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This is the Catechism of the Clown, a secret teaching amongst a group of scattered mummers and merrymakers some call the Dark Jesters. They are laughing shadows who’ve been clued into the Toymaker’s joke, originally by Death themself (if the Jesters can actually be believed, that is). They listen along, and enthusiastically add flourishes of their own: a justly deserved end here, a cruel irony there, a dagger in the back, a rictus smile. They laugh and laugh, knives as sharp as their grins, always just the faintest bit confused why no one else seems to be laughing along with them.
This is the Catechism of the Clown, a secret teaching amongst a group of scattered mummers and merrymakers some call the Dark Jesters. They are laughing shadows who’ve been clued into the Toymaker’s joke, originally by Death themself (if the Jesters can actually be believed, that is). They listen along, and enthusiastically add flourishes of their own: a justly deserved end here, a cruel irony there, a dagger in the back, a rictus smile. They laugh and laugh, knives as sharp as their grins, always just the faintest bit confused why no one else seems to be laughing along with them.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Catechism of the Clown'''
|Rogue Entry
|Gain +4 Skill Points that you can spend on any skills with the acrobatics, performance, or subterfuge tag.
You gain a jester’s motley and a special dagger called the Pugnale del Pagliacci, the Clowns’ Dagger. This weapon can look however you wish, but usually has the image of an open-mouthed skull etched or engraved somewhere on it. The Pugnale has the concealed tag. The Pugnale is designed to blend in especially well with the folds and padding of your jester’s outfit. It cannot be spotted when concealed on your person while wearing your jester’s motley, only via a thorough pat-down of your person.
For all Dark Jester talents, if a talent references a magic attack, use CHA if you do not have a magic attribute.
|''Rogue, Dark Jester''
|-
|'''Killer Punchline'''
|Catechism of the Clown
|Once per turn when you damage a Bloodied creature, you inflict additional damage equal to your CHA.
|''Rogue, Dark Jester''
|-
|'''Frightful Facade'''
|Killer Punchline
|Gain the Face of Fear ability.
* '''Face of Fear (2/Rest).''' When you inflict damage on a Bloodied creature or cause a creature to become Bloodied, you may immediately make a CHA attack against their ANT. On a hit, the creature is Broken until the end of your next turn.
|''Rogue, Dark Jester''
|-
|'''Killer Punchline II'''
|Frightful Facade
|Gain the Dark Jokes ability.
* '''Dark Jokes (2/Recoup).''' When you inflict bonus damage using your Killer Punchline talent, you can increase the damage by +1d6.
|''Rogue, Dark Jester''
|-
|'''Venomous Humor'''
|Catechism of the Clown
|Your connection to the Cosmic Joke and obsession with Death has allowed you to manifest an otherworldly toxin upon your blades.
Gain the Deadly Prank ability.
* '''Deadly Prank (2/Rest).''' When you attack a creature with an attack that would inflict Sneak Attack damage, you can choose to change all damage inflicted by that attack to toxic.
|''Rogue, Dark Jester''
|-
|'''Venomous Humor II'''
|Venomous Humor
|When you use Deadly Prank to inflict toxic damage against a creature without Resist Toxic or Immune Toxic, you may treat them as if they have Vulnerable Toxic 1 for that attack. If the target has Resist Toxic, you can reduce the Resist rating by -1 (min of Resist Toxic 1) for that attack.
|''Rogue, Dark Jester''
|-
|'''Laughing Shadow'''
|Catechism of the Clown
|Gain the Horrid Duplication ability.
