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Rogues draw [["Power"|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue [[#Archetypes|archetypes]] allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.  
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:
 
:Maximizing '''Dexterity''' is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Blind|Blind]], and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.
Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.
 
:Maximizing '''Dexterity''' is recommended for attacking with finesse weapons, using most [[General Mechanics Information#Maneuvers|Maneuvers]] like Blind, and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.
:'''Strength''' increases your physical damage, carrying capacity and improves your Fortitude save.
:'''Strength''' increases your physical damage, carrying capacity and improves your Fortitude save.
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.  
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save.
:'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool, certain [[#Archetypes|archetype]] abilities and Reflex save.
:'''Intelligence''' contributes to your maximum Maneuver pool, certain archetype abilities and Reflex save.
:'''Wisdom''' contributes to your Will save and certain [[#Archetypes|archetype]] abilities.
:'''Wisdom''' contributes to your Will save and certain archetype abilities.
:'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]].
:'''Charisma''' contributes to your Will save and support Maneuvers such as "Commander Strike".
 


== Vitals ==
== Vitals ==
:'''Hit Die''': d6 (6 HP per Level)
:'''Hit Die''': d6 (6 HP per Level)
:'''Proficiencies''': Armor (Light, Medium), [[#Rogue Weapons|Weapons (Rogue)]]
:'''Proficiencies''': Armor (Light, Medium), Weapons (Rogue)
:'''Skill Points per Level''': 10
:'''Skill Points per Level''': 10.
:'''Primary Saving Throw''': Reflex
:'''Primary Saving Throw(s)''': Reflex


{| class="wikitable"
{| class="wikitable"
! Level !! Features
|-
|-
!Level
| 1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
!Feature
|-
|1 || [[#Sneak Attack|Sneak Attack 1d6]], [[#Maneuver: Blind|Maneuver: Blind]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
|-
|-
|2 || [[#Uncanny Dodge|Uncanny Dodge]]
| 2 || [[#Uncanny Dodge|Uncanny Dodge]]
|-
|-
|3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]
| 3 || [[#Sneak Attack|Sneak Attack 3d6]], [[#Evasion|Evasion]], [[#Self-Concealment|Self Concealment I]], [[#Moxie|Moxie]], [[#Defensive Roll|Defensive Roll]], [[#Use Magic Device|Use Magic Device]]
|-
|-
|4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
| 4 || [[#Archetypes|Archetype Feature I]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
|-
|-
|5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]
| 5 || [[#Sneak Attack|Sneak Attack 4d6]], [[#Uncanny Dodge II|Uncanny Dodge II]]
|-
|-
|6 || [[#Self Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
| 6 || [[#Self-Concealment|Self Concealment II]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
|-
|-
|7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]
| 7 || [[#Sneak Attack|Sneak Attack 5d6]], [[#Archetypes|Archetype Feature II]]
|-
|-
|8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]
| 8 || [[#Rogue Bonus Feats|Rogue Bonus Feat]]
|-
|-
|9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self Concealment|Self Concealment III]]
| 9 || [[#Sneak Attack|Sneak Attack 7d6]], [[#Self-Concealment|Self Concealment III]]
|-
|-
|10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
| 10 || [[#Archetypes|Archetype Feature III]], [[#Rogue Bonus Feats|Rogue Bonus Feat]]
|}
|}


== Rogue Core Mechanics ==
== Rogue Core Mechanics ==


=== '''Moxie''' ===
=== Moxie ===
The Rogue possesses a pool of ''Moxie'', with which they can perform various feats. The Rogue recovers 1 ''Moxie'' for every 3 enemies slain, and has a maximum ''Moxie'' capacity equal to their class level plus Intelligence modifier.
The Rogue possesses a pool of Moxie, with which they can perform various feats. The Rogue recovers 1 Moxie for every 3 enemies slain, and has a maximum Moxie capacity equal to their class level plus Intelligence modifier.


=== '''Sneak Attack''' ===
=== Sneak Attack ===
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.
Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.


=== '''Maneuver: Blind''' ===
=== Maneuver: Blind ===
The Rogue learns the [[Feats#Maneuver: Blind|Blind]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.
The Rogue learns the Blind [[General Mechanics Information#Maneuvers|Maneuver]] for free.


=== '''Simple Weapon Mastery''' ===
=== Simple Weapon Mastery ===
The Rogue receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
The Rogue receives the Simple Weapon Mastery feat for free.


