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Rogue

HP Per Level: 7.

Keywords: Rogue, Talented, Support Class.

One part con artist, one part puzzle solver, one part automatic door opener, and all outlaw; a rogue is an expert thief with talents in a dozen useful skills and an underhanded style of fighting. They’re your connection to the seedy underbelly of the world and the shady friend who’ll get you whatever you need so long as you pay them and don’t ask questions about how they got it.

Rogue Proficiencies

  • Weapons
    • All Simple Weapons (Professional)
    • 1 Martial Weapon of your choice (Professional)
  • Defense: Professional
    • Armors: Light
  • Saves
    • Fortitude Save (Skilled)
    • Reflex Save (Professional)
    • Will Save (Skilled)
  • Bonus Language: Thieves Cant

Rogue Skills

You are Professional in 4 skills of your choice. Additionally, you are Exceptional with Stealth.

Level Class Features
1 Sneak Attack
2 (Feat)
3 1st Rogue Con
4 (Honor)
5 (Ability Score Increase)
6 Talented, Exploit
7 (Feat)
8 2nd Rogue Con
9 (Honor)
10 (Ability Score Increase)
11 Cunning
12 (Feat)
13 3rd Rogue Con
14 (Honor)
15 (Ability Score Increase)
16 Talented, Exploit
17 (Feat)
18 4th Rogue Con
19 (Honor)
20 Capstone: Legendary Cunning, (Ability Score Increase)

Class Features

Sneak Attack (1st Level)

“Some people think raw skill wins fights. They’re wrong. ‘Opportunism’ and kicking them where it hurts is what wins fights.”

Benefit: Whenever you successfully make an attack roll against a target who is at your mercy you can take advantage of them in various ways. Add any 1 exploit you know to the attack.

You start with the following 3 exploits:

  • Vicious: You gain a bonus on this damage roll equal to 1/2 your level (round up).
  • Slick: Inflict the Impaired 2 condition for 1 minute.
  • Crafty: Make a free Disarm, Steal, or Trip combat maneuver.

Valid Targets for Sneak Attack: The creature must be suffering from one of the following conditions: Blind, Confused, Fascinated, Flanked, Off-Guard, Prone, Tired, Scared, Sleeping, Unaware, or Helpless (others may be added at the GM’s discretion).

Deeper Rules

  • Ranged Sneak Attacks: You can make ranged sneak attacks.
  • Magical Sneak Attacks: If a spell requires an attack roll, you can add sneak attack effects to it.
  • Critical Hits: Critical hits multiply the total damage of the attack. Sneak attack is explicitly included in this total damage.

Talented (6th Level)

Benefit: You gain the Talented feat.

Exploit (6th Level)

Benefit: You gain an exploit.

Cunning (11th Level)

“Trust me, I’m an expert at this.”

Benefit: You can make an Absolute check with any skill you are Exceptional in. This can be done once per short rest on a per-skill basis (once per skill). Any skill you can make an Absolute skill check in because of the Talented feat can be used twice instead of once.

Talented (16th Level)

Benefit: You gain the Talented feat.

Exploit (16th Level)

Benefit: You gain an exploit.

Capstone: Legendary Cunning (20th Level)

“How good am I? I can cheat a cheater, con a con artist, steal from a thief, and even outfox a fox.” -Grotarn ben Kora’Machin

Benefit: You can make an Absolute skill check 5 times per short rest (collectively) with any skill you are at least Professional in the use of. This is in addition to your Cunning class features.

Rogue Cons

Acrobat

“That’ll teach them to not lock those second-story windows.”

Prerequisite: Professional in Acrobatics or Athletics.

Benefit: Double the resulting distance of any check made to jump (you may choose to move less than your result). Additionally, you do not provoke an attack of opportunity for standing up or on your 1st square of movement each round.

Blending In

Just another face in the crowd. Benefit: You learn a new language. This must be a language you have encountered before. Additionally, you get a free Hero Dice on any attempt to blend into a culture or role. This is typically a Bluff check to impersonate someone or a Stealth check to disguise yourself.

Doppelganger

Two parts quick-change artist and one part illusionist.

Prerequisite: Professional in Bluff

Benefit: Using 3 actions, you can cast disguise as an innate spell (Bluff) at will.

Extra Exploit

Benefit: You gain a rogue exploit.

Flexible Morals

You know life isn’t all hard black and white, but shades of gray. Sometimes you really do need to compromise.

Prerequisite: Professional in Politique or Bluff.

Benefit: Once per short rest you may take an action that violates an oath without suffering the normal consequences. This indiscretion should be as quick and subtle as possible.

Light Step

Light as a feather.

Prerequisite: Professional in Acrobatics

Benefit: You don’t set off traps based on pressure plates, weight, or similar triggers that you are aware of. Additionally, you aren’t detected by Detect and/or Blindsense (movement), (vibration), or (tremor).

Lookout

Paranoia is only a problem when you’re wrong. For an adventurer, oftentimes danger really IS everywhere.

Prerequisite: Professional in Perception.