* '''Horrid Duplication (2/Rest).''' For 3 AP you may create a perfect illusory duplicate of yourself woven from the threads of your own shadow in an unoccupied space within 30 ft. While this duplicate is manifested, neither you nor it cast a shadow. This illusion lasts for 1 minute, but can be dismissed early on your turn for free. For 1 AP on your turn, you may move the duplicate up to 30 ft, though it must always stay within 90 ft of you. You may only have one Horrid Duplication active at a time. Using this ability again while you already have an illusory duplicate active will destroy the original duplicate and replace it with the newly created one. If both you and your duplicate are adjacent to a creature, you gain +1 TA to attacks against that creature. If your duplicate is attacked, it uses your defenses; being an illusion it is immune to all conditions, but if it suffers damage it is destroyed. It has Resist 1 against area of effect attacks and spells, and does not take damage from attacks that miss it, even if they would normally deal reduced damage on a miss.
|''Rogue, Dark Jester''
|-
|'''Jester's Privilege'''
|Laughing Shadow
|While you have an illusory duplicate active from the Horrid Duplication ability, you are Protected.
|''Rogue, Dark Jester''
|-
|'''Laughing Shadow II'''
|Jester's Privilege
|Gain the Cacophony of Laughter ability.
* '''Cacophony of Laughter (1/Recoup).''' A nightmarish chuckle echoes out of you, causing minds to fracture and spirits to crumble. For 2 AP, make a magic attack against the ANT of any creature within 15 ft of you. If you have an illusory duplicate from Horrid Duplication active and within 30 ft of you, you can spend +2 AP on this attack to target an additional creature within 15 ft of your duplicate. On a hit, the creature is Demoralized until the start of their next turn.
|''Rogue, Dark Jester''
|-
|'''Terror Toys'''
|''Killer Punchline II, Venomous Humor II, and Laughing Shadow II''
|Gain the Special Delivery ability.
* '''Special Delivery.''' You may spend 1 Reactive AP whenever your illusory double from Horrid Duplication is destroyed or dismissed. If you do so, a magically conjured trap that takes the shape of a gift-wrapped box is left in its place. If a hostile creature starts its turn or moves within 5 ft of the trap, the trap is triggered, causing a diminutive puppet version of yourself to pop out of the box and emit a soul- piercing shriek before disappearing in a puff of smoke. Make a magic attack against the triggering enemy’s ANT. On a hit, deal 2d6 psychic damage and the enemy is Frightened of you for up to 1 minute, or until you attack them.
|''Rogue, Dark Jester''
|-
|'''Noxious Mind'''
|Terror Toys
|Your WILL increases by +1.
Gain the Mindfreak ability.
* '''Mindfreak.''' You may spend 1 Reactive AP whenever you’re hit by an attack that targets one of your mental defenses. Make a magic attack against the ANT of the creature that attacked you. On a hit, deal 1d6 psychic damage and the creature is Shaken until the end of its next turn.
|''Rogue, Dark Jester''
|-
|'''Frightful Facade II'''
|Killer Punchline II
|As long as they are within melee reach, you have +1 TA against Bloodied creatures and creatures that are Frightened of you.
|''Rogue, Dark Jester''
|-
|'''Killer Punchline III'''
|Frightful Facade II
|When you inflict Sneak Attack damage against a creature that is suffering from the Frightened condition inflicted by you, add +1 Sneak Attack die.
|''Rogue, Dark Jester''
|-
|'''Murderclown'''
|Killer Punchline III or Noxious Mind
|Your melee attacks have +1 TA and gain +1 Sneak Attack die against creatures that have their max HP.
|''Rogue, Dark Jester''
|-
|'''Jester's Privilege II'''
|Laughing Shadow II
|Gain the Poof! Ability.
* '''Poof! (1/Recoup)''' You may spend 1 Reactive AP when you’re hit by an attack while you have an illusory duplicate from the Horrid Duplication ability active and within 30 ft of you. The attack misses you, and you and your duplicate teleport to each other’s spaces, swapping places. Your duplicate is automatically destroyed by this action.
|''Rogue, Dark Jester''
|-
|'''Laughing Shadow III'''
|Jester's Privilege II
|The cost of Horrid Duplication becomes 2 AP and becomes 3/Rest.