=== '''Use Magic Device''' ===
=== Use Magic Device ===
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a [[#Moxie|''Moxie'']] cost equal to the spell or [[Gadgets|Gadget]] level.
The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a [[General Mechanics Information#Stability|Stability]] penalty, at a Moxie cost equal to the spell or Gadget level.


In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.
In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.


=== '''Defensive Roll''' ===
=== Defensive Roll ===
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 [[#Moxie|''Moxie'']] by the use of this feat.
Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 Moxie by the use of this feat.


=== '''Uncanny Dodge''' ===
=== Uncanny Dodge ===
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.


=== '''Evasion''' ===
=== Evasion ===
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.


=== '''Self Concealment''' ===
=== Self-Concealment ===
The Rogue possesses a passive Concealment bonus, scaling with class level as detailed below.
The Rogue possesses a passive Concealment bonus, scaling with class level as follows:


{| class="wikitable"
{| class="wikitable"
! Level !! Benefit
|-
|-
!Class Level
| 3 || 10%
!Concealment
|-
|-
|3
| 6 || 20%
|10%
|-
|6
|20%
|-
|9
|30%
|-
|-
| 9 || 30%
|}
|}


=== '''Rogue Bonus Feats''' ===
=== Rogue Bonus Feats ===
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:
The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:


{| class="wikitable"
* '''Slippery Mind''': Characters failing their will save versus mind-affecting spells get an automatic reroll.
! Feat !! Description
* '''Improved Evasion''': Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
|-
* '''Blind Fight''': This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
| Slippery Mind || Characters failing their will save versus mind-affecting spells get an automatic reroll.
* '''Skill Mastery''': When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.
|-
* '''Armor Proficiency (Heavy)''': This feat grants the knowledge to make effective use of heavy armor.
| Improved Evasion || Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
* '''Selective Gadget''': Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist's fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.
|-
| Blind Fight || This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
|-
| Skill Mastery || When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.
|-
| Armor Proficiency (Heavy) || This feat grants the knowledge to make effective use of heavy armor.
|-
| Selective Gadget || Gadgets only damage hostile creatures.<br><br>Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.
|-
| Dodgeroll || The character rapidly covers a short distance in a straight line, passing through other creatures. Consumes 5 Stamina.
|}
 
=== '''Uncanny Dodge II''' ===
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed.


This feat also grants a +1 bonus on reflex saving throws made to avoid traps.
=== Uncanny Dodge II ===
The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. This feat also grants a +1 bonus on reflex saving throws made to avoid traps.


== Rogue Weapons ==
=== Rogue Weapons ===
This feat allows the character to use the club, dagger, handaxe, light crossbow, quarterstaff, mace, morningstar, shortbow, shortsword, sling, rapier, and throwing dagger.
This feat allows the character to use the club, dagger, handaxe, light crossbow, mace, morningstar, quarterstaff, rapier, shortbow, shortsword, sling, and throwing dagger.


== Archetypes ==
== Archetypes ==


=== '''Thrillseeker''' ===
=== Thrillseeker ===
'' "Never tell me the odds." ''
''"Never tell me the odds."''
 
The Thrillseeker runs from one adrenaline high to the next, and is most at home in the thick of a melee. They receive a variety of abilities focused on defense.


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Thrillseeking'''
!Details
|
|-
Specifics: You gain a pool of Thrill points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.
|4
|'''Thrillseeking'''
|You gain a pool of ''Thrill'' points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.


Activating this feat will expend Thrill at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of Thrill.


Activating this feat will expend ''Thrill'' at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of ''Thrill''.
Consumption of Thrill is converted into Trepidation, lowering your maximum Thrill capacity until cleared. Trepidation is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any Moxie (2 points per Moxie spent). Alternatively, the Thrillseeker UI may be used to expend 3 Moxie to clear all Trepidation whilst also restoring 50% of your Thrill.
 
