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Rogue

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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.

Level 1 Rogue

Suggested Starting Attributes

RollStrengthAgilityIntellectWill
19121210
210111210
310121110
412111010
51013119
61212109

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

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.

Rogue Technique: You have developed a special technique. Gain one of the following benefits.

Rogue Techniques

Backstab: When you get a success on a roll to attack using a melee weapon and you are either hidden from the target or the target is within the reach of one or more allies, the attack deals an extra 1d6 damage.

At level 5, the extra damage increases to 2d6.

Beloved of the Gods: You make luck rolls with 1 boon. Whenever you roll a 1 on the die for an attribute roll, you can use this talent to make a luck roll. The result of the luck roll replaces the result of the attribute roll. Once you use this aspect of the talent, you lose access to the talent until after you rest.

At level 5, you regain the use of this talent after 1 minute.

Fighting Style: You gain one Fighting Style from the fighter path.

Magic Use: Add Arcane to your list of languages. You discover one tradition and learn two novice spells.

At level 5, you learn one expert spell.

Mockery: While you are not injured, you increase the number of actions you can use on your turn by one, but one of these actions must be used to hinder. When you hinder a creature, the target makes your choice of an Intellect roll or Will roll. In either case, the target rolls with 1 bane. On a success, the target becomes immune to this aspect of your hinder attempts for 24 hours. On a failed Intellect roll, the target becomes weakened (luck ends). On a failed Will roll, the target becomes vulnerable (luck ends). While vulnerable in this way, the target rolls to attack targets other than you with 1 bane.

At level 5, you can use a reaction when a creature within 5 yards makes an attribute roll to hinder it. In addition, your attacks against hindered creatures deal an extra 1d6 damage.

Skirmisher: Your Speed increases by 2. When you use an action to attack, you gain the Slippery trait until the end of your turn.

At level 5, when you use an action to run, you can use this aspect of the talent to gain another action. Once you use this aspect of the talent, you lose access to this talent (luck ends).

Fae Techniques

These fighting styles are typically associated with the fae, but any can learn them with Sage approval.

Beguiler (Magical): Whenever you harm a creature, you can choose to render it beguiled (luck ends). You can maintain a number of beguiled creatures equal to 1 + half your level at a time. Whenever you move, you also can move any creature you have beguiled up to 2 yards. If you would move the creature into danger, it can immediately make an Intellect roll and end the effect on a success.

At level 5, creatures you have beguiled also become vulnerable for as long as they remain beguiled.

Curse Binder (Magical): You make rolls to attack cursed targets with 1 boon. Whenever you get a critical success on a roll to attack a creature that is not cursed, the creature becomes cursed (luck ends).

At level 5, you add Arcane to your list of languages and discover one tradition.

Fae Ambusher (Magical): You can use an action to teleport to an empty space within 5 yards of you and make an attack when you arrive. You make the roll to attack with 1 boon. After you use this talent, you lose access to it (luck ends).

At level 5, if you get a critical success on a roll to attack that you make as part of this talent, the target takes an extra 1d6 damage.

Mindbender (Magical): When you use an action to attack, you can choose targets within the reach or range of any one creature you can see within 5 yards of you. The attack appears to come from the creature you chose, though you resolve it as you would any normal attack of yours.

At level 5, when you use this talent, you roll to attack with 1 boon. If you get a critical success, the target of your attack also becomes confused (luck ends).

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).