Stats
- Hit Dice: d8
- Weapon Proficiencies: Finesse OR Bow (pick one), plus 1 of your choice
- Armor Proficiencies: Light
Class Equipment
Pick two at character creation
- Lockpick set with seeking enchantment: advantage on check for a lock/trap, 1/day
- Boots of silent steps: advantage on stealth when moving at half speed
- Glass Cutter Set: cut through standard windows silently, creating openings large enough to climb through
- Smoke pellets: create concealment cloud, 1/day
- Spy glass with true sight: see through illusions, 1/day
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Sneak Attack | Extra damage under specific conditions |
| 2 | Light Step | No Reaction Attacks when moving away from enemies you hit |
| 3 | Opportunist | 3 FP to add Sneak Attack to any successful hit |
| 4 | Setup Strike | Grant Gang Up bonuses to all allies when you get Sneak Attack from Gang Up |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Sneak Attack
Sneak Attack damage is determined by your Rogue Class Tier and can be applied when any of the following conditions are met:
- Target is unaware of you (surprise, stealth, blind, etc.)
- When Ganging Up on a target
- Some Flow Actions enable it
- Attacking after a successful Feint
- Other Rogue class features may enable it
| Class Tier | Sneak Attack Damage |
|---|---|
| Apprentice | +1d4 |
| Journeyman | +2d4 |
| Expert | +3d4 |
| Master | +4d4 |
| Legendary | +5d4 |
Light Step
Your movement doesn’t provoke Reaction Attacks when you move away from enemies you successfully hit this turn.
Opportunist
Cost: 3 FP
Timing: After successfully hitting with an attack
Apply Sneak Attack damage to this attack (even if normal conditions weren’t met).
Setup Strike
When you gain Sneak Attack from Gang Up, you also grant Gang Up bonuses to all allies attacking the same target until the start of your next turn.
Path Selection (Level 5)
At Level 5, Rogues must choose their specialization path:
- Shade Path specializes in supernatural stealth, assassination techniques, and infiltration. They gain borderline mystical abilities that allow them to move unseen and strike from impossible positions.
- Thief Path specializes in social manipulation, skill mastery, and underhanded tactics. They excel at getting what they want through wit, charm, and dirty fighting when necessary.
Shade Path
| Level | Feature | Description |
|---|---|---|
| 5 | Vanish | Invisible until end of next turn after killing |
| 6 | Vital Strike | Sneak Attack uses d6s instead of d4s |
| 7 | Phase Step | Move through walls once per day |
Vanish
After successfully killing or reducing an enemy to 0 HP, you become invisible until the end of your next turn (even if you started in plain sight).
Vital Strike
Your Sneak Attack dice become d6s instead of d4s.
Phase Step
Frequency: Once per day
You can make one full Move action (your normal movement speed) through walls, obstacles, and other solid barriers as if they weren’t there. You must end this movement in an unoccupied space.
Thief Path
| Level | Feature | Description |
|---|---|---|
| 5 | Dirty Fighting | Spend 1 AP to inflict status effects instead of damage |
| 6 | Fast Talk | Force target to lose 1 Resolve in Social Challenges |
| 7 | Skill Mastery | Auto-succeed one skill check per day |
Dirty Fighting
When you successfully hit with a melee attack, you may spend 1 AP to inflict one of the following status effects instead of dealing damage:
- Bleed - Target takes {Level÷2} damage at the end of each of their turns (removable as normal)
- Blind - Target is Blinded for 2 rounds
- Prone - Target is knocked Prone
- Disoriented - Target loses 2 AP on their next turn
Fast Talk
Frequency: Once per Social Challenge
You can attempt to confuse or misdirect someone, forcing them to lose 1 Resolve without requiring a roll.
Skill Mastery
Frequency: Once per day
Restriction: Can only be used on skills you have at 50 or higher
You can automatically achieve a Normal Success on any one skill check (declare before rolling).