Thieves, scoundrels, spies, and various other pseudo-combatants take up lives as Rogues. Rogues are especially skilled at slipping into and out of combat easily.
6 Hit Points | 8 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Rogues gain proficiency with simple weapons, and two of the following: swords, axes, bows, or pistols. They’re proficient with armor.
Precise Strike
A number of times per day equal to their Agility (minimum of 1/day) they can designate a single enemy they’re about to attack before the attack roll is made. This is a free action. In addition to their standard weapon damage, they add their Precise Strike’s bonus damage on top of it. Enemies immune to precision damage and/or critical hits are immune to the Precise Strike.
Finesse Training
At 1st level, the Rogue can apply Finesse to any light weapon if it didn’t have it already. At 4th level and every 3 levels thereafter the Rogue can choose a single weapon they’re proficient with and apply Finesse to it.
Watchful Eye
At 1st level, the Rogue gains the uncanny ability to read their opponents. With this, Rogues cannot be caught flat-footed or surprised on a surprise round.
Trap Disarmament
At 2nd level, the Rogue becomes skilled at disarming mechanical and practical traps. Rogues receive a bonus equal to ½ their level on Stealth checks made to disarm traps.
Stealth Training
At 3rd level and every 3 levels thereafter the Rogue gains a bonus on Stealth checks made to hide, move silently, steal objects, and hide objects on their person. This bonus starts at a +2 and increases up to a +12 at 18th level.
Skill Talents
At 4th level and every 4 levels thereafter the Rogue gains a Skill Talent. The only prerequisite on these abilities is that the Rogue has the skill trained.
Magical Trap Disarmament
At 7th level the Rogue is able to disarm magical traps as if they were a mechanical/practical trap, and gains the bonus from Trap Disarmament on magical traps as well.
Money in Reserves
At 11th level the Rogue receives money through a reputation of crime, through their high status, or because of a nest egg or similar situation. Once a month they receive an amount of money equal to their Smarts + Level and then multiplied by 500.
Ready for Battle
At 13th level the Rogue always rolls maximum of initiative. In addition to this, they add their Smarts and Agility together on initiative rather than only using Agility.
Thieves Jump
At 14th level the Rogue can jump up to 4 squares straight into the air and if a solid surface is within their grasp, they can grasp onto it and hold on without needing to make a check. Doing a Thieves Jump is a move action.
Mental Slip
At 17th level the Rogue can erase themselves from someone’s mind if they spot them while in Stealth. They can do this a number of times per day equal to their Smarts.
Natural Invisibility
At 19th level the Rogue’s Stealth checks make them invisible to the naked eye. Because of this, only creatures who can see invisibility can spot them and also need to succeed at their Awareness check. This invisibility and Stealth ends if the Rogue attacks someone, like normal, and the invisibility can only be reinstated if every enemy who can see them loses sight of them.
First Awakening
On all skill checks which would be affected by Armor Penalty, do not apply Armor Penalty to skill checks the Rogue makes.
Heroic Awakening
Once per encounter the Rogue is able to roll a skill check twice and take the better result. In addition to this, skill checks they make explode 10s (9s and 10s if the skill already explodes 10s).
Unchained Awakening
When hitting an enemy with a Precise Strike, the foe takes a number of bleed damage equal to the Precise Strike's rolled dice (maximum of 5) and this lasts for a number of rounds equal to Smarts or Agility (whichever is higher).
True Awakening
When using Precise Strike the Rogue adds Agility or Smarts to the Precise Strike's base damage. In addition to this, once per encounter you can spend two uses of Precise Strike to automatically kill an opponent whose level is 2 levels or lower than your own.