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'''<u><big>Rogue Tracks/Talents</big></u>''' | '''<u><big>Rogue Tracks/Talents</big></u>''' | ||
'''Con.''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons. | '''[[Rogue#Con Track|Con.]]''' You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons. | ||
'''Guild Affiliate.''' You are a talented poisoner and use deadly reagents to enhance your weapon attacks. | '''[[Rogue#Guild Affiliate Track|Guild Affiliate.]]''' You are a talented poisoner and use deadly reagents to enhance your weapon attacks. | ||
'''Psyblade.''' You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery. | '''[[Rogue#Psyblade Track|Psyblade.]]''' You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery. | ||
'''Stealth Archer.''' You are a master of raining death on your enemies from a hidden vantage. | '''[[Rogue#Stealth Archer Talents|Stealth Archer.]]''' You are a master of raining death on your enemies from a hidden vantage. | ||
'''Subtlety.''' Silent as a shadow, you infiltrate and exfiltrate even well-guarded buildings with meticulous skill. | '''[[Rogue#Subtlety Track|Subtlety.]]''' Silent as a shadow, you infiltrate and exfiltrate even well-guarded buildings with meticulous skill. | ||
'''[[Rogue#Dark Jester Track|Dark Jester.]]''' ''Harker's Guide to Vampire Hunting.'' 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. | |||
'''[[Rogue#Sleuth Track|Sleuth.]]''' ''Harker's Guide to Vampire Hunting.'' Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly. | |||
== Core Subclass Tracks == | |||
=== Rogue Entry Talent === | |||
After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks. | After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks. | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 29: | Line 35: | ||
|'''Rogue Entry''' | |'''Rogue Entry''' | ||
|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following | |When you take this entry talent, you gain the following benefits. | ||
'''Sneak Attack.''' Gain +1 Sneak Attack die and the Sneak Attack ability, if you did not already have it. Your Sneak Attack die is 1d6. | |||
* '''Sneak Attack.''' | * '''Sneak Attack (1/Turn).''' When you hit a creature with a melee attack with a light weapon, if you had TA against the target and no TD, add your Sneak Attack dice. | ||
'''Skilled.''' Gain +6 Skill Points that you can spend on any skills with the acrobatics, influence, observation, or subterfuge tag. | |||
'''Well Equipped.''' You gain hooded common clothes, a hooded lantern, two daggers, a skulduggery kit, and one disguise of your choice. | |||
|''Rogue, Class Entry'' | |''Rogue, Class Entry'' | ||
|} | |} | ||
== | === Con Track === | ||
[[File: | [[File:ConTrack.png|center|frameless|928x928px|Con Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 47: | Line 57: | ||
|'''Confidence''' | |'''Confidence''' | ||
|Rogue Entry | |Rogue Entry | ||
|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. | |You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain an additional +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. | ||
* | * '''Impersonate.''' Roll a Disguising check and an Forging check and take the average of the two rolls. You may use INT or LUCK as the attribute for these checks. 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. | ||
A creature inspecting you gains the following | |||
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 bonus to their INT roll if circumstances allow. They use the highest bonus they qualify for. | |||
• +5 If you have just done something very suspicious. | |||
• +10 If you are within 5 miles of the home of the person you are impersonating. | |||
• +30 If the person who is inspecting has heard of or knows about the person you are impersonating. | |||
• +40 If the person inspecting has been fooled by a different identity before. | |||
• +50 If the person inspecting has met the person you are impersonating before. | |||
• +70 If the person inspecting has met the person you are 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 are 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 | |||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Master of Disguise''' | |'''Master of Disguise''' | ||
|Impersonate | |Impersonate | ||
|''Repeatable.'' | |''Repeatable.'' Gain +3 to Disguising and Forging checks. | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
|'''Additional Identities''' | |'''Additional Identities''' | ||
|Impersonate | |Impersonate | ||
|''Repeatable.'' You may have an additional | |''Repeatable.'' You may have an additional Identity. It takes you one hour to switch between identities. | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
| Line 102: | Line 107: | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
|- | |- | ||
|'''Quicker | |'''Quicker Identities''' | ||
|Impersonate | |Impersonate | ||
|You may shortcut the 1 week requirement for identities and take a - | |Gain +3 to Disguising and Forging checks. | ||
Gain the Quicker Identities ability. | |||
* '''Quicker Identities.''' You may shortcut the 1 week requirement for identities and take a -2 on your Forgery check per day skipped (max -12). | |||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Betrayal''' | |'''Betrayal''' | ||
|Impersonate | |Impersonate | ||
|If you attack someone who is Completely Surprised and has been fooled by your | |If you attack someone who is Completely Surprised and has been fooled by your Identity, that attack is an automatic crit and deals maximum damage. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Charming Identity''' | |'''Charming Identity''' | ||
|Impersonate | |Impersonate | ||
|You | |Gain the Charming Identity ability. | ||
* '''Charming Identity.''' You attempt to charm someone who has been fooled by your Identity. Make a CHA roll against their LOG. On a hit, they are Charmed 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'' | ||
|- | |- | ||
| Line 121: | Line 132: | ||
|Gain the Coin Toss ability. | |Gain the Coin Toss ability. | ||
* '''Coin Toss | * '''Coin Toss (1⁄2 LUCK/Rest).''' Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a crit fail. If you roll an even number, treat it as a crit. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Fool's Strike''' | |'''Fool's Strike''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|''Repeatable.'' | |''Repeatable.'' Roll +1 Sneak Attack die when you use Sneak Attack against creatures while you are disguised and your target does not know your true identity. | ||
You can take this talent up to six times. | You can take this talent up to six times. | ||
|''Rogue, Con, Repeatable'' | |''Rogue, Con, Repeatable'' | ||
| Line 132: | Line 143: | ||
