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

| Level | Ability | | ----- | -------------------- | | 1 | Exploits, Knacks | | 2 | | | 3 | | | 4 | | | 5 | | | 6 | | | 7 | | | 8 | | | 9 | | | 10 | | | 11 | | | 12 | | | 13 | | | 14 | | | 15 | | | 16 | | | 17 | | | 18 | | | 19 | | | 20 | |

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:

Evasion

You gain a reaction allowing you to evade any damaging or debilitating attack, spell, trap, etc. The following must be true:

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:

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.

Rogue Paths

files
  • (up)
  • (cur)
  • Artificer
  • Druid
  • Psion
  • Rogue
  • Scoundrel
  • Warlock
  • Witch