When you use Poof!, you create a cloud of magical smoke at your teleportation destination that causes you to become Concealed until the start of your next turn. This cloud only occupies your space, and doesn’t affect any other creatures.
|''Rogue, Dark Jester''
|-
|'''Lethal Laughter'''
|Laughing Shadow III or Noxious Mind
|Gain +1 use of Cacophony of Laughter per Recoup. Creatures Demoralized by your Cacophony of Laughter remain Demoralized for 1 minute.
|''Rogue, Dark Jester''
|-
|'''Toxic Talent'''
|Noxious Mind
|Once per turn when you inflict toxic damage, increase that damage by an amount equal to your CHA. Creatures that have suffered toxic damage from you have their AR and physical defenses reduced by −1 until the start of your next turn.
|''Rogue, Dark Jester''
|-
|'''Serrated Smiles'''
|Toxic Talent, Dark Jester 14
|You are a dark and legendary nightmare.
The ragged, bloody trail you’ve walked and carved.
Behind your smile, darkness lurks & hides there.
And Death, you’ve made sure, is not to be starved.
Gain the Now You See Me and The Killings Will Continue abilities.
* '''Now You See Me (1/Rest).''' When you roll Initiative, you can choose to teleport up to 30 ft and become Unseen. You lose this condition when you make any attack or at the end of your first turn.
* '''The Killings Will Continue (1/Rest).''' When you kill a creature with a ML equal to or greater than 1⁄2 of your level, you may regain +1 use of any Dark Jester ability that has its uses tracked in Rests (except this one), and immediately gain 2 AP.
* '''''Level 30:''''' Whenever you gain TA from a Dark Jester talent, you gain +2 TA instead of +1. If you have at least double the TA bonus of your TD penalty, you may inflict Sneak Attack even if you have TD. Your total bonus is still calculated with the TD modifier, but you are able to use Sneak Attack despite the presence of the TD.
|''Rogue, Dark Jester, '''Capstone'''''
|}


=== Sleuth Track ===
=== Sleuth Track ===
Line 675: Line 812:


Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.
Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Building the Case'''
|Rogue Entry
|By collecting evidence, you can build a case file to learn more about humanoid or monstrous suspects.
The following list of skills are considered your “Evidence Skills.”
* '''Influence:''' Deceiving, Empathy, Gossiping, Intimidating, Persuading
* '''Knowledge:''' Biology, Chemistry, Medicine*
* '''Luck:''' Fortuity
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving
* '''Stamina:''' Menacing
* '''Survival:''' Foraging, Nature, Tracking
Gain +2 Investigating and +2 in one other Evidence Skill.
Whenever you make an attribute check and use an Evidence Skill, if you succeed on the check, you gain +1 Evidence. If you gained this Evidence in a settled area, it is considered “Humanoid Evidence.” If you gathered this Evidence in the wilderness, it is considered “Monstrous Evidence.”
The max Evidence you can have at one time is 2xINT (min 2) + your number of Rogue talents.
On your turn in combat, you may spend 1 AP to declare a creature within 60 ft of you the Culprit. When you declare a creature the Culprit, and once on each of your subsequent turns for 1 AP, you may spend Evidence to gain a bonus against the Culprit, choosing from the following options. You must spend Humanoid evidence if it is a humanoid, and Monstrous Evidence if it is a non-humanoid.
* '''''Anticipate (1 Evidence):''''' Gain +1 mental defenses against the Culprit for 1 minute.
* '''''Outmaneuver (1 Evidence):''''' Gain +1 TA against the Culprit until the end of your next turn.
* '''''Analyze (2 Evidence):''''' Learn the creature's Traits, if any.
