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== '''Rogue Entry Talent''' == | == '''Rogue Entry Talent''' == | ||
After gaining the Rogue Entry talent, you can take talents from any of the | After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
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|'''Rogue Entry''' | |'''Rogue Entry''' | ||
|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following abilities. | |When you take this entry talent, you gain the following abilities.. | ||
* <u>Sneak Attack</u>: Your Sneak Attack | * <u>Sneak Attack</u>: Your Sneak Attack damage increases by +1d6 (if you had no Sneak Attack, it becomes 1d6). You can apply Sneak Attack damage to a creature that you hit with a melee attack with a light weapon if you had TA against the target and no TD. You may do this once per turn.. | ||
* <u>Skilled</u>: Gain +6 Skill Points | * <u>Skilled</u>: Gain +6 Skill Points that you can spend on any skills with the acrobatics, influence, observation, or subterfuge tags | ||
* <u>Well Equipped</u>: You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice. | * <u>Well Equipped</u>: You gain hooded common clothes, a hooded lantern, two daggers, a skullduggery kit, and one disguise of your choice. | ||
|''Rogue, Class Entry'' | |''Rogue, Class Entry'' | ||
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|'''Confidence''' | |'''Confidence''' | ||
|Rogue Entry | |Rogue Entry | ||
|You gain 1 rank in the | |You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or Persuading. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Impersonate''' | |'''Impersonate''' | ||
|Confidence | |Confidence | ||
|Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability | |Your false identity now holds up to some scrutiny. After spending a day studying someone and at least a week in their area of residence, you can use the Impersonate ability | ||
* <u>Impersonate</u>: Roll an INT/Disguise check and an INT/ Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious. | * <u>Impersonate</u>: Roll an INT/Disguise check and an INT/Forging check and take the average of the two rolls. This becomes your Identity Score. People inspecting your credentials, paperwork, or claims may make an INT roll, and if they do not beat your Identity Score, they do not get suspicious unless you give them a clear reason to be suspicious. You may have one active identity. You can only repeat your Disguise and Forging check by spending another day with the person and another week in their area of residence | ||
A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow. | A creature inspecting you gains the following cumulative bonuses to their INT roll if circumstances allow. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|The person inspecting has met the person you're impersonating in the last year | |The person inspecting has met the person you're impersonating in the last year | ||
|} | |} | ||
The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally | The creature automatically beats your score if they have interacted with the person that you are impersonating in the last month, the person you are impersonating is a well known individual in the area you’re in, or the inspector knows the individual that you are impersonating personally | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Master of Disguise''' | |'''Master of Disguise''' | ||
|Impersonate | |Impersonate | ||
|''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks | |''Repeatable.'' You gain +3 to Disguising and +3 to Forging checks | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
|'''Additional Identities''' | |'''Additional Identities''' | ||
|Impersonate | |Impersonate | ||
|''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities | |''Repeatable.'' You may have an additional identity. It takes you one hour to switch between identities | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
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|'''Charming Identity''' | |'''Charming Identity''' | ||
|Impersonate | |Impersonate | ||
|You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute and do not know they have been Charmed. This does not work if the creature is in | |You may attempt to Charm someone who has been fooled by your Identity. Make a CHA roll vs LOG. If you hit, they treat you as a friendly acquaintance for 1 minute, and do not know they have been Charmed. This does not work if the creature is in combat. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
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|Gain the Coin Toss ability. | |Gain the Coin Toss ability. | ||
* | * '''Coin Toss.''' (½ LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Fool's Strike''' | |'''Fool's Strike''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. You can take this talent up to six times. | |''Repeatable.'' You gain an additional Sneak Attack die against creatures while you are disguised and your target does not know your true identity. | ||
You can take this talent up to six times. | |||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
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|'''Slippery''' | |'''Slippery''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your | |You can now spend 2 Luck Points to force a creature that you can see within 30 ft of you to reroll a d20 after they make an attack roll or after they inspect your identity | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Catch Me if You Can''' | |'''Catch Me if You Can''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive | |If you have at least 1 Luck Point when you are reduced to 0 HP, you can regain 1 HP and immediately move 40 ft without provoking reactive actions. Doing so costs all of your remaining Luck Points. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Play Dead''' | |'''Play Dead''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. If you hit more than half the witnesses, then you are believed to be dead (or the | |If you have at least 1 Luck Point when you hit 0 HP you can regain 1 HP and pretend to be dead. You begin Catching your Breath when you do this. Additionally, make a CHA/ Performance roll vs the LOG of each creature that can see you. | ||
