The rogue class represents the classic trickster. You can use this class to represent a thief, scoundrel, or conman, or a scout, expert, or spy. While a warrior gets by on brute strength and a mage on arcane power, a rogue relies on quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy’s ribs, a rogue must be artful to win the day.
As a rogue you are the eyes and ears of your adventuring group. You are excellent at ranged combat and can launch devastating melee attacks with your Backstab ability. You are not, however, a true frontline fighter. Your Defense will be good due to your Dexterity, but your light armor means you can’t absorb a lot of damage. Let the warriors go toe to toe with the enemy while you use stealth and surprise to keep them off balance.
The rogue is the most open-ended of the classes. If you aren’t sure where you want to go with your character, rogue is a good choice, as the class provides the flexibility to develop in many directions.
Like Mages and Warriors, Rogues gain Specializations as they level up, allowing them to focus and increase their powers when dealing with certain situations, elements, or skills. There are multiple specializations for rogues, including Assassin and Duelist. Specializations are detailed later.
Class Vitals
Primary Abilities: Communication, Dexterity and Perception.
Secondary Abilities: Constitution, Cunning, Magic, Strength, and Willpower.
Starting Health: 25 + Constitution + 1d6.
Weapon Groups: Bows, Brawling, Light Blades, Staves.
Class Powers
Rogues gain the following powers at the specified level.
Level 1
Backstab: You can inflict extra damage with an attack if you can strike an opponent from an unexpected direction or catch them unawares. You must approach your opponent with a move action. Then you must win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to Backstab him. This is an attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot Backstab an enemy that you begin your turn adjacent to (but see the Bluff power at level 4).
Rogue’s Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Starting Talent: You become a Novice in one of the following talents: Contacts, Scouting, or Thievery. See Chapter 3: Focuses, Talents, & Specializations for more information.
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