|'''How Dare You''' | |'''How Dare You''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|People inspecting your | |People inspecting your Identity must subtract your Savoir Faire from their INT roll. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
| Line 147: | Line 158: | ||
|'''Slippery''' | |'''Slippery''' | ||
|Leave it to Luck | |Leave it to Luck | ||
| | |Gain the Slippery ability. | ||
* '''Slippery.''' 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 actions. Doing so costs all of your remaining Luck Points. | |Gain the Catch Me if You Can ability. | ||
* '''Catch me if you Can.''' 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 | |Gain the Play Dead ability. | ||
If you hit more than half the witnesses, then you are believed to be dead (or the | |||
* '''Play Dead.''' If you have at least 1 Luck Point when you reach 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 roll, or you may use any skill with the performance tag, against 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 | |You gain +3 in Savoir Faire and +3 Skill Points that you can spend on any skills with the influence tag. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Check it Again''' | |'''Check it Again''' | ||
|Leave it to Luck | |Leave it to Luck | ||
| | |Gain the Check it Again ability. | ||
* '''Check it Again.''' Spend 1 Luck Point to force a creature to reroll their INT check made to overcome your Identity Score. | |||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|'''Frame''' | |'''Frame''' | ||
|Leave it to Luck | |Leave it to Luck | ||
|You can now abandon an | |You can now abandon an Identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you. | ||
|''Rogue, Con'' | |''Rogue, Con'' | ||
|- | |- | ||
|''' | |'''Con Extraordinaire''' | ||
|Con 14 | |Con 14 | ||
|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. Gain the Grand Impersonation ability. | ||
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 | |||
* '''Level 30:''' The final cap for your CHA increases from 12 to 14. | * '''Grand Impersonation (1/Week).''' 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. 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''''' | ||
|} | |} | ||
== | === Guild Affiliate Track === | ||
[[File: | [[File:GuildAffiliateTrack.png|center|frameless|567x567px|Guild Affiliate Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 195: | Line 214: | ||
|Rogue Entry | |Rogue Entry | ||
<u>Incompatible</u>: Disciple of the Divine, Initiate of the Occult, Warden of the Primal | <u>Incompatible</u>: Disciple of the Divine, Initiate of the Occult, Warden of the Primal | ||
|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 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. | ||
The first vials are free, but new vials cost 20 sc each | 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. The first vials from your guild are free, but new vials cost 20 sc each. | ||
* '''''Drake’s Breath.''''' For 1 minute after applying the poison, when making an attack roll, if you roll an odd number on your d20 you deal +1d6 fire damage. | |||
* '''''Ice Blood.''''' The first target struck within a minute of the weapon being coated in this poison must make an END check with a DC of 10 at the start of their turn for the next minute. On any turn where they fail, they gain the Chilled condition. | |||
* '''''Harlan’s Breach.''''' For 1 minute after applying the poison, your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical. | |||
Gain the Coat Weapon ability. | |||
* ''' | * '''Coat Weapon.''' You can spend 1 AP to coat a weapon with the light tag in one of your poisons. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Find a Weak Spot''' | |'''Find a Weak Spot''' | ||
|Guild Member | |Guild Member | ||
| | |Gain the Weak Spot ability. | ||
* '''Weak Spot (1/Turn).''' You may target a creature’s FORT instead of their AR. | |||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Find | |'''Find Weak Spot II''' | ||
|Find Weak Spot | |Find Weak Spot | ||
|''Repeatable (even levels only).'' | |''Repeatable (even levels only).'' Roll +1 Sneak Attack die whenever you use Sneak Attack and Weak Spot on the same attack. | ||
|''Rogue, Guild Affiliate, Repeatable (even levels only)'' | |''Rogue, Guild Affiliate, Repeatable (even levels only)'' | ||
|- | |- | ||
|'''Find | |'''Find Weak Spot III''' | ||
|Find Weak Spot II | |Find Weak Spot II | ||
|''Repeatable (odd levels only).'' (1/Catch Breath) | |''Repeatable (odd levels only).'' Gain the Slipcut ability. | ||
Each time you take this talent again, gain +2 uses | |||
* '''Slipcut (1/Catch Breath).''' On a hit with a Weak Spot attack, you may move 5 ft for 0 AP. This movement does not provoke reactive attacks. | |||
Each time you take this talent again, gain +2 uses per Catch Breath. | |||
|''Rogue, Guild Affiliate, Repeatable (odd levels only)'' | |''Rogue, Guild Affiliate, Repeatable (odd levels only)'' | ||
|- | |- | ||
|'''Find | |'''Find Weak Spot IV''' | ||
|Find Weak Spot III | |Find Weak Spot III | ||
|Weak Spot attacks that exceed the target’s FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds. | |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'' | ||
|- | |- | ||
|'''Find | |'''Find Weak Spot V''' | ||
|Find Weak Spot IV | |Find Weak Spot IV | ||
| | |When using Weak Spot, increase your crit range by +1. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Garrote''' | |'''Garrote''' | ||
|Guild Member | |Guild Member | ||
|Gain | |Gain a special attack. | ||
* '''Garrote | * '''Garrote (1/Rest).''' Spend 3 AP to initiate a special Grapple. Make a DEX attack against the ANT of a creature who cannot see you and is within reach of your unarmed attacks. On a hit, they are Grappled. 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. While in this Grapple, you may only spend your AP to move. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Rogue Maneuvers''' | |'''Rogue Maneuvers''' | ||
|Guild Member | |Guild Member | ||
|Your range for thrown weapons is doubled and | |Your range for thrown weapons is doubled and weapons that you throw can now trigger Sneak Attack. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 246: | Line 276: | ||
|Gain the Hamstring Ability. | |Gain the Hamstring Ability. | ||
* '''Hamstring.''' When a creature leaves your melee reach, you can attack with a melee weapon | * '''Hamstring.''' When a creature leaves your melee reach, you can attack them with a melee weapon for 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 256: | Line 286: | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|''' | |'''Preparatory Strike''' | ||
|Rogue Maneuvers, Guild Affiliate 5 | |Rogue Maneuvers, Guild Affiliate 5 | ||
