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.

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Crooked Roads

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.

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)