You may only have one Culprit at a time, and may only declare a Culprit 1/Recoup. Once you declare a Culprit, you lose any mechanical bonuses against previous Culprits, though you retain any information you learned about their mechanics and abilities.
|''Rogue, Sleuth''
|-
|'''Insider's Knowledge'''
|Building the Case
|Choose any two skills with the crafting or knowledge tag. Gain +2 in each of these skills. These skills become Evidence Skills for you if they were not already.
|''Rogue, Sleuth, Repeatable''
|-
|'''Impeccable Mind'''
|Building the Case
|Gain +6 Skill Points that you can spend on any skills that are classified as an Evidence Skill.
|''Rogue, Sleuth, Repeatable''
|-
|'''Suspect Profile'''
|Building the Case
|When a Culprit survives a social or combat encounter with you, you may record their name as a Suspect. You have no limit on the number of Suspects you can have.
When you engage in combat against a Suspect, you gain 4 free Evidence against that Suspect, but can still only use this Evidence if it is the active Culprit. You lose any excess Evidence that you got from this talent at the end of combat.
For the purposes of your Suspect Profile, a social encounter is a meaningful interaction at least five minutes in length. At their discretion, your MC may adjust this definition based on the situation, perhaps changing the requisite duration.
|''Rogue, Sleuth''
|-
|'''Heinous Accusation'''
|Suspect Profile
|Gain the Heinous Accusation attack.
* '''''Heinous Accusation (1/Rest):''''' (2 AP and 4 Humanoid Evidence) You may make a devastating criticism of a humanoid that you can see. Make an INT attack against a humanoid within 60 ft of you, targeting their WILL. On a hit, deal 1d12 psychic damage, the target cannot Charm or Enthrall any creature for 1 minute, and the target loses 2 Goodwill of your choice.
|''Rogue, Sleuth''
|-
|'''Elementary, My Dear'''
|Heinous Accusation
|You can spend Evidence to gain additional benefits in regards to your Culprits or Suspects. You may spend 5 Evidence to cast [[Compel Truth]], [[Detect Thoughts]], or [[Detect Truth]], targeting one Culprit or Suspect. This is considered nonmagical, so magic cast in this way ignores antimagic fields, nondetection wards, and the like.
|''Rogue, Sleuth''
|-
|'''Follow the Trail'''
|Elementary, My Dear
|When making a skill check using an Evidence Skill with the knowledge, observation, or survival tag, you may extrapolate conclusions. If you fail the check, you may spend 1-5 Evidence to gain +2 to your roll per Evidence spent.
The Evidence must be Humanoid if you are in a settled area, or Monstrous if you are in wilderness.
|''Rogue, Sleuth''
|-
|'''Esprit de Corp'''
|Follow the Trail
|You know a sort of shorthand that you can use in conversation with law enforcement and private security personnel, including guards, bouncers, and the like. By spending twice as long having a conversation as you otherwise would, you can communicate a coded message such as learning which areas of town are most likely to have suspicious characters.
|''Rogue, Sleuth''
|-
|'''Brain Fuel'''
|Esprit de Corp or Informant Network
|While under the influence of alcohol or psychoactive drugs, suffer a -2 to all AWR and CHA based d20 rolls. Your ANT and WILL suffer a -1 penalty during this time. Gain +2 to all END and INT based d20 rolls and to your FORT and LOG. Additionally, you gain +1 Luck Point that expires once you are sober.
|''Rogue, Sleuth''
|-
|'''Informant Network'''
|Follow the Trail
|When you are in a settled area, you may spend 10 sc to establish an informant. You may have a number of informants equal to your INT+CHA (min 1).
* '''(1/Week).''' While in this settled area, you may meet with your informant and pay 2 sc to learn some of the latest gossip in regards to the most powerful individuals in the area, gaining +2 Humanoid Evidence.
|''Rogue, Sleuth''
|-
|'''Undercover'''
|Informant Network or Esprit de Corp
|Gain +4 Disguising*.
When you are disguised and you gain Humanoid Evidence, make a Disguising check. If it was higher than the AWR/Perceiving check of any potentially hostile humanoid that you interacted with, gain +2 Evidence.
|''Rogue, Sleuth''
|-
|'''Overwhelming Evidence'''
|Sleuth 6
|You gain the following additional ways to spend Evidence against Culprits.
