Rogue: Difference between revisions

285 bytes added ,  3 December 2023
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==== Guild Affiliate Track ====
=== Guild Affiliate Track ===
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Guild Member'''
|'''Guild Member'''
|Rogue Entry
|Rogue Entry
Incompatible: Disciple of the [[Divine]], Initiate of the [[Occult]],
<u>Incompatible</u>: Disciple of the [[Divine]], Initiate of the [[Occult]], Warden of the [[Primal]]
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 into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.
|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 into potential contracts. If you break your oath, you may no longer refill your poisons until reparations have been made. You can spend 1 AP to coat a weapon that has the Light property. The first vials are free, but new vials cost 20 sc each.


* <u>Drake’s Breath</u> Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.
* <u>Drake’s Breath</u>: Your attacks have a 50% chance to deal an extra 1d6 Fire damage for 1 minute. The extra damage occurs on odd-numbered attack rolls.
* <u>Ice Blood</u> The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with a ML instead loses one of the actions on their actions list.
* <u>Ice Blood</u>: The first target struck with a weapon coated in this poison must make an END check with a DC of 10 at the start of their turns for the next 1 minute. On any turn where they fail, they gain the Frozen condition. A creature with a ML instead loses one of the actions on their actions list.
* ''<u>Harlan’s Breach</u>'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.
* <u>Harlan’s Breach</u>'':'' Your attacks ignore all Resist properties, as well as Immune Blunt, Immune Sharp, and Immune Physical, for 1 minute.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|'''Find a Weak Spot II'''
|'''Find a Weak Spot II'''
|Weak Spot
|Find Weak Spot
|You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.
|''Repeatable (even levels only).'' You gain an additional Sneak Attack die whenever you use Sneak Attack and Weak Spot together.
|''Rogue, Guild Affiliate, Repeatable (even levels only)''
|''Rogue, Guild Affiliate, Repeatable (even levels only)''
|-
|-
|'''Find a Weak Spot III'''
|'''Find a Weak Spot III'''
|Weak Spot II
|Find Weak Spot II
|If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks. (1/Catch
|''Repeatable (odd levels only).'' (1/Catch Breath) If your Weak Spot attack hits, you may move 5 ft for free. This movement does not provoke reactive attacks.  
Breath) Each time you take this talent again, gain +2 uses /Catch Breath.
Each time you take this talent again, gain +2 uses /Catch Breath.
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''
|''Rogue, Guild Affiliate, Repeatable (odd levels only)''
|-
|-
|'''Find a Weak Spot IV'''
|'''Find a Weak Spot IV'''
|Weak Spot III
|Find Weak Spot III
|Weak Spot attacks that exceed the targets FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.
|Weak Spot attacks that exceed the targets FORT by 5 or more cause Bleeding 1d4 for 1d6 rounds.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
|'''Find a Weak Spot V'''
|'''Find a Weak Spot V'''
|Weak Spot IV
|Find Weak Spot IV
|Your Weak Spot attacks gain +1 crit range.
|Your Weak Spot attacks gain +1 crit range.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|You gain the Garrote ability.
|You gain the Garrote ability.


* ''Garrote'' By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way. (1/Rest)
* <u>Garrote</u>: (1/Rest) By spending 3 AP, you may make a DEX vs ANT attack against a creature who cannot see you and is in melee distance. On a hit, you begin a special grapple that requires both of your hands. You can take no actions other than movement. Otherwise this follows the normal Grappled rules. If their ML is less than half your character level, they are rendered Helpless and begin Suffocating while grappled in this way. Otherwise, the creature is silenced and staggered while grappled in this way.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
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|You gain the Hamstring Ability.
|You gain the Hamstring Ability.


* <u>Hamstring</u> When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.
* <u>Hamstring</u>: When a creature leaves your Melee reach, you can attack with a melee weapon by spending 2 Reactive AP. On a hit, that target’s movement is halved until the end of their turn.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|-
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|You gain the Quick Strike ability.
|You gain the Quick Strike ability.


* ''Quick Strike'' When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.
* <u>Quick Strike</u>: When you hit a creature with a melee attack, you may spend 2 AP to teleport to another unoccupied space within 5 ft of the creature you attacked.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|You gain the Preparatory Strike ability.
|You gain the Preparatory Strike ability.


* <u>Preparatory Strike</u> 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.
* <u>Preparatory Strike</u>: Make a weapon attack against a creature and then end your turn immediately. You add a bonus to your physical defenses until the beginning of your next turn. The bonus equals the number of AP you have remaining to use reactively.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|You gain Evasive Throw ability.
|You gain Evasive Throw ability.


* <u>Evasive Throw</u> 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.
* <u>Evasive Throw</u>: 1 additional AP as a part of a Thrown attack. If it hits, you gain +2 to your mental defenses against that creature and take no damage when missed, if you would otherwise take half damage.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|'''Aimed Strike'''
|'''Aimed Strike'''
|Guild Member
|Guild Member
|Spend 1 additional AP on an attack to gain TA on that attack.
|Spend 1 additional AP on an attack to gain [[Tactical Advantages|TA]] on that attack.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
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|-
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|'''Tactical Superioty'''
|'''Tactical Superioty'''
|Aimed Strike
|Aimed Strike
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore two sources of TD, potentially allowing you to use Sneak Attack.
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore two sources of [[Tactical Advantages|TD]], potentially allowing you to use Sneak Attack.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
|'''Tactical Superioty II'''
|'''Tactical Superioty II'''
|Tactical Superiority
|Tactical Superiority
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore three sources of TD.
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore three sources of [[Tactical Advantages|TD]].
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
|'''Tactical Superioty III'''
|'''Tactical Superioty III'''
|Tactical Superiority II
|Tactical Superiority II
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of TA, you can ignore all sources of TD.
|Your Aimed Strikes deal +1 damage. Additionally, when you have one source of [[Tactical Advantages|TA]], you can ignore all sources of [[Tactical Advantages|TD]].
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
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|'''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, but the duration remains
|You can now apply Ice Blood to a quiver of up to 20 arrows or a case of up to 20 bolts, but the duration remains unchanged.
unchanged.
|''Rogue, Guild Affiliate''
|''Rogue, Guild Affiliate''
|-
|-
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|'''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 gain two vials of each of the three poisons when you 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 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 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.


* <u>Level 30</u> You gain one additional vial of each of the three poisons from this track each time you restock.
* <u>Level 30</u>: You gain one additional vial of each of the three poisons from this track each time you restock.
|''Rogue, Guild Affiliate, Capstone''
|''Rogue, Guild Affiliate, '''Capstone'''''
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