Consumed ''Thrill'' is converted into ''Trepidation'', lowering your maximum ''Thrill'' capacity until cleared. ''Trepidation'' is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any [[#Moxie|''Moxie'']] (2 points per [[#Moxie|''Moxie'']] spent). Alternatively, the Thrillseeker UI may be used to expend 3 [[#Moxie|''Moxie'']] to clear all ''Trepidation'' whilst also restoring 50% of your ''Thrill''.
|-
|-
|7
| 7
|'''Danger Zone'''
| '''Danger Zone'''
| Whilst ''Thrillseeking'' is active, any creature that attacks you in melee range receives your Sneak Attack damage dice in return. This damage inherits the type and power of your main hand weapon.
|
 
Specifics: Whilst Thrillseeking is active, you receive a [[General Mechanics Information#Retaliation|Retaliation]] effect [Trigger: Attacks, Damage: [Sneak Attack Dice]d6 (Type: Physical), Limit: N/A, Duration: While Thrillseeking, Cooldown: 1s, per-Attacker].


In addition, you receive one stack of CON Modifier temporary hitpoints per point of ''Thrill'' expended, with each stack lasting 3 rounds.
In addition, you receive one stack of CON Modifier temporary hitpoints per point of Thrill expended, with each stack lasting 3 rounds.
|-
|10
|'''Hedged Bets'''
| You gain bonus Concealment to that granted by Self-Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack.
|-
|-
| 10
| '''Hedged Bets'''
|
Specifics: You gain bonus Concealment to that granted by Self Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack, or after three rounds.
|}
|}


=== '''Silhouette''' ===
=== Silhouette ===
'' "Darkness is a matter of perspective." ''
''"Darkness is a matter of perspective."''
 
The Silhouette taps into the mystical forces of Shadow to outwit and overcome their enemies.


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Shadow Step'''
!Details
|
You gain a pool of Shadow, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the Shadow Step feat to expend 1 Shadow to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of Shadow whenever a non-minion enemy is slain, and all Shadow when resting. You cannot Shadow Step after exiting stealth mode until one round has passed.
|-
|-
|4
| 7
|'''Shadow Step'''
| '''Shadow Jump'''
| You gain a pool of ''Shadow'', with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the ''Shadow Step'' feat to expend 1 ''Shadow'' to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of ''Shadow'' whenever a non-minion enemy is slain, and all ''Shadow'' when resting. You cannot ''Shadow Step'' after exiting stealth mode until one round has passed.
|
While in stealth mode, activating Shadow Step engages Shadow Jump. This ability expends 1 Shadow to Shadow Jump near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.
|-
|-
|7
| 10
|'''Shadow Jump'''
| '''Shadow Clone'''
| While in stealth mode, activating ''Shadow Step'' engages ''Shadow Jump''. This ability expends 1 ''Shadow'' to ''Shadow Jump'' near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.
|
|-
When you activate Shadow Step whilst in combat, you create a Shadow Clone at your current location that continues to fight. This Shadow Clone persists for 1 round, unless destroyed.
|10
|'''Shadow Clone'''
| When you activate ''Shadow Step'' whilst in combat, you create a ''Shadow Clone'' at your current location that continues to fight. This ''Shadow Clone'' persists for 1 round, unless destroyed.


When you leave stealth, the Shadow Clone is also destroyed.


When you leave stealth, the ''Shadow Clone'' is also destroyed.  
Upon expiry or destruction, the Shadow Clone deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, [[General Mechanics Information#Maneuvers|Maneuver]] DC).


Upon expiry or destruction, the ''Shadow Clone'' deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).
Shadow Clone may be toggled by targeting yourself with Shadow Jump while stealthed, or by activating Shadow Step again while the Shadow Jump targeting cursor is up.
|}


''Shadow Clone'' may be toggled by targeting yourself with ''Shadow Jump'' while stealthed.
=== Gadgeteer ===
|-
''"Good thing I brought my shark repellent."''
|}


=== '''Gadgeteer''' ===
Some Rogues employ technological trinkets to extraordinary effect.
'' "Good thing I brought my shark repellent." ''


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Utility Belt'''
!Details
|-
|4
|'''Utility Belt'''
|
|
By activating the ''Utility Belt'' feat, you may use [[Gadgets|Gadgets]] without consuming the item or [[General_Mechanics_Information#Stability|Stability]], and gain extra effects depending upon the [[Gadgets|Gadget]], as noted below. You have a maximum ''Utility Belt'' capacity equal to that of your maximum [[#Moxie|''Moxie'']], and regain a use of ''Utility Belt'' upon slaying a non-minion foe. The amount of ''Utility'' Belt you consume is equal to the level of the [[Gadgets|Gadget]].
By activating the Utility Belt feat, you may use gadgets without consuming the item or [[General Mechanics Information#Stability|Stability]], and gain extra effects depending upon the gadget, as noted below. You have a maximum Utility Belt capacity equal to that of your maximum Moxie, and regain a use of Utility Belt upon slaying a non-minion foe. The amount of Utility Belt you consume is equal to the level of the Gadget.
 
