Schemer
No one should ever trust you. You wouldn’t trust you. Why? You’re always scheming, always plotting, always finding the angle to get an advantage. You do whatever you must to get ahead, even if it means betraying your friends. It all comes down to you looking after you. If you don’t, no one else will.
Level 7 Schemer
Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Stolen Success: When a creature you can see gets a success on an attribute roll, you can use a reaction to have the creature make a luck roll. On a failure, you turn the successful attribute roll into a failed one. In addition, you can use the creature’s die roll in place of the next attribute roll or luck roll you make before the end of your next turn.
Take Cover: You can use a reaction when an enemy you can see targets you for an attack or harmful effect to switch the target from yourself to a creature you choose within 5 yards of you. Once you use this talent, you lose access to it (luck ends).
Level 8 Schemer
Health: +12
Lightning Reflexes: Increase the number of reactions you can use during a round by one.
Dastardly Strike: You can use a reaction when an enemy within 5 yards takes damage to cause that enemy to take an extra 2d6 damage. At level 10, the enemy takes an extra 3d6 damage instead.
Level 10 Schemer
Health: +12
Always Scheming: When a luck roll is required to regain the use of a talent, you make the roll with 1 boon.
Guileful Combatant: You can use this talent when you attack an enemy that has already been attacked during the round. You roll with 3 boons and your attack deals an extra 2d6 damage.