* '''''Duck and Roll (1 Evidence):''''' The creature cannot attack you reactively until the end of your current turn.
* '''''Crack (2 Evidence):''''' If you hit on this turn and can deal Sneak Attack damage, add +2 Sneak Attack dice.
* '''''Perfect Strike (2 Evidence):''''' Target a creature’s unmodified AR, ignoring Evasive and similar modifications to their AR.
|''Rogue, Sleuth''
|-
|'''Overwhelming Evidence II'''
|Overwhelming Evidence
|Your Anticipate, Outmaneuver, and Analyze abilities become stronger.
* '''''Anticipate (1 Evidence):''''' Gain +1 to AR, physical, and mental defenses against the Culprit for 1 minute.
* '''''Outmaneuver (1 Evidence):''''' Gain +2 TA against the creature until the end of your next turn.
* '''''Analyze (2 Evidence):''''' Learn the creature’s Traits, if any. Also learn which damage and conditions the creature has Resist or Immune against.
|''Rogue, Sleuth''
|-
|'''Concealed Carry'''
|Overwhelming Evidence II
|Ranged weapons with the light tag also have the concealed tag for you.
|''Rogue, Sleuth''
|-
|'''Quick Draw'''
|Concealed Carry
|The first time you use a ranged weapon with the concealed tag in Initiative, it only costs 1 AP and you have +1 TA on the attack roll. If you make this attack against a Surprised creature, you may spend 4 Evidence to turn a hit into a crit. The target need not be a Culprit in order for you to spend Evidence in this way.
|''Rogue, Sleuth''
|-
|'''Trick Shot'''
|Quick Draw
|When making a ranged attack with ammunition, if the target of your attack has Cover, you may attempt to ricochet the ammunition. If there is a wall, ceiling, or another object that is not currently offering the creature cover, but is large enough to do so, and that structure is within 5 ft of your target creature, you may ignore their Cover. Doing so costs you 2 Evidence, but the target need not be a Culprit in order for you to spend Evidence in this way.
|''Rogue, Sleuth''
|-
|'''Enhanced Caseload'''
|Sleuth 12
|You may have a number of active Culprits equal to 1⁄2 your INT.
|''Rogue, Sleuth''
|-
|'''Quick Study'''
|Enhanced Caseload
|Gain the following additional ways to spend Evidence against Culprits.
* '''''Quick Study (2 Evidence):''''' Learn if a creature is your superior, inferior, or equal in each of its physical and mental attributes.
* '''''Spot Weakness (3 Evidence)''':'' Learn if a creature has any Vulnerabilities, DR, or DT.
|''Rogue, Sleuth''
|-
|'''Analytical Combatant'''
|Quick Study
|When you crit or crit fail, or when a creature crits or crit fails against you, you gain +1 Evidence. The Evidence is Humanoid or Monstrous based on whether the creature is humanoid or not.
|''Rogue, Sleuth''
|-
|'''Labyrinthian Mind'''
|Analytical Combatant
|Gain the following additional ways to spend Evidence against Culprits.
* '''''Outwit (2 Evidence):''''' You may end the Charmed or Enthralled condition on yourself if a Culprit is the source of the condition.
* '''''Befuddle (6 Evidence):''''' You may use the Outwit ability (without paying its additional Evidence cost). Furthermore, make an INT attack against the WILL of the creature that imposed the condition on you, provided that you are within 60 ft of it. On a hit, the creature is Staggered until the end of your next turn.
* '''''Discombobulate (10 Evidence):''''' This ability costs 3 AP, instead of the typical 1 AP. Make an INT attack against the LOG of a Culprit within 60 ft of you. On a hit, the creature is Staggered for 1 minute. If you miss, it is Staggered until the end of your next turn.
* '''''Level 30:''''' You have no Evidence, Culprit, or Suspect limit.
|''Rogue, Sleuth, '''Capstone'''''
|}

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