Rogue
You walk a crooked road, one with many twists and turns. As a result, you have a knack for being able to do a little bit of everything, whether you’re fighting in combat, casting a spell, solving puzzles, or running for your life.
ROLL | STR | AGI | INT | WILL |
1 | 9 | 12 | 12 | 10 |
2 | 10 | 11 | 12 | 10 |
3 | 10 | 12 | 11 | 10 |
4 | 12 | 11 | 10 | 10 |
5 | 10 | 13 | 11 | 9 |
6 | 12 | 12 | 10 | 9 |
Crooked Roads
D6 | TRAINING |
---|---|
1 | You belong to a criminal organization, such as a thieves’ or assassins’ guild, and your skills come from the training that group provides. |
2 | You’re a survivor. You do what you must to get by, even if it means stealing, cheating, and killing. |
3 | You study criminal techniques to bring lawbreakers to justice. |
4 | You received special training to become an operative for a military society, an intelligence organization, or a religious order. |
5 | You have become a bon vivant, and you aim to keep yourself in the manner to which you have become accustomed. You might be a gambler, a raconteur, or someone comfortable moving through all levels of society. |
6 | You failed at whatever you tried to do first, but you learned enough to help you in your future pursuits. |
Level 1 Rogue
Natural Defense: 11, Starting Health: 14
Languages: Common and one other language
Cunning Dodge: Whenever you dodge, increase the number of boons granted to your Agility roll by 1 or the number of banes imposed on the roll made against your Defense or Agility by 1.
Trickery: You can use this talent to make an attribute roll with 1 boon. When you use this talent to roll to attack with 1 boon, your attack deals an extra 1d6 damage. When you use this talent in combat, you lose access to it until the start of your next turn. If you use this talent outside of rounds, you lose access to it for 1 minute or until a combat begins.
Level 2 Rogue
Health: +4
Rogue Technique: You have developed a special technique. Gain one of the following benefits.
- Backstab: When you get a success on a roll to attack using a melee weapon and you are either hidden from the target or the target is within the reach of one or more allies, the attack deals an extra 1d6 damage.
At level 5, the extra damage increases to 2d6. - Beloved of the Gods: You make luck rolls with 1 boon. Whenever you roll a 1 on the die for an attribute roll, you can use this talent to make a luck roll. The result of the luck roll replaces the result of the attribute roll. Once you use this aspect of the talent, you lose access to the talent until after you rest.
At level 5, you regain the use of this talent after 1 minute. - Fighting Style: You gain one Fighting Style from the fighter path.
- Magic Use: Add Arcane to your list of languages. You discover one tradition and learn two novice spells.
At level 5, you learn one expert spell. - Mockery: While you are not injured, you increase the number of actions you can use on your turn by one, but one of these actions must be used to hinder.
When you hinder a creature, the target makes your choice of an Intellect roll or Will roll. In either case, the target rolls with 1 bane. On a success, the target becomes immune to this aspect of your hinder attempts for 24 hours. On a failed Intellect roll, the target becomes weakened (luck ends). On a failed Will roll, the target becomes vulnerable (luck ends). While vulnerable in this way, the target rolls to attack targets other than you with 1 bane.
At level 5, you can use a reaction when a creature within 5 yards makes an attribute roll to hinder it. In addition, your attacks against hindered creatures deal an extra 1d6 damage. - Skirmisher: Your Speed increases by 2. When you use an action to attack, you gain the Slippery trait until the end of your turn.
At level 5, when you use an action to run, you can use this aspect of the talent to gain another action. Once you use this aspect of the talent, you lose access to this talent (luck ends).
Swift Recovery: You can use an action, or a reaction when you are harmed, to heal half your damage total and move up to your Speed. You have the Slippery trait for this movement. Once you use this talent, you lose access to it until after you rest.
Level 5 Rogue
Health: +4, Bonus Damage: +1d6
Combat Opportunist: When you get a success on any roll in combat, you can use this talent to either move up to half your Speed or cause one enemy in reach to take 1d6 damage. You have the Slippery trait if and while you move from using this talent. Once you use this talent, you lose access to it (luck ends)