|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 | * '''Preparatory Strike.''' Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses and AR 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'' | ||
|- | |- | ||
|'''Evasive Throw''' | |'''Evasive Throw''' | ||
|Rogue Maneuvers, Guild Affiliate 5 | |Rogue Maneuvers, Guild Affiliate 5 | ||
|Gain Evasive Throw ability. | |Gain the Evasive Throw ability. | ||
* '''Evasive Throw.''' Spend 1 | * '''Evasive Throw.''' Spend +1 AP as a part of a thrown weapon attack. On a hit, 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'' | ||
|- | |- | ||
|'''Quick Throw''' | |'''Quick Throw''' | ||
|Rogue Maneuvers, Guild Affiliate 5 | |Rogue Maneuvers, Guild Affiliate 5 | ||
|You can now make a | |You can now make a thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Aimed Strike''' | |'''Aimed Strike''' | ||
|Guild | |Rogue Maneuvers, Guild Affiliate 5 | ||
|Spend 1 | |Gain the Aimed Strike ability. | ||
* '''Aimed Strike.''' Spend 1 AP to gain +1 TA on your next attack. | |||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Aimed Strike II''' | |'''Aimed Strike II''' | ||
|Aimed Strike | |Aimed Strike | ||
|When using Aimed Strike, roll 2d20 and | |When using Aimed Strike, roll 2d20 and take the higher result. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Tactical Superiority''' | |'''Tactical Superiority''' | ||
|Aimed Strike | |Aimed Strike | ||
|Your Aimed Strikes deal +1 damage. | |Your Aimed Strikes deal +1 damage. | ||
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. | |Your Aimed Strikes deal +1 damage. | ||
When you have one source of TA, you can now 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. | |Your Aimed Strikes deal +1 damage. | ||
When you have one source of TA, you can now ignore all sources of TD. | |||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 305: | Line 343: | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|''' | |'''Drake's Breath Preference''' | ||
|Poisoner | |Poisoner | ||
|You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons. | |You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons. | ||
| Line 320: | Line 358: | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|''' | |'''Lingering Drake's Breath''' | ||
|Poisoner | |Poisoner | ||
|Drake’s Breath lasts for 2 minutes. | |Drake’s Breath now lasts for 2 minutes on your weapon before expiring. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Drake's Breath Ammunition''' | |'''Drake's Breath Ammunition''' | ||
|Poisoner | |Poisoner | ||
|You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts | |You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Drake’s Breath remains unchanged and ends on every piece of ammunition at the end of the duration. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Drake's Breath Expertise''' | |'''Drake's Breath Expertise''' | ||
|Poisoner | |Poisoner | ||
|You | |You now add your INT to your Drake’s Breath damage. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 352: | Line 390: | ||
|'''Lingering Ice Blood''' | |'''Lingering Ice Blood''' | ||
|Poisoner | |Poisoner | ||
|Ice Blood lasts for 2 minutes. | |Ice Blood now lasts for 2 minutes on your weapon before expiring. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Ice Blood Ammunition''' | |'''Ice Blood Ammunition''' | ||
|Poisoner | |Poisoner | ||
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts | |You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Ice Blood remains unchanged and ends on every piece of ammunition at the end of the duration. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 367: | Line 405: | ||
|'''Harlan's Breach Efficiency''' | |'''Harlan's Breach Efficiency''' | ||
|Poisoner | |Poisoner | ||
|You can get | |You can get four doses from a vial of Harlan’s Breach. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
| Line 377: | Line 415: | ||
|'''Lingering Harlan's Breach''' | |'''Lingering Harlan's Breach''' | ||
|Poisoner | |Poisoner | ||
|Harlan’s Breach lasts for 2 minutes. | |Harlan’s Breach now lasts for 2 minutes on your weapon before expiring. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Harlan's Breach Ammunition''' | |'''Harlan's Breach Ammunition''' | ||
|Poisoner | |Poisoner | ||
|You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged. | |You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged and ends on every piece of ammunition at the end of the duration. | ||
|''Rogue, Guild Affiliate'' | |''Rogue, Guild Affiliate'' | ||
|- | |- | ||
|'''Guildmaster''' | |'''Guildmaster''' | ||
|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 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. | 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. | |||
* '''''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''''' | ||
|} | |} | ||
== | === Psyblade Track === | ||
[[File: | [[File:PsybladeTrack.png|center|frameless|629x629px|Psyblade Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 403: | Line 443: | ||
|'''Psyblade Focus''' | |'''Psyblade Focus''' | ||
|Rogue Entry | |Rogue Entry | ||
|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 | |You gain the Adept of the Psionic talent if you do not already have it. If you already have it, gain +5 SP and +1 Psionic Power. 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'' | ||
|- | |- | ||
| Line 415: | Line 457: | ||
|Gain the Soul Rend ability. | |Gain the Soul Rend ability. | ||
* '''Soul Rend | * '''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'' | ||
|- | |- | ||
| Line 422: | Line 464: | ||
|Gain the Psychic Bond ability. | |Gain the Psychic Bond ability. | ||
* '''Psychic Bond | * '''Psychic Bond (INT/Rest).''' Spend 2 AP and choose an ally within 30 ft of you. Gain +1 TA on enemies that take damage from that ally 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. | |Gain the Psychic Strike ability. | ||
* '''Psychic Strike (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 to attack. | |||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
| Line 437: | Line 481: | ||
|'''Improved Mind Spike''' | |'''Improved Mind Spike''' | ||
|Mind Spike | |Mind Spike | ||
| | |Roll +1 Sneak Attack die when using Sneak Attack on an attack that deals psychic damage. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Space Bend''' | |'''Space Bend''' | ||
|Psyblade Focus | |Psyblade Focus | ||
|( | |Gain the Space Bend ability. | ||
* '''Space Bend (1⁄2 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'' | ||
|- | |- | ||
| Line 452: | Line 498: | ||
|'''Soul Knife II''' | |'''Soul Knife II''' | ||
|Psyblade Focus II, Soul Knife | |Psyblade Focus II, Soul Knife | ||
|(INT/Recoup) | |Gain the Psyblink ability. | ||
* '''Psyblink (INT/Recoup).''' Once per turn, you may spend 1 AP to teleport to a thrown weapon from Create Weapon. | |||
