Rogue

Rogue Class Traits
Exp Rating: 3
Base Hitpoints: DEX/3
Level Hitpoints: 5 per level
Primary Attributes: Dexterity, Wisdom
Stamina: 2
Resolve: 2
Philosophies
Primary Class Philosophy: Martial Philosophy
Philosophy Training:
  • Rank 2 in Martial
  • 1 additional ranks spent in Martial, Physical, or Mental
Disciplines:
Skills Training
Class Favored Skills:
Starting Skill Points:
  • 40 points to be spent in the above Class Skills. These points cannot be used to raise a skill above Rank 3.
Weapon & Armor Proficiencies
Weapon Proficiency: All Rank 1 weapons, Rank 2 Blades, Rank 2 & 3 Crossbows, Daggers, and Maces.
Armor Proficiency: All Rank 2 armors and less.
Shield Proficiency: All Rank 1 shields and less.
"Yeah, you can train those big muscles all you want, read all those books and launch them spells, do all that hard work for nothin'. You go right ahead an' do that, then one day when you find yourself leaning on the end of my knife with your purse in my hand, we can have a good long laugh about where all that hard work got ya."
——Trentis the Blade, local villain discussing his views on practical career choices

Stealth, Skill and Violence

Any individual who chooses to study the arts of deception and dirty fighting is usually a being of roguish quality. Rogue is a general term for any person who would fight to win, study to cheat, and practice to pilfer in lieu of a more boring, honorable existence. A Rogue prefers to confront a challenge from the side (preferably when sleeping and unguarded), but even in less than favorable circumstances, a skilled Rogue has a funny way of turning the tables in his or her favor.

Adventurers

Rogue is possibly the profession best suited to adventuring. They have versatile talents that can be applied to almost any situation. Whether at a royal ball, in a trap-laden dungeon, or in the heat of battle, a good sneak is a great ally to have around. It is in the best interests of any individual teaming up with a rogue to confirm, however, that the rogue is in fact their ally, as many adventuring partnerships have ended abruptly over arguments of treasure and a knife in the back.

Rogues have many roles in a party, depending on their aptitude. Some make great scouts and archers, some back up the front lines by assisting other combatants with devastating backstabs, while still others have a knack for finding and utilizing hidden staircases, traps, and unusual devices. Some highly talented masters of this profession can do all of these things at once and more. For this reason, many adventuring groups are willing to hire out a rogue, and potentially put up with their often less than scrupulous behavior.

History and Culture

Rogues have existed for quite some time, although their practical application didn't really start to come into its own until organized society started to become the norm among the mortal races. There are many ways to make a profit for a wily and daring individual in a land that values currency, trade, and--quite foolishly--etiquette. Rogues have been known to exploit all three of these, and over the course of time have made a good (if not honest) wage off the mistakes of others.

Not all rogues are bad, however; some learn the folly of their ways, or others simply preferring to use their talents in a different way. Rogues are highly adaptable adversaries, and can play by the rules of whatever land they are in while still carrying out their mission. Some rogues have even been known to acquire positions of leadership and distinction, although the ends were not always justified by the means.

Alignment

Most rogues do not find themselves burdened by concepts of morality and honor like others are. While some can be good, and some may choose evil, almost all rogues see rules and laws as a flexible thing to be used only when it benefits someone: namely themselves. In any case, a rogue can be expected to behave in the way he or she best sees fit without worrying about the expectations of others. For this reason, it is not surprising that most rogues do not spend much time on inner contemplation.

Goodly rogues sometimes use their skills to steal from other thieves or individuals more terrible than themselves, justifying their actions through the impact it has on their "evil" victims. They might also find themselves fighting on the front lines beside a stalwart warrior or another rogue; teaming up against smaller numbers always being a preferable tactic in any battle.

A neutral rogue makes perhaps the best sort of thief. While they don't tend to harbor grudges, neither do they care about the needs of others. A rogue with a sense of emotional detachment from his or her actions is often free to pursue the greatest treasures and thrills, societal expectations and inhibitions rarely being a factor in their decision-making process.

Evil rogues don't often feel the need to justify their actions to others. In most cases, such a character will see something they want and take it. They will very rarely hesitate to dispatch anyone who gets in their way, either. These people see almost everything as their property; they just haven't taken it yet.

Class Features

♦ Martial Combatant1st Level
When making a Melee Basic Attack or Ranged Basic Attack, you may substitute your Martial Rank for Physical Rank for the purposes of using augments. Additionally, gain access to the Martial Practice skill.
♦ Bonus Basic Powers1st Level
You master two bonus Basic Martial Techniques, one from each Martial Discipline that you have access to. You must still meet all prerequisites of the chosen power.
♦ Weapon Finesse1st Level
You may choose to use Dexterity (instead of Strength) to determine your Melee Weapon Attack and Damage, while wielding a one-hand or off-hand weapon.
♦ Improved Initiative1st Level
You gain Improved Initiative as a bonus feat.
♦ Thievery1st Level
You gain access to the Thievery skill.
♦ Bonus General Power1st Level
You gain one bonus general power at first level.
♦ Backstab1st Level
You gain the Martial Technique Backstab.
♦ Bonus Stances8th & 16th Level
You gain a bonus Martial Stance for which you qualify.
♦ Rogue Weapon Training13th Level
Decrease the Base Speed of any One-Hand Melee, Off-Hand Melee, and Ranged weapon you wield by 1. You must be proficient with the weapon to gain this benefit.

Combat Training

Combat Training by Level
Type1st2nd3rd5th6th7th9th10th11th
Ranged+1'?'+1'?'+1
Melee+1'?'+1'?'+1
Parry'+1?'''?''
Fort'?'''?''?
Reflex+1?'+1'?'+1?
Will'?'+1'?''?
  • 1st level, one point in Ranged, one point in Melee, and one point in Reflex.
  • 2nd level, one point in Parry and one point in your choice of the following: Fortitude, Reflex, or Will.
  • 3rd level, one point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 5th level, one point in Reflex and one point in Will.
  • 6th level, one point in Melee Weapon Attacks and one point in Ranged Weapon Attacks.
  • 7th level, one point in your choice of the following: Fortitude, Reflex, or Will.
  • 9th level, one point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 10th level, one point in Reflex.
  • 11th level, one point in Melee Weapon Attacks, one point in Ranged Weapon Attacks, and one point in your choice of the following: Fortitude, Reflex, or Will.

Rogue Specialties

When your character earns a Class Specialty, you may choose one from the following list.

♦ Accurate Advantage
When you have one or more Advantages on a target, gain an additional +1 bonus to attack rolls against that target.
♦ Backstab Efficiency
Reduce the cost of your Backstab technique by 1 Stamina.
♦ Lethal Advantage
Whenever you deal damage to a target that is granting you Advantage, increase the damage dealt by your Martial Rank.
♦ Equipment Specialist
Reduce both your Stamina and Resolve allocations for any magical Armor, Weapons, or Shields that you wield by half (min 1, round up). You may use this ability on a number of items up to your Martial Rank.
♦ Expert Tumbler
When you make a tumble check to avoid an attack of opportunity, roll twice and take the better result.
♦ Hasty Withdrawal
Whenever you are attacked by a creature in melee, you may shift 5ft away from the creature as a reactive action.
♦ Hustle
Once per rest you may reduce your current recovery time by up to 5 segments as a free action.
♦ Sniper
When wielding a ranged weapon you are proficient with, increase the range on your backstab to equal the range of your weapon.
♦ True Aim
You may now use the Backstab technique on a target that has partial cover or partial concealment.