed your opponent and can backstab him. As usual with a backstab, you make a melee attack with a +2 bonus and inflict +1d6 extra damage if you hit.
New Ability Focus: Choose an ability focus tied to a Primary Ability
+1 to a Primary Ability Score

LEVEL 5
Gain 1d6 + Constitution Health
New Talent: You become a novice in a new talent or gain a degree in one you already have.
New Ability Focus: Choose an ability focus tied to a Secondary Ability
+1 to a Secondary Ability Score.

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