|''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 next 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 TA to your ally against creatures that you have damaged during the duration. Additionally, you can communicate telepathically with your Psychic Bond. | |Psychic Bond now also grants +1 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''' | ||
| | |Psychic 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 | |While the TA benefit only extends to one ally, you can include up to eight willing creatures that you can see when communicating telepathically with your Psychic Bond ability. | ||
One of these creatures must be the ally that you chose for Psychic Bond. | |||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Enlightened Mind''' | |'''Enlightened Mind''' | ||
|Psyblade Focus II | |Psyblade Focus II | ||
|( | |Gain the Enlightened Mind ability. | ||
* '''Enlightened Mind (1⁄2 INT/Rest).''' Psionic 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'' | ||
|- | |- | ||
| Line 482: | Line 536: | ||
|'''Psychic Scream''' | |'''Psychic Scream''' | ||
|Psyblade Focus II | |Psyblade Focus II | ||
|Gain | |Gain a special attack. | ||
* '''Psychic Scream | * '''''Psychic Scream (3/Rest):''''' (3 AP) ''5 ft Radius Magical Attack.'' +INT vs LOG '''Hit:''' 1d4+INT psychic damage and the creature cannot take reactive actions until after their next turn. | ||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Psionic Armor''' | |'''Psionic Armor''' | ||
|Psyblade Focus II | |Psyblade Focus II | ||
|(INT/Rest) | |Gain the Psionic Armor ability. | ||
* '''Psionic Armor (INT/Rest).''' When a creature targets your ANT or WILL, you may have them target your LOG instead. | |||
|''Rogue, Psyblade'' | |''Rogue, Psyblade'' | ||
|- | |- | ||
|'''Master Psyblade''' | |'''Master Psyblade''' | ||
|Psyblade 14 | |Psyblade 14 | ||
|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 | |||
* '''Level 30:''' You now also regain | 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. | ||
* '''''Level 30:''''' You now also regain one use of Soul Rend or Psychic Scream if you are using Psionic Armor. | |||
|''Rogue, Psyblade, '''Capstone''''' | |''Rogue, Psyblade, '''Capstone''''' | ||
|} | |} | ||
== | === Subtlety Track === | ||
[[File: | [[File:SubtletyTrack.png|center|frameless|850x850px|Subtlety Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 510: | Line 568: | ||
|'''Vanish''' | |'''Vanish''' | ||
|Rogue Entry | |Rogue Entry | ||
|You may roll 2d20 and take the higher result when attempting to | |You may roll 2d20 and take the higher result when attempting to Hide. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Shadow Hop''' | |'''Shadow Hop''' | ||
|Vanish | |Vanish | ||
| | |If you are Concealed or Unseen, you do not lose the condition from moving in dim light unless you end your movement in Line of Sight. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Scale the Balcony''' | |'''Scale the Balcony''' | ||
|Vanish | |Vanish | ||
|You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a climb speed equal to your speed. | |You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a climb speed equal to your walking speed. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
| Line 530: | Line 588: | ||
|'''Sidestep''' | |'''Sidestep''' | ||
|Vanish | |Vanish | ||
|If you are Unseen and a creature who is | |If you are Unseen and a creature who is not allied with you would walk through your space, you may move 5 ft to get out of their way. If you have the Scale the Balcony talent, this movement may include climbing. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Blink of an Eye''' | |'''Blink of an Eye''' | ||
|Vanish | |Vanish | ||
|On any turn where you take the Move action | |On any turn where you take the Move action twice, your attempts to take the Hide action while in Total Cover automatically succeed. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
| Line 542: | Line 600: | ||
|Gain the Blackjack ability. | |Gain the Blackjack ability. | ||
* '''Blackjack.''' | * '''Blackjack.''' Spend 5 AP to deal 20 nonlethal blunt damage to a creature who is Completely Surprised. If a single instance of this ability renders the creature Unconscious, you do not need to roll to retain the Complete Surprise condition. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Sprint''' | |'''Sprint''' | ||
|Vanish | |Vanish | ||
|When you gain the Unseen condition, you may immediately | |When you gain the Unseen condition, you may immediately move up to your speed for 0 AP. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Shadow Assault''' | |'''Shadow Assault''' | ||
|Vanish | |Vanish | ||
| | |Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
| Line 567: | Line 625: | ||
|'''Born in Darkness''' | |'''Born in Darkness''' | ||
|In the Dark | |In the Dark | ||
| | |You gain the Born of Darkness ability. | ||
* '''Born of Darkness.''' | * '''Born of Darkness.''' Spending 4 AP to suppress all conditions of your choice for 1 minute and move up to your speed. If you end this movement in Cover or being Concealed, gain the Unseen condition. If you end one of your next six turns without the Unseen condition, all of your suppressed conditions return. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
|'''Shadow Mastery''' | |'''Shadow Mastery''' | ||
|In the Dark | |In the Dark | ||
|When you are in dim light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision. | |When you are in dim light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision or Low-Light Vision. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
| Line 584: | Line 642: | ||
|'''Shadow Trick''' | |'''Shadow Trick''' | ||
|In the Dark | |In the Dark | ||
|If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 AP | |If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 Reactive AP to make them believe they hit you, and then take a 5 ft step. | ||
This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space. | This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space. | ||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
| Line 590: | Line 649: | ||
|'''Shadow Assault II''' | |'''Shadow Assault II''' | ||
|In the Dark, Shadow Assault | |In the Dark, Shadow Assault | ||
|''Repeatable.'' | |''Repeatable.'' Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen. | ||
You may take this talent up to five times. | You may take this talent up to five times. | ||
|''Rogue, Subtlety, Repeatable'' | |''Rogue, Subtlety, Repeatable'' | ||
|- | |- | ||
|'''Vanish II''' | |'''Vanish II''' | ||
|In the Dark | |In the Dark | ||
|Gain the Vanish ability. | |||
* '''Vanish (INT/Rest).''' Automatically succeed your Hide roll while you are in Darkness or Total Cover. | |||