If you hit more than half the witnesses, then you are believed to be dead (or the identity that you are currently using is believed to be dead). | |||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Master of Disguise II''' | |'''Master of Disguise II''' | ||
|Leave it to Luck, Master of Disguise | |Leave it to Luck, Master of Disguise | ||
|You gain +3 In Savior Faire and +3 Skill Points that you | |You gain +3 In Savior Faire and +3 Skill Points that you can spend on any skill with the influence tag. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
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|Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. | |Who exactly are you? No one knows. Your original identity has been completely erased from all records and only the people closest to you might know your real name. | ||
You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll. | You may now attempt a grand impersonation. When someone inspects you, they gain no bonus from having heard of the person that you are impersonating or from having met them before. People who personally know the creature you are impersonating will only find you out if they can see you and are within 30 ft of you. Your Grand Impersonation only lasts for 24 hours, and you may only attempt a Grand Impersonation once a week. After 24 hours, future inspections gain a +40 bonus to their roll. | ||
* '''Level 30:''' The final cap for your CHA increases from 12 to 14. | |||
* | |||
|''Rogue, Con, '''Capstone''''' | |''Rogue, Con, '''Capstone''''' | ||
|} | |} | ||
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|'''Guild Member''' | |'''Guild Member''' | ||
|Rogue Entry | |Rogue Entry | ||
<u>Incompatible</u>: Disciple of the | <u>Incompatible</u>: Disciple of the Divine, Initiate of the Occult, Warden of the Primal | ||
|You join Harlan’s Guild ( | |You join Harlan’s Guild (or another guild, as specified by your MC.) You may only gain the benefits of this talent after Taking a Rest in an area of civilization such as a town or village. You swear off all deific influence. You gain access to three poisons, and can keep one vial of each on your person. A vial is enough for three doses of each poison. You may only refill these by Taking a Rest in a populated area. You learn how to identify fellow members of the guild who can provide this service to you, as well as clue you in to potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. | ||
You can spend 1 AP to coat a weapon that has the Light property. | |||
The first vials are free, but new vials cost 20 sc each | |||
* | * '''Drake’s Breath:''' Your attacks have a 50% chance to deal an extra 1d6 fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls. | ||
* | * '''Ice Blood:''' The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Chilled condition. A creature with a ML instead loses one of the actions on their actions list. | ||
* | * '''Harlan’s Breach'':''''' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical for 1 minute. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|'''Find a Weak Spot III''' | |'''Find a Weak Spot III''' | ||
|Find Weak Spot II | |Find Weak Spot II | ||
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. | |''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. | ||
Each time you take this talent again, gain +2 uses /Catch Breath | Each time you take this talent again, gain +2 uses /Catch Breath | ||
|''Rogue, Guild Affiliate, Repeatable (odd levels only)'' | |''Rogue, Guild Affiliate, Repeatable (odd levels only)'' | ||
|- | |- | ||
|'''Find a Weak Spot IV''' | |'''Find a Weak Spot IV''' | ||
|Find Weak Spot III | |Find Weak Spot III | ||
|Weak Spot attacks that exceed the | |Weak Spot attacks that exceed the target’s FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Gain the Garrote ability. | |Gain the Garrote ability. | ||
* | * '''Garrote.''' (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while Grappled in this way. Otherwise, the creature is Silenced and Staggered while Grappled in this way. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Rogue Maneuvers''' | |'''Rogue Maneuvers''' | ||
|Guild Member | |Guild Member | ||
|Your range for thrown | |Your range for thrown weapons is doubled and thrown weapons can now trigger Sneak Attack. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Gain the Hamstring Ability. | |Gain the Hamstring Ability. | ||
* | * '''Hamstring.''' When a creature leaves your melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Gain the Quick Strike ability. | |Gain the Quick Strike ability. | ||
* | * '''Quick Strike.''' When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Gain the Preparatory Strike ability. | |Gain the Preparatory Strike ability. | ||
* | * '''Preparatory Strike.''' Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Gain Evasive Throw ability. | |Gain Evasive Throw ability. | ||
* | * '''Evasive Throw.''' Spend 1 additional AP as a part of a thrown weapon attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when the creature misses you if you would otherwise take half damage | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|'''Aimed Strike''' | |'''Aimed Strike''' | ||
|Guild Member | |Guild Member | ||
|Spend 1 additional AP on an attack to gain | |Spend 1 additional AP on an attack to gain TA on that attack. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|'''Tactical Superiority''' | |'''Tactical Superiority''' | ||
|Aimed Strike | |Aimed Strike | ||
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of | |Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Tactical Superiority II''' | |'''Tactical Superiority II''' | ||
|Tactical Superiority | |Tactical Superiority | ||
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of | |Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore three sources of TD. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Tactical Superiority III''' | |'''Tactical Superiority III''' | ||
