Thieves, assassins, cut-purses, thugs, spies, rascals, “fixers”…the list of names is as varied as their skills.
Restrictions: None.
Free Stuff: Rank 1 Covert
Governing Skill: Stealth
Slot Skill: Stealth Slots
Class Skills: Toxicology, Covert
Trained Skill Options: Lore (Culture), Disguise, Gaming, Scribe
Specializations: Alchemist, Saboteur, Scoundrel
Alchemist
The Alchemist focuses on expanded functions and uses of poisons and toxins.
Skill: Poisoner – When a toxin is applied to the Rogue’s weapon, the Rogue may use that toxin twice before being expended, so long as the toxin’s rank is equal to or lower than rank of Poisoner. The Rogue may also discern the rank of toxin on a weapon or creature up to their rank or Poisoner.
Techniques:
Rank 2: Apply – allows the Rogue to instantly coat a held weapon with a toxin without needing to roleplay the coating. The Rogue may also use this technique to change an applied toxin to a lower rank toxin.
Rank 4: Toxic Fume – allows the Rogue to turn a toxin into a powder, affecting creatures within a 5’ cone in front of the Rogue.
Saboteur
The Saboteur focuses on setting and foiling traps and locks in and out of combat.
Skill: Intruder – The Rogue may set or disarm a number of field traps from Covert equal to twice their rank of Intruder instantly, ignoring the time restriction in Covert for these traps. The Rogue gains one use of Right Place Wrong Time per rank of Intruder per day, that may be used for self or an ally within 10’ of the Rogue.
Techniques:
Rank 2: Impatient Pick – the Rogue may force a lock or trap outside of combat, treating it as 2 wins in a challenge, if their rank of covert is equal to or higher than the trap/lock.
Rank 4: Flash Step – The Rogue becomes immune to trap effects for five minutes. They may not run during this time. The Rogue may also relocate a number of field traps up to their rank of Covert during this time frame. These traps are inert while in hand, and cannot be relocated to have a creature inside its area of effect when set.
Scoundrel
The Scoundrel has a skillset that allows them to better distract their foes.
Skill: Fleet Footed – May run while Concealed with a technique equal to or lesser than Fleet Footed at rank at 2 and 4. Rogue may stay Concealed for one melee strike at rank 1, and an additional melee strike at ranks 3 and 5. Techniques or spells will break Concealment.
Techniques:
Rank 2: Shadow – While outside of combat, may become Concealed behind an ally for up to a minute per rank of Fleet Footed.
Rank 4: Greater Shadow – While outside of combat, may become Concealed behind an ally until broken, or behind a non-ally for up to 2 minutes per rank of Fleet Footed. May use another stealth technique to stay Concealed once combat begins if Greater Shadow is interrupted.