In addition, you do not consume [[General_Mechanics_Information#Stability|Stability]] when using [[Gadgets|Gadgets]] for free, such as via the [[Skills#Tinkering|Tinkering]] skill.
 
[[Gadgets#Smoke Bomb|'''Smoke Bomb''']]: Instant use.
 
[[Gadgets#Deceitful Decoy|'''Deceitful Decoy''']]: Double hitpoints.
 
[[Gadgets#Caltrops|'''Caltrops''']]: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.


[[Gadgets#Tanglefoot Bag|'''Tanglefoot Bag''']]: Affected targets become Flat-Footed.
In addition, you do not consume Stability when using Gadgets for free, such as via the Tinkering skill.


[[Gadgets#Choking Powder|'''Choking Powder''']]: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.
* '''Smoke Bomb''': Instant use.
 
* '''Deceitful Decoy''': Double hitpoints.
[[Gadgets|'''Elemental Grenades''']]: Inflicts additional damage equal to half a roll of your Sneak Attack dice.
* '''Caltrops''': Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.
 
* '''Tanglefoot Bag''': Affected targets become Flat-Footed.
[[Gadgets#Ablative Plating|'''Ablative Plating''']]: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.
* '''Choking Powder''': Applies a Primed effect to affected targets, equal to your Sneak Attack dice.
 
* '''Elemental Grenades''': Inflicts additional damage equal to half a roll of your Sneak Attack dice.
You also gain access to a new [[Gadgets|Gadget]], [[Gadgets#Satchel Charge|'''Satchel Charge''']].  
* '''Ablative Plating''': Adds half your Intelligence modifier to [[General Mechanics Information#Threshold and Absorption|Threshold]], and 5 Absorption per Rogue level.


You also gain access to a new Gadget, Satchel Charge.
|-
|-
|7
| 7
|'''Duct Tape'''
| '''Duct Tape'''
| You gain access to a special new [[Gadgets|Gadget]], ''Duct Tape''. Using the ''Duct Tape'' upon two different [[Gadgets|Gadgets]] allows you to combine them into one.
|
You gain access to a special new Gadget, Duct Tape. Using the Duct Tape upon two different Gadgets allows you to combine them into one.


Duct Tape is only useable if it is assigned to your Utility Belt menu. To use Duct Tape, use either of the two copied Gadget abilities from the Duct Tape - the other Gadget will be activated instantaneously after the first, at the target location of the first. If either Gadget on the Duct Tape is Self-Only, both Gadgets will automatically be retargeted upon yourself.


''Duct Tape'' is only useable if it is assigned to your ''Utility Belt'' menu. To use ''Duct Tape'', use either of the two copied [[Gadgets|Gadget]] abilities from the ''Duct Tape'' - the other [[Gadgets|Gadget]] will be activated instantaneously after the first, at the target location of the first. If either [[Gadgets|Gadget]] on the ''Duct Tape'' is Self-Only, both [[Gadgets|Gadgets]] will automatically be retargeted upon yourself.
Using Duct Tape consumes resources such as Utility Belt equal to the total cost of both attached Gadgets on use, or one of each Gadget.
 
Using ''Duct Tape'' consumes resources such as ''Utility Belt'' equal to the total cost of both attached [[Gadgets|Gadgets]] on use, or one of each [[Gadgets|Gadget]].
|-
|10
|'''Resourcefulness'''
| For every 3 ''Utility Belt'' you consume, you regain 1 [[#Moxie|''Moxie'']].
|-
|-
| 10
| '''Resourcefulness'''
|
For every 3 Utility Belt you consume, you regain 1 Moxie.
|}
|}

Revision as of 18:53, 1 October 2026


Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assassin, or unique trinket and explosion specialist.

Maximizing Dexterity is recommended for attacking with finesse weapons, using most Maneuvers like Blind, and maximizing AC from lighter armors. It also provides bonuses to your Reflex save.
Strength increases your physical damage, carrying capacity and improves your Fortitude save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool, certain archetype abilities and Reflex save.
Wisdom contributes to your Will save and certain archetype abilities.
Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".

