Rogue

Ever on the run, rogues span many parts across all societies. From the roaming bandit, to the charlatan, to the trained assassin, rogues us daggers, bows, and lies to get what they want - nothing is off limits. Clever deceivers, rogues rarely use direct force, but rather find points of weakness or leverage to attain their goals. Rogues are masters of stealth; whether hiding in the shadows or plain sight, they plot and use others until opportunity presents itself for them to make their strike.

Class Features:

 

Class Bonus: Sneak Attack

Attacking with a light or unarmed melee weapon against a target threatened by another target increases the Rogue's attack and damage by an additional point.


Rogue 1 Shank

Action: Standard
Power: Standard

The Character strikes, if the character damages an opponent with a sneak attack the rogue may deal his class dice in damage.

Rogue 2 Acrobatic Maneuver

Action: Standard
Power: Standard
The rogue may compare his acrobatics skill to the attack skill of an opponent, if it is higher he does not provoke attacks of opportunity against that opponent for the round, in addition, he can roll his class dice against that target if he attacks him.

Rogue 3 Surprise Strike

Action: Standard
Power: Standard
The rogue may draw a weapon, or drop his current weapon and draw a new weapon to surprise an opponent. He gains his sneak attack bonus if he did not already have it, and doubles it. An opponent can only be surprised by this maneuver once per combat.

Rogue 4 Backstab

Action: Standard
Power: Standard
The Rogue may reroll any ones rolled on his attack and damage when he strikes an enemy from behind for the round. The Rogue is considered to be behind a target when he is directly flanking a target. If the Rogue uses Enhanced Maneuver on this maneuver, it instead rerolls 1s and 2s in addition to adding class dice.

Rogue 5 Defensive Flurry

Action: N/A
Power: Standard
When the Rogue uses the Dodge Action, he may use the Attack Action, as well.

Rogue 6 Blade Flurry

Action: N/A
Power: Mild
When the Rogue uses his Standard Action to inflict his Class Die, the Rogue may use the Attack Action, as well.

Rogue 7 Distract

Action: Standard
Power: Mild
The Rogue may spend a Standard Action to distract any number of targets within 30' of a designated square within 30' of the Rogue. The Rogue makes a Sleight of Hand Check Opposed by the Enemy's Insight Check.

Rogue 8 Sneaky Shot

Action: Standard
Power: Mild
The Rogue may make Sneak Attacks with a Ranged Weapon for one Round. The Rogue makes a Single Attack with a weapon no heavier than a Medium Weapon as part of this Action, and the attack deals an extra amount of Damage equal to his Class Die.

Rogue 9 Mark

Action: Swift
Power: Mild
A Target within view of the Rogue's choosing has one less AR and DR against the Rogue. Furthermore, the Rogue gains a +2 bonus to all Checks to Track, Trick, and Chase the Target. This lasts for up to 1 hour per Class Die of the Rogue, or until the Rogue declares another Mark.

Rogue 10 Double Slice

Action: Standard
Power: Mild
When the Rogue strikes a target with two attacks with two melee weapons during his Round, he may immediately strike with both weapons, rolling two attack rolls and choosing the greater, and dealing damage with both weapons in addition to his class die.

Rogue 11 Enhanced Maneuver

Action: Swift
Power: Strong
The Rogue may add his Class Die to an attack if he has not used it for this combat round.

Rogue 12 Deadly Flourish

Action: Standard
Power: Strong
The Rogue may make an Attack with a dagger against all targets within 20’ of him. He gains his Sneak Attack bonus against all targets regardless of flanking.

Rogue 13 Slippery Mind

Action: Swift
Power: Strong
Passive: The Rogue cannot lose his mental faculties when possessed or dominated. A Rogue is also aware when he is trying to be controlled, and what commands are being given to him.
Active: The Character can retry will saves with a Swift action for one minute.

Rogue 14 Combat Trip

Action: Standard
Power: Strong
The Rogue selects a target he has struck with a melee weapon and trips them. The Opponent makes an Athletics Check opposed by the Rogue’s Sleight of Hand, if the Opponent Fails they become Tripped, if the Opponent succeeds they still suffer a -1 penalty to AC and DR until they perform an action. The Character also takes the Rogue’s Class Die in Damage.

Rogue 15 Precision Strike

Action: Standard
Power: Strong
The Rogue makes a Precise strike, dealing damage with an attack and rolling his class die in damage regardless of whether the attack roll hits or not. Roll only to confirm criticals.