Benefit: You always act during a surprise round and gain Detect (invisible).

Misdirection

“Look over there! A distraction!”

Prerequisite: Professional in Bluff or Perform.

Benefit: With a dramatic gesture and exaggerated cry, you trick your foes into looking away. This takes 1 action to perform. All enemies within 10 feet must make a Will save (DC 10 + your proficiency in Bluff or Performance). Those who fail the save are fascinated by a creature or object you designate until the end of your next turn. All targeted creatures are then immune to your misdirection for 1 hour. Reminder: Fascinated creatures are valid targets for sneak attack.

Nimble

The best defense against an attack is not to be there when it lands.

Prerequisite: Professional in Acrobatics or Athletics.

Benefit: Whenever you are missed by an attack an enemy makes or successfully make a Reflex save against an enemy’s action you make a free 5-foot step as a free action.

Slayer

Really twist the knife, and add injury to injury.

Prerequisite: Martial keyword.

Benefit: When making a sneak attack, you may select 2 exploits to the attack. You cannot select the same effect twice or select 2 similar effects.

Street Smarts

Let the sages and scholars concern themselves with theory and debate lore; you're more concerned with practical applications of what you know.

Prerequisite: Talented feat

Benefit: You gain a free Hero Dice on skill challenges when using a skill you have selected with the Talented feat.

Subtle Misdirection

“His hands can’t hit what they can’t see.”

Prerequisite: 5th level

Benefit: You can use Stealth to counter a melee or ranged attack. Unlike normal counters you can attempt to do this retroactively, after it has been determined if you were hit. You can’t use it on the same creature twice in a day.

Thief

Take the coins from their purse, their sword from their sheath, and everything else right out from under their nose.

Benefit: You can use the Steal combat maneuver to steal anything on a creature that isn’t being actively wielded or worn (even something buried deep in a backpack). You simply must be aware of its presence and general location. Additionally, you can palm objects up to a bulk of 1 (though you must describe how it's hidden).

Trap Master

“I’m going to make a quick snare… does anyone have spare rope, an avocado pit, and some pre-chewed gum?”

Prerequisite: Exceptional in Technological Lore. Benefit: You can craft traps as a full-round action so long as you have the supplies on hand and an appropriate place to lay the trap. The GM is the final arbiter of what is appropriate.

Two-Faced

You’ve mastered the art every politician knows: how to speak a lot and say nothing except what they want to hear.

Prerequisite: Professional in Politique or Bluff.

Benefit: While speaking, you can state “Two-Faced” and then proceed to say two different sentences. The GM will then react briefly to both of them and the player can pick which option they’d prefer to have said. They may always choose to have said neither. Their character has no knowledge of the events of the option(s) they did not pick. This may be done once per short rest.

Sidebar: The Rogue is Kinda Meta

Yes, absolutely! The rogue plays with the barrier between player and character a bit, and it can require a deft hand to handle well. Cons like flexible morals and two-faced really blur that line. When in doubt, particularly as a rogue, err on the side of not metagaming. Playing a rogue with these abilities requires a lot of candid communication with the rest of your party and trust with your GM. As such, a GM is allowed to rule that, if handled in a fashion that violates the spirit of a game or intrudes on the enjoyment of other players, an ability simply does not work or would not be appropriate.

If you’re not sure where the line is, just remember - don’t be a jerk.

Rogue Exploits

The following are “exploits”, effects that modify how your sneak attack works.

Vicious

“I got you a surprise, it’s a knife to the gut!”

Prerequisites: None (Starting Exploit)

Benefit: You gain a bonus on this damage roll equal to 1/2 your level.

Slick

Sand in the eyes, a punch to the gut, tangle their gear; anything to slow the other guy down.

Prerequisites: None (Starting Exploit)

Benefit: Inflict the Impaired 2 condition for 1 minute.

Crafty

Fight smarter.

Prerequisites: None (Starting Exploit)

Benefit: Make a free Disarm, Steal, or Trip combat maneuver.

Bait

“That’s right, look at me. Pay no attention to the man with the big ax behind you.”

Prerequisites: Professional in Bluff.

Benefit: Your target is rendered unaware to the next successful attack delivered by a creature other than yourself before the start of your next turn.

Bleeding

You don’t always need to kill them; sometimes blood loss will do it for you.

Prerequisites: None.

Benefit: Deal your Dexterity modifier as bleed damage for 3 rounds. (This does not count as a bonus to damage.)

Hobbling

It’s hard to run with a knife in your leg.

Prerequisites: None.

Benefit: The creature is hobbled (has their base speed halved) for 3 rounds.

Intimidating

Piling insult on injury, you mock your victim for letting you get too close.

Prerequisites: Professional in Intimidate.

Benefit: Make an Intimidate check against the creature as a free action.

Mishap

“Shame about those toys. Those wonderful, broken toys…”

Prerequisites: Skilled in Technology Lore.

Benefit: Select a piece of technology (something with a Tech. Lore requirement) your target is wielding or wearing; it gains the broken condition. This condition can be removed with a Challenging (20) DC Technology Lore check as an action.

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