Rogue
Rogues are sneaky fighters who prefer trickery to fighting fair. They are experts in twisting combats to their advantage, distracting and misdirecting enemies. Most rogues favor stealth and surprise attacks over direct combat. Rogues have a generally negative reputation as thieves, liars, and assassins.
Rogue talents give many ways to confuse or avoid enemies. They also include ways to exploit a distraction for all it’s worth, with powerful sneak attacks and finishing moves. Rogue talents also let them escape danger through luck or stealth. Rogue ribbons give more ways to sneak around and avoid getting caught.
Examples of rogues in fiction include Han Solo from Star Wars, Batman from DC Comics, Jack Sparrow from Pirates of the Carribean, and Corvo Attano from Dishonored.
Novice Talents
Assassinate
You can take advantage of your foe’s surprise to deal deadly blows
You can take advantage of your foe’s surprise to deal deadly blows
When you succeed on a Strike against a surprised target, your Strike is a critical success.
Bleeding Strike
You slice your target open, causing them to start bleeding out
You slice your target open, causing them to start bleeding out
Charmed Life
You luckily avoid effects that would incapacitate others
You luckily avoid effects that would incapacitate others
You have a +2 bonus to your DC against the triggering attack.
Lucky
You have supernaturally good luck that kicks in when it’s needed most
You have supernaturally good luck that kicks in when it’s needed most
You have three luck points. You can spend a luck point to reroll any die roll that you make, or to reroll any attack roll against you. You regain all your luck points when you finish an 8-hour rest.
Sidestep
You confuse an enemy, causing it to hit its ally instead
You confuse an enemy, causing it to hit its ally instead
The triggering Strike targets a creature adjacent to you instead of you. The attacker must reroll the Strike’s attack roll against the new target.
Sneak Attack
You take advantage of your enemy to strike for extra damage
You take advantage of your enemy to strike for extra damage
Make a Strike against a flat-footed creature. The weapon you Strike with must be a Finesse weapon or a ranged weapon. The base damage of this Strike increases by 2d6.
Veteran Talents
Debilitation
You impair and debilitate creatures you hit with strikes
You impair and debilitate creatures you hit with strikes
Choose one of the following options:
- Your target is dazzled
- Your target is flat-footed
- Your target is slowed
Improved Sneak Attack
You deal massive damage against enemies you sneak attack
You deal massive damage against enemies you sneak attack
The damage bonus of your Sneak Attack talent is 4d6 instead of 2d6.
Infinite Luck
You never seem to run out of luck, no matter the circumstances
You never seem to run out of luck, no matter the circumstances
If you are at 0 luck points, you regain 1 luck point when you finish a 5-minute rest.
Opportune Backstab
You capitalize upon the distraction when your enemy gets hit
You capitalize upon the distraction when your enemy gets hit
Make a melee Strike against the triggering creature.
Master Talents
Guess Who's Back
You can never truly be defeated, as you always find a way back
You can never truly be defeated, as you always find a way back
You cannot be permanently killed, jailed, disabled, or otherwise prevented from acting freely. Whenever you are seemingly killed or disabled, after 1 week or so, the GM should introduce some kind of plot contrivance to let you rejoin the action. This might come at a minor narrative cost, such as losing your equipment, owing a favor to your rescuers, or being targeted by a magical curse.
Night Stalker
You remain hidden even when you would normally be seen
You remain hidden even when you would normally be seen
Make an Agility+Stealth roll against the Intellect+Notice DC of all creatures trying to notice you.
- Success
- The triggering creatures do not notice you, and cannot perceive you for the rest of your turn
This power lets you Strike without being seen, sneak through an open room with no cover, or otherwise act brazenly while remaining hidden. Since this power only lasts until the end of your turn, you must end your turn in a hiding spot if you want to stay hidden.
Poison Expert
You make use of deadlier poisons that disable your enemies
You make use of deadlier poisons that disable your enemies
When you damage a creature with your Poison Blade power, choose one of the following effects:
- The damage increases to 8d6
- Your target is blinded until the end of their next turn
- Your target is incapacitated until the end of their next turn
Epic Talents
Ribbons
Ambush Master
You are always ready to jump into fights and surprise enemies
You are always ready to jump into fights and surprise enemies
During the first round of combat, all creatures are flat-footed to you.
Fast Hands
You can disarm traps or pickpocket others incredibly quickly
You can disarm traps or pickpocket others incredibly quickly
Use the Interact power. Your interaction must be a task that requires an Agility roll.
Never Tell Me the Odds
You ignore the normal odds and substitute your own
You ignore the normal odds and substitute your own
Whenever you perform an entirely luck-based activity with two possible outcomes, you can choose to ignore the normal odds and instead make it a 50-50 chance either way. If the original chance of the good outcome was much less than 50%, then the GM should add narrative consequences to the good outcome proportional to how unlikely it was.
For example, if you play the lottery, you could choose to have a 50% chance of winning. Since winning the lottery was extremely unlikely, the GM should add severe consequences - maybe a thieves’ guild targets you for your newfound riches, or the local lord tries to throw you in jail and take your winnings.
As another example, if you sail a ship along a random path through dangerous waters, you could choose to have a 50% chance of making it through successfully. Since surviving the trip intact was moderately unlikely, the GM should add moderate consequences - maybe your passing aggravated a nearby sea serpent, or maybe you’re now hopelessly lost.
Supreme Sneak
You move slowly and carefully, not making any noise
You move slowly and carefully, not making any noise
You are slowed, but you have advantage on Stealth rolls made to hide or move silently.
Unreadable
You can lie without any way to prove you aren’t telling the truth
You can lie without any way to prove you aren’t telling the truth
You have advantage on Spirit rolls made to lie to other people. When you’re targeted by a Divination effect that reveals whether you’re lying, you choose what the divination reports.