Attributes
Attack | Magic | Skill | Defense |
---|---|---|---|
0.75/level | 0.5/level | 1/level | 0.75/level |
Hit Points | Mana | Skill Points |
---|---|---|
4/level | 0/level | 6/level |
Class Abilities
Exploits
Each level, you choose one Exploit. This is a physical ability you can use, typically in combat, but not exclusively.
Examples:
Maneuver | Prerequisites | Description |
---|---|---|
Sneak Attack | When you have advantage, your melee or point-blank ranged weapon attacks inflict one bonus die of damage per odd level of rogue. Requires a Dex-based weapon. | |
Skirmish | At-will, std; you move up to one square per odd level of rogue, make a melee attack, then move again up to one square per odd level of rogue. None of the movement provokes. | |
Rupture | At-will, std; you make a melee attack, which inflicts normal damage, plus half damage as ongoing physical damage, repeating on turn start until subject is healed for at least 1 damage, or stabilizes while disabled/dying. | |
Feint | At-will, swift; you make a false attack. Instead of rolling a normal attack, roll a Charisma Skill check vs Wisdom Defense. If you succeed, the enemy is off-balance, and your next attack against them gains advantage if taken before their next turn. | |
Vanish | Recharge 33%, swift; you immediately hide (Roll Dex Skill, requires concealment, etc). Normally this requires a standard action. |
Knack
Each level, you choose one Knack. This is a set up skills and abilities reflecting your general dungeoneering know-how.
Acrobatics
You are naturally fleet of foot and gain the following benefits:
- Advantage to Jump, Balance, and similar checks
- +1 to movement speed for each odd level of Rogue
- Ignore 10 ft of falling damage per level.
Evasion
You gain a reaction allowing you to evade any damaging or debilitating attack, spell, trap, etc. The following must be true:
- There exists a square within 1 square per even level of rogue where, if you'd been standing there, you would not be harmed by the effect
- It is possible to travel to that square using an available movement form (jump, teleport if you have it, etc)
You must pass a Dex Defense roll, DC 10 + 5 per square of distance required to reach a safe space. On success, you leap (or otherwise traverse) to the safe space, avoiding the effect entirely. On failure, you are affected by the attack before moving to safety, and suffering the effect interrupts your attempt to flee it.
Trap Sense
You gain the following benefits:
- You passively search for traps at all times while conscious
- +5% avoidance per rogue level (max +50%) against traps
- +1/level to Search checks to find traps and Disable Device checks to disable traps
- The ability to find magical traps without detecting magic
Uncanny Dodge
You can use Dodge against attacks even if you are not alert to danger or aware of the attacker.
Preparation
You gain a bonus of +1 per 2 rogue levels to initiative checks.
You may take 10 on initiative checks.
Sniper (rank 2)
You may benefit from Sneak Attack when using a ranged weapon as long as you are not suffering disadvantage from excessive range.
Passive Stealth (rank 2)
At the outset of any encounter, you may retroactively roll a Dex Skill check to employ Stealth.
Tactical Insertion (rank 3)
At the beginning of each combat wherein you are not surprised, you may remove yourself from the battle mat. Upon your first turn, you may insert yourself at any location within Short range, as long as it would have been possible for you to reach that destination through all means of locomotion available to you, and it is not currently occupied by anyone else.
- You must place yourself on the board within the first round of combat, even if you take no other actions afterward.
- Until you place yourself, you may not take actions. You are effectively delaying initiative.
- Until you place yourself, you are immune to all effects and cannot be targeted. Your position cannot be determined.
- If you place yourself in a position with concealment, you may automatically enter Stealth.
- After you appear, you gain Combat Advantage for your first turn. Thereafter, unless you achieve Stealth, all enemies are considered aware of you.