Rogue: Difference between revisions

32 bytes removed ,  21 June 2024
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|'''Leave it to Luck'''
|'''Leave it to Luck'''
|Con 5
|Con 5
|You gain the Coin Toss ability.
|Gain the Coin Toss ability.


* <u>Coin Toss</u>: (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. You regain all expended uses when you Take a Rest.
* <u>Coin Toss</u>: (1⁄2 LUCK/Rest) Your next d20 roll becomes a 50/50 chance. If you roll an odd number, treat it as a 1. If you roll an even number, treat it as a 20. You regain all expended uses when you Take a Rest.
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|'''Garrote'''
|'''Garrote'''
|Guild Member
|Guild Member
|You gain the Garrote ability.
|Gain the Garrote ability.


* <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.
* <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.
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|'''Hamstring'''
|'''Hamstring'''
|Rogue Maneuvers, Guild Affiliate 5
|Rogue Maneuvers, Guild Affiliate 5
|You gain the Hamstring Ability.
|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.
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|'''Quick Strike'''
|'''Quick Strike'''
|Rogue Maneuvers, Guild Affiliate 5
|Rogue Maneuvers, Guild Affiliate 5
|You gain the Quick Strike ability.
|Gain the Quick Strike ability.


* <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.
* <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.
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|'''Prepatory Strike'''
|'''Prepatory Strike'''
|Rogue Maneuvers, Guild Affiliate 5
|Rogue Maneuvers, Guild Affiliate 5
|You gain the Preparatory Strike ability.
|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.
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|'''Evasive Throw'''
|'''Evasive Throw'''
|Rogue Maneuvers, Guild Affiliate 5
|Rogue Maneuvers, Guild Affiliate 5
|You gain Evasive Throw ability.
|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.
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|'''BlackJack'''
|'''BlackJack'''
|Vanish
|Vanish
|You gain the Blackjack ability.
|Gain the Blackjack ability.


* <u>Blackjack</u>: By spending 5 AP, 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.
* <u>Blackjack</u>: By spending 5 AP, 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.
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|'''Born in Darkness'''
|'''Born in Darkness'''
|In the Dark
|In the Dark
|You gain the Born of Darkness ability.
|Gain the Born of Darkness ability.


* <u>Born of Darkness</u>: By spending 4 AP, 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.
* <u>Born of Darkness</u>: By spending 4 AP, 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.