Rogue

Primary
Cunning
Hit Points
15
Talent
Related to stealth or sleight of hand, with expertise in it
Class Question
Did I turn someone's mistake into our advantage?

Rogues operate on cunning and timing, refusing to engage on terms dictated by an enemy. Where other combatants trade blows in the open, a rogue searches for a hidden angle or an unguarded shadow. They study their environment with sharp eyes, spotting escape routes and defensive gaps that less observant travelers overlook.

Relentless preparation drives their lethal craft. A rogue carries a wide repertoire of practical skills, relying on foresight and contingency plans to resolve unforeseen crises. The instant an opponent stumbles or turns their attention elsewhere, the rogue drives home a strike of devastating precision, ending the fight before the foe realizes an opening existed.

Core Feats

SavantCore Feat

When you gain this feat, gain two additional talents, then choose two of your talents and gain expertise in each. Whenever you gain a talent by reaching a new tier of play, choose one of your talents and gain expertise in it as well. If you retrain a talent you have expertise in, the new talent does not retain that expertise.

Choose a number of weapons equal to your Prowess that you’re proficient with—you gain mastery with them, and can change your selections as part of your daily preparations.

A number of times equal to your Prowess, when you make a skill check but don’t have an applicable talent, you can draw on your broad experience and make it as though you did. You recover all spent uses as part of your daily preparations.

Your maximum Luck Points increase by 1. You can also spend a Luck Point to declare that you planned for this exact moment ahead of time—a trap set in just the right place, or a piece of equipment you made sure to acquire beforehand—and have it pay off now. The GM may ask you to spend an additional Luck Point for an especially valuable payoff, or veto the declaration, in which case you don’t spend the Luck Point.

Sneak AttackCore Feat

You’re proficient with light armor and with weapons that have the agile property, and you know a number of non-rare techniques equal to your Prowess plus one. You can have a number of them readied equal to half your Prowess, rounded up, and can use a learned technique only while it’s readied. You’re also proficient with the lockpicking kit and the disguise kit.

Once per turn, when you hit a creature with a ranged or agile weapon you’re proficient with, the attack deals an extra 1d6 physical damage per Prowess. You can mark fatigue up to your Prowess to deal a further 1d6 for each fatigue marked. You can only do this when you have an opening on the target: you have advantage on the attack roll, you’re prepared, you’re empowered, or another enemy of the target is within close range of it.

By spending 2 AP, you can steady your aim, becoming Prepared as you study a target’s defenses for a weak point.