Vitals

Hit Die: d6 (6 HP per Level)
Proficiencies: Armor (Light, Medium), Weapons (Rogue)
Skill Points per Level: 10.
Primary Saving Throw(s): Reflex
Level Features
1 Sneak Attack 1d6, Maneuver: Blind, Simple Weapon Mastery
2 Uncanny Dodge
3 Sneak Attack 3d6, Evasion, Self Concealment I, Moxie, Defensive Roll, Use Magic Device
4 Archetype Feature I, Rogue Bonus Feat
5 Sneak Attack 4d6, Uncanny Dodge II
6 Self Concealment II, Rogue Bonus Feat
7 Sneak Attack 5d6, Archetype Feature II
8 Rogue Bonus Feat
9 Sneak Attack 7d6, Self Concealment III
10 Archetype Feature III, Rogue Bonus Feat

Rogue Core Mechanics

Moxie

The Rogue possesses a pool of Moxie, with which they can perform various feats. The Rogue recovers 1 Moxie for every 3 enemies slain, and has a maximum Moxie capacity equal to their class level plus Intelligence modifier.

Sneak Attack

Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at first level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.

Maneuver: Blind

The Rogue learns the Blind Maneuver for free.

Simple Weapon Mastery

The Rogue receives the Simple Weapon Mastery feat for free.

Use Magic Device

The Rogue may toggle this feat to use potions, scrolls, or gadgets without consuming the item or incurring a Stability penalty, at a Moxie cost equal to the spell or Gadget level.

In addition, the Rogue may add their class levels to those of any other class for the purposes of reading scrolls. For example, a level 5 Rogue may use up to level 3 scrolls of any class, whilst a level 5 Rogue/4 Wizard multiclass would be able to read Wizard scrolls up to level 5, and other class scrolls up to level 3.

Defensive Roll

Upon taking damage that would reduce the Rogue to 0 hitpoints, instead the remaining damage is negated, as is all further damage within 1s. The Rogue also automatically enters Stealth mode, and gains a +100% movement speed bonus for one round. This feature is restored upon resting, and may also be replenished at the cost of 3 Moxie by the use of this feat.

Uncanny Dodge

The character retains their dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

Evasion

Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.

Self-Concealment

The Rogue possesses a passive Concealment bonus, scaling with class level as follows:

Level Benefit
3 10%
6 20%
9 30%

Rogue Bonus Feats

The Rogue gains access to a selection of class feats at levels 4, 6, 8, and 10. The following feats are available:

  • Slippery Mind: Characters failing their will save versus mind-affecting spells get an automatic reroll.
  • Improved Evasion: Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
  • Blind Fight: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
  • Skill Mastery: When using the disable trap, open lock, and set trap skills, the character automatically takes 20 on any skill checks, even if in combat.
  • Armor Proficiency (Heavy): This feat grants the knowledge to make effective use of heavy armor.
  • Selective Gadget: Gadgets only damage hostile creatures. Gadgets include: acid flask, alchemist's fire, caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.

Uncanny Dodge II

The character gains immunity to Sneak Attacks from a flanking attacker unless they are performed by a creature with four or more combined levels in Rogue and/or Barbarian. This benefit does not apply when the character is flat-footed. This feat also grants a +1 bonus on reflex saving throws made to avoid traps.

Rogue Weapons

This feat allows the character to use the club, dagger, handaxe, light crossbow, mace, morningstar, quarterstaff, rapier, shortbow, shortsword, sling, and throwing dagger.

Archetypes

Thrillseeker

"Never tell me the odds."

The Thrillseeker runs from one adrenaline high to the next, and is most at home in the thick of a melee. They receive a variety of abilities focused on defense.

Class Level Feature Details
4 Thrillseeking

Specifics: You gain a pool of Thrill points, with a maximum capacity equal to your class level plus your CON modifier, plus the highest of your Wisdom or Charisma modifiers. In addition, you gain permanent 50% Concealment.

Activating this feat will expend Thrill at a rate of 1 per second, conferring a 100% Concealment effect while active. This feat may be deactivated again at any time, but upon deactivation cannot be used again until one round has passed. Upon avoiding an attack via Concealment while this feat is not active, you regain a point of Thrill.

Consumption of Thrill is converted into Trepidation, lowering your maximum Thrill capacity until cleared. Trepidation is passively cleared by the slaying of non-minion enemies (2 points each), or when you consume any Moxie (2 points per Moxie spent). Alternatively, the Thrillseeker UI may be used to expend 3 Moxie to clear all Trepidation whilst also restoring 50% of your Thrill.