|''Rogue, Subtlety'' | |''Rogue, Subtlety'' | ||
|- | |- | ||
| Line 611: | Line 672: | ||
|'''Master of Shadow''' | |'''Master of Shadow''' | ||
|In the Dark, Subtlety 14 | |In the Dark, Subtlety 14 | ||
|Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. | |Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please. | ||
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen. | You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen. | ||
* '''Level 30:''' You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen. | |||
* '''''Level 30:''''' You have learned how to simulate your own shadows by placing yourself where bright light will assail the eyes of any who look for you. When you are in bright light, you are considered Concealed, unless you choose to be seen. | |||
|''Rogue, Subtlety, '''Capstone''''' | |''Rogue, Subtlety, '''Capstone''''' | ||
|} | |} | ||
== | === Stealth Archer Talents === | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 626: | Line 689: | ||
|'''Aimed Shot''' | |'''Aimed Shot''' | ||
|Rogue Entry | |Rogue Entry | ||
|You can spend 1 | |You can spend +1 AP to give yourself +1 TA on a ranged attack against a target that is Flanked. | ||
|''Rogue, Stealth Archer'' | |''Rogue, Stealth Archer'' | ||
|- | |- | ||
| Line 636: | Line 699: | ||
|'''Shadow Shot Range''' | |'''Shadow Shot Range''' | ||
|Shadow Shot | |Shadow Shot | ||
|Shadow Shot | |Shadow Shot now works at a range of 35 ft or greater. | ||
|''Rogue, Stealth Archer'' | |''Rogue, Stealth Archer'' | ||
|- | |- | ||
|'''Silent Shot''' | |'''Silent Shot''' | ||
| Rogue Entry | | Rogue Entry | ||
|Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA. | |Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA and no TD. | ||
|''Rogue, Stealth Archer'' | |''Rogue, Stealth Archer'' | ||
|- | |- | ||
|'''Silent Shot Range''' | |'''Silent Shot Range''' | ||
|Silent Shot | |Silent Shot | ||
| | |''Repeatable.'' Add +10 ft to Silent Shot. | ||
|''Rogue, Stealth Archer, Repeatable'' | |''Rogue, Stealth Archer, Repeatable'' | ||
|- | |- | ||
|'''Improved Silent Shot''' | |'''Improved Silent Shot''' | ||
|Silent Shot | |Silent Shot | ||
|''Repeatable.'' | |''Repeatable.'' Roll +1 Sneak Attack die when using Sneak Attack with a ranged weapon attack. | ||
You can take this talent up to five times. | You can take this talent up to five times. | ||
|''Rogue, Stealth Archer, Repeatable'' | |''Rogue, Stealth Archer, Repeatable'' | ||
|} | |||
''*Updated to v1.2'' | |||
== Additional Subclass Tracks == | |||
[[File:DarkJester.png|thumb|299x299px]] | |||
=== Dark Jester Track === | |||
''Source: Harker's Guide to Vampire Hunting'' | |||
At the dawn of creation, the start of all things, an entity called the Toymaker— so the story goes— began telling a joke. What followed has been every twist & turn of that joke’s long, long setup. The birth and death of gods, the rise and fall of empires, every love and heartbreak, every speck of dust in the cosmos... all just the little details necessary to make sure that the ending— the punchline— is a real killer. Death has been listening to this joke since the beginning. Some actually think the Toymaker is telling the joke to Death, that the whole affair is ultimately for an audience of one. | |||
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''''' | |||
|} | |||
[[File:Sleuth2.png|thumb|453x453px]] | |||
=== Sleuth Track === | |||
''Source: Harker's Guide to Vampire Hunting'' | |||
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''''' | |||
|} | |} | ||
Latest revision as of 22:58, 13 February 2026

"Only four guards? I'm offended." - Avery Gray, the "Little Shadow"
You were dealt a difficult hand. You grew up in society’s unforgiving underbelly and from an early age you had to resort to thievery or deception to find food and lodging. Through trial and error, you learned what fools people and what does not. Living in the shadows on the fringes of society, you quietly observed as other, more skilled rogues earned their illicit livelihoods. Seeking to emulate the most successful thieves and con artists, you have learned how to stay one step ahead of the law.
The most successful rogues know the other players in their game: crime lords, skilled pickpockets, charlatans, corrupt nobles, bribed guards, aspiring politicians, and the pesky incorruptible altruists among such folk. You make it your business to stay informed on all such individuals. Are there any among these scoundrels whom you would trust? Would you ever try to form a family of sorts with any of these fellow rogues, or do you find that you only trust your own intuition? Even if you would never trust another rapscallion, what offer would convince you to work alongside another individual or group to complete a job? You should always ask yourself these questions, relying on both logic and gut instinct as your answers might change on a daily or even hourly basis.
Rogue Tracks/Talents
Con. You wear identities like clothes. Capable of impersonating nearly anyone, you can pull elaborate cons.
Guild Affiliate. You are a talented poisoner and use deadly reagents to enhance your weapon attacks.
Psyblade. You have an aptitude for psionic magic and use this to silence your footfalls and improve your thievery.
Stealth Archer. You are a master of raining death on your enemies from a hidden vantage.
Subtlety. Silent as a shadow, you infiltrate and exfiltrate even well-guarded buildings with meticulous skill.
Dark Jester. Harker's Guide to Vampire Hunting. 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.
Sleuth. Harker's Guide to Vampire Hunting. Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.
Core Subclass Tracks
Rogue Entry Talent
After gaining the Rogue Entry talent, you can take talents from any of the Rogue tracks.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Rogue Entry | Character Level 2 | When you take this entry talent, you gain the following benefits.
Sneak Attack. Gain +1 Sneak Attack die and the Sneak Attack ability, if you did not already have it. Your Sneak Attack die is 1d6.
Skilled. Gain +6 Skill Points that you can spend on any skills with the acrobatics, influence, observation, or subterfuge tag. Well Equipped. You gain hooded common clothes, a hooded lantern, two daggers, a skulduggery kit, and one disguise of your choice. |
Rogue, Class Entry |
Con Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Confidence | Rogue Entry | You gain 1 rank in the Charlatan profession. If you already have any ranks in the Charlatan profession, you gain an additional +3 Skill Points in Savoir Faire, and +3 Skill Points that you can spend on Empathy, Gossiping, Intimidating, Leadership, or Persuading. | Rogue, Con |
| Impersonate | 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.