|Tactical Superiority II | |Tactical Superiority II | ||
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of | |Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore all sources of TD. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
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|Guild Affiliate 14 | |Guild Affiliate 14 | ||
|You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. | |You are an individual of great renown among the shadowy underbelly of Ancerra. Commanding entire operations for your guild, approving new members, and handling the most sensitive of issues. | ||
You gain two vials of each of the three poisons when you | You gain two vials of each of the three poisons when you Take a Rest in a populated area, and refilling them is free. Once per week, you can have a guild representative meet you where you are camping for refills, assuming your location is accessible without major magic or combat. The representative will not partake in combat or favors for you, but may take messages back to the nearest town if you request it. | ||
* '''Level 30:''' You gain one additional vial of each of the three poisons from this track each time you restock. | |||
* | |||
|''Rogue, Guild Affiliate, '''Capstone''''' | |''Rogue, Guild Affiliate, '''Capstone''''' | ||
|} | |} | ||
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|'''Psyblade Focus''' | |'''Psyblade Focus''' | ||
|Rogue Entry | |Rogue Entry | ||
|You gain the Adept of the Psionic talent if you do not already have it. | |You gain the Adept of the Psionic talent if you do not already have it. INT is your magic attribute. Each time you level up and spend your Talent Point on a talent in the Psyblade track, you gain +5 SP and +1 Psionic Power | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|Gain the Soul Rend ability. | |Gain the Soul Rend ability. | ||
* | * '''Soul Rend.''' (INT/Rest) When you deal psychic damage to a creature, it can no longer regain HP until the beginning of its next turn. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|Gain the Psychic Bond ability. | |Gain the Psychic Bond ability. | ||
* | * '''Psychic Bond.''' (INT/Rest) Choose an ally within 30 ft of you and spend 2 AP. Gain TA on enemies that take damage from that ally during the duration. This ability lasts for 1 minute. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Psychic Strike''' | |'''Psychic Strike''' | ||
|Psyblade Focus | |Psyblade Focus | ||
|(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2 | |(INT/Rest) If you would miss an attack roll, you may spend SP to add to your attack roll total at a rate of 1 SP per +2. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|'''Space Bend''' | |'''Space Bend''' | ||
|Psyblade Focus | |Psyblade Focus | ||
|( | |(½ INT/Rest) When you would be the victim of damage that affects more than one creature, you may teleport to an unoccupied space up to 15 ft away, but you start your next turn with 3 fewer AP. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|'''Soul Knife II''' | |'''Soul Knife II''' | ||
|Psyblade Focus II, Soul Knife | |Psyblade Focus II, Soul Knife | ||
|(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn | |(INT/Recoup) You may now spend 1 AP to teleport to a thrown weapon from Create Weapon once per turn. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Soul Rend II''' | |'''Soul Rend II''' | ||
|Psyblade Focus II, Soul Rend | |Psyblade Focus II, Soul Rend | ||
|Soul Rend now lasts until the end of the creature’s turn | |Soul Rend now lasts until the end of the creature’s turn | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Psychic Bond II''' | |'''Psychic Bond II''' | ||
|Psyblade Focus II, Psychic Bond | |Psyblade Focus II, Psychic Bond | ||
|Psychic Bond now grants | |Psychic Bond now grants TA to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Psychic Bond III''' | |'''Psychic Bond III''' | ||
|Psyblade Bond II | |Psyblade Bond II | ||
|While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain | |While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically. One of these creatures must be the ally that you chose to gain TA. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Enlightened Mind''' | |'''Enlightened Mind''' | ||
|Psyblade Focus II | |Psyblade Focus II | ||
|( | |(½ INT/Rest) Spells with a range of self or touch cost you fewer AP: subtract your INT from the APC (min 1 APC). | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|Gain the Psychic Scream ability. | |Gain the Psychic Scream ability. | ||
* | * '''Psychic Scream.''' (3/Rest) Spend 3 AP to make an INT vs LOG attack against all creatures within 5 ft of you. On a hit, deal 1d4+INT psychic damage and the creature cannot take Reactive Actions until after their next turn. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Psionic | |'''Psionic Armor''' | ||
|Psyblade Focus II | |Psyblade Focus II | ||
|(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL | |(INT/Rest) You may use your LOG in place of your ANT or WILL when a creature attacks your ANT or WILL. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
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|Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. | |Your hardened capacity to manipulate the world around you with a mere thought is something of an urban legend among cons and crooks. Even some circles of spellcasters whisper your name with wonder. | ||
If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one. | If you have zero uses of Soul Rend or Psychic Scream and a creature attacks but misses your LOG, you regain one use of Soul Rend or Psychic Scream. If you have zero uses of both, you can choose which one. | ||
* '''Level 30:''' You now also regain uses of Soul Rend or Psychic Scream if you’re using your LOG against a WILL or ANT attack using Psionic Armor. | |||
* | |||
|''Rogue, Psyblade, '''Capstone''''' | |''Rogue, Psyblade, '''Capstone''''' | ||
|} | |} | ||