7 Danger Zone

Specifics: Whilst Thrillseeking is active, you receive a Retaliation effect [Trigger: Attacks, Damage: [Sneak Attack Dice]d6 (Type: Physical), Limit: N/A, Duration: While Thrillseeking, Cooldown: 1s, per-Attacker].

In addition, you receive one stack of CON Modifier temporary hitpoints per point of Thrill expended, with each stack lasting 3 rounds.

10 Hedged Bets

Specifics: You gain bonus Concealment to that granted by Self Concealment each time your Concealment fails to misdirect an attack. This increases at a rate of +25% per hit taken. This bonus is reset when your Concealment successfully prevents an attack, or after three rounds.

Silhouette

"Darkness is a matter of perspective."

The Silhouette taps into the mystical forces of Shadow to outwit and overcome their enemies.

Class Level Feature Details
4 Shadow Step

You gain a pool of Shadow, with a maximum capacity equal to half your Rogue level (rounded up), plus Wisdom modifier. You may use the Shadow Step feat to expend 1 Shadow to blink out of sight, disengaging from your attack schedule and entering stealth. Any attacks you make within one round of exiting stealth have their Sneak Attack damage dice applied a second time. You regain a point of Shadow whenever a non-minion enemy is slain, and all Shadow when resting. You cannot Shadow Step after exiting stealth mode until one round has passed.

7 Shadow Jump

While in stealth mode, activating Shadow Step engages Shadow Jump. This ability expends 1 Shadow to Shadow Jump near instantly to a point within 10m of you to which you have an unobstructed line of sight, and gain a bonus attack per round for three rounds. If a creature is targeted, you jump to a point directly behind them if that space is unoccupied. If the target is an enemy, you immediately begin an attack. While this technique is not true teleportation, the casual observer may be unable to discern the difference.

10 Shadow Clone

When you activate Shadow Step whilst in combat, you create a Shadow Clone at your current location that continues to fight. This Shadow Clone persists for 1 round, unless destroyed.

When you leave stealth, the Shadow Clone is also destroyed.

Upon expiry or destruction, the Shadow Clone deals your Sneak Attack damage to enemies within 4m (Type: Physical, Save: Will Half, Maneuver DC).

Shadow Clone may be toggled by targeting yourself with Shadow Jump while stealthed, or by activating Shadow Step again while the Shadow Jump targeting cursor is up.

Gadgeteer

"Good thing I brought my shark repellent."

Some Rogues employ technological trinkets to extraordinary effect.

Class Level Feature Details
4 Utility Belt

By activating the Utility Belt feat, you may use gadgets without consuming the item or Stability, and gain extra effects depending upon the gadget, as noted below. You have a maximum Utility Belt capacity equal to that of your maximum Moxie, and regain a use of Utility Belt upon slaying a non-minion foe. The amount of Utility Belt you consume is equal to the level of the Gadget.

In addition, you do not consume Stability when using Gadgets for free, such as via the Tinkering skill.

  • Smoke Bomb: Instant use.
  • Deceitful Decoy: Double hitpoints.
  • Caltrops: Inflicts an additional amount of damage equal to your Sneak Attack dice on the first instance of damage to a target.
  • Tanglefoot Bag: Affected targets become Flat-Footed.
  • Choking Powder: Applies a Primed effect to affected targets, equal to your Sneak Attack dice.
  • Elemental Grenades: Inflicts additional damage equal to half a roll of your Sneak Attack dice.
  • Ablative Plating: Adds half your Intelligence modifier to Threshold, and 5 Absorption per Rogue level.

You also gain access to a new Gadget, Satchel Charge.

7 Duct Tape

You gain access to a special new Gadget, Duct Tape. Using the Duct Tape upon two different Gadgets allows you to combine them into one.

Duct Tape is only useable if it is assigned to your Utility Belt menu. To use Duct Tape, use either of the two copied Gadget abilities from the Duct Tape - the other Gadget will be activated instantaneously after the first, at the target location of the first. If either Gadget on the Duct Tape is Self-Only, both Gadgets will automatically be retargeted upon yourself.

Using Duct Tape consumes resources such as Utility Belt equal to the total cost of both attached Gadgets on use, or one of each Gadget.

10 Resourcefulness

For every 3 Utility Belt you consume, you regain 1 Moxie.