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 bonus to their INT roll if circumstances allow. They use the highest bonus they qualify for. • +5 If you have just done something very suspicious. • +10 If you are within 5 miles of the home of the person you are impersonating. • +30 If the person who is inspecting has heard of or knows about the person you are impersonating. • +40 If the person inspecting has been fooled by a different identity before. • +50 If the person inspecting has met the person you are impersonating before. • +70 If the person inspecting has met the person you are 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 are in, or the inspector knows the individual that you are impersonating personally. |
Rogue, Con |
| Master of Disguise | Impersonate | Repeatable. Gain +3 to Disguising and Forging checks. | Rogue, Con, Repeatable |
| Additional Identities | Impersonate | Repeatable. You may have an additional Identity. It takes you one hour to switch between identities. | Rogue, Con, Repeatable |
| Better Identities | Impersonate | Repeatable. You gain +5 to your Identity Score. | Rogue, Con, Repeatable |
| Sturdier Identities | Impersonate | Repeatable. You gain +10 to your Identity Score when the inspector has any number of circumstantial bonuses. | Rogue, Con, Repeatable |
| Quicker Identities | Impersonate | Gain +3 to Disguising and Forging checks.
Gain the Quicker Identities ability.
|
Rogue, Con |
| Betrayal | Impersonate | If you attack someone who is Completely Surprised and has been fooled by your Identity, that attack is an automatic crit and deals maximum damage. | Rogue, Con |
| Charming Identity | Impersonate | Gain the Charming Identity ability.
|
Rogue, Con |
| Leave it to Luck | Con 5 | Gain the Coin Toss ability.
|
Rogue, Con |
| Fool's Strike | Leave it to Luck | Repeatable. Roll +1 Sneak Attack die when you use Sneak Attack 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 |
| How Dare You | Leave it to Luck | People inspecting your Identity must subtract your Savoir Faire from their INT roll. | Rogue, Con |
| Leave it to Luck II | Leave it to Luck | Your Coin Toss ability becomes LUCK/Rest. | Rogue, Con |
| Jammy | Leave it to Luck | Your total number of Luck Points per day is equal to your LUCK. | Rogue, Con |
| Slippery | Leave it to Luck | Gain the Slippery ability.
|
Rogue, Con |
| Catch Me if You Can | Leave it to Luck | Gain the Catch Me if You Can ability.
|
Rogue, Con |
| Play Dead | Leave it to Luck | Gain the Play Dead ability.
|
Rogue, Con |
| Master of Disguise II | Leave it to Luck, Master of Disguise | You gain +3 in Savoir Faire and +3 Skill Points that you can spend on any skills with the influence tag. | Rogue, Con |
| Check it Again | Leave it to Luck | Gain the Check it Again ability.
|
Rogue, Con |
| Frame | Leave it to Luck | You can now abandon an Identity after you attempt a Rug Pull using the rank 5 Charlatan ability. There is a 50% chance that the blame will fall on the person you were impersonating instead of you. | Rogue, Con |
| Con Extraordinaire | Con 14 | 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. Gain the Grand Impersonation ability.
|
Rogue, Con, Capstone |
Guild Affiliate Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Guild Member | Rogue Entry
Incompatible: Disciple of the Divine, Initiate of the Occult, Warden of the Primal |
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. The first vials from your guild are free, but new vials cost 20 sc each.
Gain the Coat Weapon ability.
|
Rogue, Guild Affiliate |
| Find a Weak Spot | Guild Member | Gain the Weak Spot ability.
|
Rogue, Guild Affiliate |
| Find Weak Spot II | Find Weak Spot | Repeatable (even levels only). Roll +1 Sneak Attack die whenever you use Sneak Attack and Weak Spot on the same attack. | Rogue, Guild Affiliate, Repeatable (even levels only) |
| Find Weak Spot III | Find Weak Spot II | Repeatable (odd levels only). Gain the Slipcut ability.
Each time you take this talent again, gain +2 uses per Catch Breath. |
Rogue, Guild Affiliate, Repeatable (odd levels only) |
| Find Weak Spot IV | Find Weak Spot III | Weak Spot attacks that exceed the target’s FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds. | Rogue, Guild Affiliate |
| Find Weak Spot V | Find Weak Spot IV | When using Weak Spot, increase your crit range by +1. | Rogue, Guild Affiliate |
| Garrote | Guild Member | Gain a special attack.
|
Rogue, Guild Affiliate |
| Rogue Maneuvers | Guild Member | Your range for thrown weapons is doubled and weapons that you throw can now trigger Sneak Attack. | Rogue, Guild Affiliate |
| Hamstring | Rogue Maneuvers, Guild Affiliate 5 | Gain the Hamstring Ability.
|
Rogue, Guild Affiliate |
| Quick Strike | Rogue Maneuvers, Guild Affiliate 5 | Gain the Quick Strike ability.
|
Rogue, Guild Affiliate |
| Preparatory Strike | Rogue Maneuvers, Guild Affiliate 5 | Gain the Preparatory Strike ability.
|
Rogue, Guild Affiliate |
| Evasive Throw | Rogue Maneuvers, Guild Affiliate 5 | Gain the Evasive Throw ability.
|
Rogue, Guild Affiliate |
| Quick Throw | Rogue Maneuvers, Guild Affiliate 5 | You can now make a thrown attack as a part of drawing a concealed weapon. If the creature is Partially Surprised it automatically hits. If the creature is Completely Surprised it automatically hits and crits. | Rogue, Guild Affiliate |
| Aimed Strike | Rogue Maneuvers, Guild Affiliate 5 | Gain the Aimed Strike ability.
|
Rogue, Guild Affiliate |
| Aimed Strike II | Aimed Strike | When using Aimed Strike, roll 2d20 and take the higher result. | Rogue, Guild Affiliate |
| Tactical Superiority | Aimed Strike | Your Aimed Strikes deal +1 damage.
When you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack. |
Rogue, Guild Affiliate |
| Tactical Superiority II | Tactical Superiority | Your Aimed Strikes deal +1 damage.