Rogue 16 Throat Stab

Action: Standard
Power: Powerful
The Rogue makes an attack that has an increased critical range, negates 5 AR and DR, and forces the enemy to make a constitution check or immediately fail any concentration or toughness check, furthermore the character is silenced until this wound is healed.

Rogue 17 Smokescreen

Action: Standard
Power: Powerful
The Rogue summons a smokescreen, creating a zone of choking darkness that only he and selected allies can see; it also sets the lighting of the area to dark, and can only be dispelled using a 5th level or higher spell or effect. This darkness covers a 30’ radius area, imposes the blind condition upon those not selected and imposes an additional -2 to all die rolls to them this effect lasts for one minute.

Rogue 18 Reliable Talent

Action: Free
Power: Powerful
Passive: The Rogue can no longer Roll below a 6 on any skill check, furthermore the Rogue selects one Skill, the Rogue cannot roll below 10 on that Skill.
Active: The Rogue’s die roll in any skill becomes a 10, if it’s the Rogue’s chosen skill the roll becomes 18.

Rogue 19 Pinpoint Strike

Action: S.Ref
Power: Powerful
The Rogue may immediately strike an opponent who was wounded by an ally, the rogue immediately Deals 1 wound of damage to that target per die that would be rolled in this attack (Class Die included,) + his Acu Modifier.

Rogue 20 Spell Thief

Action: Standard
Power: Powerful
Passive: The Rogue may select any 3 Spells, the Rogue may now cast these spells as normal up to third level, additionally, these spells no longer require verbal or somatic components.
Active: The Rogue may make an intelligence check against his target’s will check, upon failure the rogue steals one prepared spell, and can cast it using his target’s mana. The target loses access to this spell until the next day.

Rogue 21 Assassinate

Action: Standard
Power: Wicked
The Rogue Teleports to a target within sight and makes an attack, gaining extra attack and damage bonuses equal to his intelligence modifier. Furthermore, the enemy must make a Constitution Save, success imposes two steps in a condition of the Rogue’s choosing, failure causes the opponent to take maximum damage from all dice, and to have an increased critical range.

Rogue 22 Keen Mind

Action: Free
Power: Wicked
Passive: The Rogue can search once per round without spending an action.
Use: For the remainder of the combat the Rogue gains a number of +1 bonuses each round that is equal to his Acuity modifier each round that may be spent on any 3d6 roll.

Rogue 23 Nemesis

Action: Swift
Power: Wicked
Passive: The Rogue gains access to any Powerful or weaker Class Feature from another class.
Active: The Rogue instantly learns the class features of any Opponent he has wounded with his Class die for one hour, during this hour the rogue may select one skill and use it as though he has the skill, himself.

Rogue 24 Death’s Embrace

Action: Swift
Power: Wicked
Passive: The Rogue has an increased Critical Strike range.
Active: The Rogue increases the damage die of all his attacks during one round by 2 die sizes.

Rogue 25 Spymaster

Action: Standard
Power: Wicked / Special
Passive: The Rogue cannot be scryed upon unless he chooses to be, and may actively pass false information upon any attempt to divine him.
Active: The Rogue can learn information from who is scrying upon them depending on the mana they spend.
1 The relative power and location of who is scrying.
4 The race and class of who is scrying
9 The level, location, and statistics of who is scrying
16 The most direct route to who is Scrying upon them, as well as enough fine detail to teleport to their location.
25 The counter-divination cannot fail.

Notable Rogues:
WIP
Rogues in the world:

Rogues apply themselves to where they're most useful and make use of other people. They often have a hesitant reliance on people from other classes to perform duties of which the rogue's incapable; this reliance is hesitant because rogues generally have a belief that others plot as they do, and that they may become part of another's sceme. Rogues are always on the lookout for the next artifact, or piece of information that they can use to extend their generally luxurious lifestyles; generally rogues find themselves in these lifestyles from their original desire - material wealth.

On Rogues:

Most other classes reluctantly accept the help of a rogue; accepting the help of a rogue means that they see you as an ally, at least for now. Adventurers have a higher opinion on rogues than commonfolk, who see them only as those unwilling to work for a living; adventurers see their desire to do as little as possible as efficiency, and many rogues compensate their physical laze with mental acuity. Rogues are often seen as chaotic, or immoral compared to many adventurers, but their toolset is undeniable to any band as a whole.

Suggested Builds:
WIP