When you have one source of TA, you can now ignore three sources of TD. |
Rogue, Guild Affiliate |
| Tactical Superiority III | Tactical Superiority II | Your Aimed Strikes deal +1 damage.
When you have one source of TA, you can now ignore all sources of TD. |
Rogue, Guild Affiliate |
| Poisoner | Guild Member | You may now apply poison to ammunition. | Rogue, Guild Affiliate |
| Drake's Breath Preference | Poisoner | You may replace Ice Blood or Harlan’s Breach with extra vials of Drake’s Breath when you refill your poisons. | Rogue, Guild Affiliate |
| Drake's Breath Efficiency | Poisoner | You can get four doses from a vial of Drake’s Breath. | Rogue, Guild Affiliate |
| Drake's Breath Efficacy | Poisoner | Drake’s Breath becomes 2d6 fire damage. | Rogue, Guild Affiliate |
| Lingering Drake's Breath | Poisoner | Drake’s Breath now lasts for 2 minutes on your weapon before expiring. | Rogue, Guild Affiliate |
| Drake's Breath Ammunition | Poisoner | You can apply Drake’s Breath to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Drake’s Breath remains unchanged and ends on every piece of ammunition at the end of the duration. | Rogue, Guild Affiliate |
| Drake's Breath Expertise | Poisoner | You now add your INT to your Drake’s Breath damage. | Rogue, Guild Affiliate |
| Ice Blood Preference | Poisoner | You may replace Drake’s Breath or Harlan’s Breach with extra vials of Ice Blood when you refill your poisons. | Rogue, Guild Affiliate |
| Ice Blood Efficiency | Poisoner | You can get four doses from a vial of Ice Blood. | Rogue, Guild Affiliate |
| Ice Blood Efficacy | Poisoner | Ice Blood’s DC becomes your INT+10. | Rogue, Guild Affiliate |
| Lingering Ice Blood | Poisoner | Ice Blood now lasts for 2 minutes on your weapon before expiring. | Rogue, Guild Affiliate |
| Ice Blood Ammunition | Poisoner | You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts using one vial. The duration for Ice Blood remains unchanged and ends on every piece of ammunition at the end of the duration. | Rogue, Guild Affiliate |
| Harlan's Breach Preference | Poisoner | You may replace Drake’s Breath or Ice Blood with extra vials of Harlan’s Breach when you refill your poisons. | Rogue, Guild Affiliate |
| Harlan's Breach Efficiency | Poisoner | You can get four doses from a vial of Harlan’s Breach. | Rogue, Guild Affiliate |
| Harlan's Breach Efficacy | Poisoner | Any creature struck with Harlan’s Breach loses its Resist properties until the beginning of its next turn. | Rogue, Guild Affiliate |
| Lingering Harlan's Breach | Poisoner | Harlan’s Breach now lasts for 2 minutes on your weapon before expiring. | Rogue, Guild Affiliate |
| Harlan's Breach Ammunition | Poisoner | You can apply Harlan’s Breach to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged and ends on every piece of ammunition at the end of the duration. | Rogue, Guild Affiliate |
| Guildmaster | 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 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.
|
Rogue, Guild Affiliate, Capstone |
Psyblade Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Psyblade Focus | Rogue Entry | You gain the Adept of the Psionic talent if you do not already have it. If you already have it, gain +5 SP and +1 Psionic Power. 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 |
| Soul Knife | Psyblade Focus | Regardless of your Aptitude, Create Weapon costs you 0 SP to cast, and 0 AP to resummon a Light weapon. | Rogue, Psyblade |
| Soul Rend | Psyblade Focus | Gain the Soul Rend ability.
|
Rogue, Psyblade |
| Psychic Bond | Psyblade Focus | Gain the Psychic Bond ability.
|
Rogue, Psyblade |
| Psychic Strike | Psyblade Focus | Gain the Psychic Strike ability.
|
Rogue, Psyblade |
| Mind Spike | Psyblade Focus | Your attacks and spells that deal psychic damage may now deal Sneak Attack damage. | Rogue, Psyblade |
| Improved Mind Spike | Mind Spike | Roll +1 Sneak Attack die when using Sneak Attack on an attack that deals psychic damage. | Rogue, Psyblade |
| Space Bend | Psyblade Focus | Gain the Space Bend ability.
|
Rogue, Psyblade |
| Psyblade Focus II | Psyblade 5 | You can now choose if the weapons created by your Create Weapon are visible, invisible, or shed bright light in a 15 ft radius and dim light for an additional 15 ft. | Rogue, Psyblade |
| Soul Knife II | Psyblade Focus II, Soul Knife | Gain the Psyblink ability.
|
Rogue, Psyblade |
| Soul Rend II | Psyblade Focus II, Soul Rend | Soul Rend now lasts until the end of the creature’s next turn. | Rogue, Psyblade |
| Psychic Bond II | Psyblade Focus II, Psychic Bond | Psychic Bond now also grants +1 TA to your ally against creatures that you have damaged during the duration.
Additionally, you can communicate telepathically with your Psychic Bond. |
Rogue, Psyblade |
| Psychic Bond III | Psychic 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 with your Psychic Bond ability.
One of these creatures must be the ally that you chose for Psychic Bond. |
Rogue, Psyblade |
| Enlightened Mind | Psyblade Focus II | Gain the Enlightened Mind ability.
|
Rogue, Psyblade |
| Piercing Strike | Psyblade Focus II | Your attacks ignore Resist Psychic. | Rogue, Psyblade |
| Psychic Scream | Psyblade Focus II | Gain a special attack.
|
Rogue, Psyblade |
| Psionic Armor | Psyblade Focus II | Gain the Psionic Armor ability.
|
Rogue, Psyblade |
| Master Psyblade | Psyblade 14 | 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.
|
Rogue, Psyblade, Capstone |
Subtlety Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Vanish | Rogue Entry | You may roll 2d20 and take the higher result when attempting to Hide. | Rogue, Subtlety |
| Shadow Hop | Vanish | If you are Concealed or Unseen, you do not lose the condition from moving in dim light unless you end your movement in Line of Sight. | Rogue, Subtlety |
| Scale the Balcony | Vanish | You gain +3 Athletics when climbing, which increases to a +6 while you have a Climber Kit. Additionally, once per turn when you spend AP to move in combat, you gain a climb speed equal to your walking speed. | Rogue, Subtlety |
| Keep Quiet | Vanish | Being struck by a melee attack no longer causes you to lose the Unseen condition. While you are Unseen, ranged attackers do not know if they hit you with a ranged attack or spell. | Rogue, Subtlety |
| Sidestep | Vanish | If you are Unseen and a creature who is not allied with you would walk through your space, you may move 5 ft to get out of their way. If you have the Scale the Balcony talent, this movement may include climbing. | Rogue, Subtlety |
| Blink of an Eye | Vanish | On any turn where you take the Move action twice, your attempts to take the Hide action while in Total Cover automatically succeed. | Rogue, Subtlety |
| BlackJack | Vanish | Gain the Blackjack ability.
|
Rogue, Subtlety |
| Sprint | Vanish | When you gain the Unseen condition, you may immediately move up to your speed for 0 AP. | Rogue, Subtlety |
| Shadow Assault | Vanish | Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen. | Rogue, Subtlety |
| In the Dark | Subtlety 5 | When you are in Darkness, you are Unseen to creatures who are relying on Darkvision to see you. | Rogue, Subtlety |
| Shadow Hop II | In the Dark, Shadow Hop | The first attack you make on your turn does not cause you to lose the Unseen condition. | Rogue, Subtlety |
| Born in Darkness | In the Dark | You gain the Born of Darkness ability.
|
Rogue, Subtlety |
| Shadow Mastery | In the Dark | When you are in dim light you do not lose the Unseen condition by entering Line of Sight for creatures who do not have Darkvision or Low-Light Vision. | Rogue, Subtlety |
| Fellow Inhabitant | In the Dark | If you spend 30 seconds in combat observing a creature, you learn if they have Darkvision and if they have any other remarkable source of non-magical perception. | Rogue, Subtlety |
| Shadow Trick | In the Dark | If a creature you can see attempts to target a square they think you are in, and you are within 5 ft of that square, you may spend 1 Reactive AP to make them believe they hit you, and then take a 5 ft step.
This trick lasts until the beginning of your next turn. Each time they target that space they must beat your LOG with their INT to know you are not in that space. |
Rogue, Subtlety |
| Shadow Assault II | In the Dark, Shadow Assault | Repeatable. Roll +1 Sneak Attack die if you use Sneak Attack while you are Unseen.
You may take this talent up to five times. |
Rogue, Subtlety, Repeatable |
| Vanish II | In the Dark | Gain the Vanish ability.
|
Rogue, Subtlety |
| Shadowstep | In the Dark | You can now pass through 5 ft of bright light without losing the Unseen condition. | Rogue, Subtlety |
| Quiet One | In the Dark | You gain +10 to Eavesdropping while you are Unseen. This can exceed the normal cap of 20 for a skill, but cannot exceed 25. | Rogue, Subtlety |
| Master of Shadow | In the Dark, Subtlety 14 | Your true identity is a mystery, and only the most powerful and knowledgeable of Ancerra know of your existence at all. You are a creature of shadow, coming and going as you please.
You are now considered Unseen by creatures without Darkvision, and Concealed by creatures with Darkvision, whenever you are not in bright light, unless you chose to be seen.
|
Rogue, Subtlety, Capstone |
Stealth Archer Talents
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Aimed Shot | Rogue Entry | You can spend +1 AP to give yourself +1 TA on a ranged attack against a target that is Flanked. | Rogue, Stealth Archer |
| Shadow Shot | Rogue Entry | If your target is at least 45 ft away, firing a silent ranged weapon does not cause you to lose the Unseen condition. This does not work with ranged weapons that produce concussive noise. | Rogue, Stealth Archer |
| Shadow Shot Range | Shadow Shot | Shadow Shot now works at a range of 35 ft or greater. | Rogue, Stealth Archer |
| Silent Shot | Rogue Entry | Your ranged weapon attacks can now apply Sneak Attack damage if your target is within 30 ft of you and you have TA and no TD. | Rogue, Stealth Archer |
| Silent Shot Range | Silent Shot | Repeatable. Add +10 ft to Silent Shot. | Rogue, Stealth Archer, Repeatable |
| Improved Silent Shot | Silent Shot | Repeatable. Roll +1 Sneak Attack die when using Sneak Attack with a ranged weapon attack.
You can take this talent up to five times. |
Rogue, Stealth Archer, Repeatable |
*Updated to v1.2
Additional Subclass Tracks

Dark Jester Track
Source: Harker's Guide to Vampire Hunting
At the dawn of creation, the start of all things, an entity called the Toymaker— so the story goes— began telling a joke. What followed has been every twist & turn of that joke’s long, long setup. The birth and death of gods, the rise and fall of empires, every love and heartbreak, every speck of dust in the cosmos... all just the little details necessary to make sure that the ending— the punchline— is a real killer. Death has been listening to this joke since the beginning. Some actually think the Toymaker is telling the joke to Death, that the whole affair is ultimately for an audience of one.
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.
| 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.
|
Rogue, Dark Jester |
| Killer Punchline II | Frightful Facade | Gain the Dark Jokes ability.
|
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.
|
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.
|
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.
|
Rogue, Dark Jester |
| Terror Toys | Killer Punchline II, Venomous Humor II, and Laughing Shadow II | Gain the Special Delivery ability.
|
Rogue, Dark Jester |
| Noxious Mind | Terror Toys | Your WILL increases by +1.
Gain the Mindfreak ability.
|
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.
|
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.
|
Rogue, Dark Jester, Capstone |

Sleuth Track
Source: Harker's Guide to Vampire Hunting
Nothing escapes your keen intuition. By implementing superior deductive and inductive reasoning, you can outmaneuver and track down any foe, no matter how sly.
| 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.”
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.
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.
|
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).
|
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.
|
Rogue, Sleuth |
| Overwhelming Evidence II | Overwhelming Evidence | Your Anticipate, Outmaneuver, and Analyze abilities become stronger.
|
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.
|
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.
|
Rogue, Sleuth, Capstone |