Rogue
"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 |
| Prearpatory 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.
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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).
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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.
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Rogue, Sleuth |
| Overwhelming Evidence II | Overwhelming Evidence | Your Anticipate, Outmaneuver, and Analyze abilities become stronger.
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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.
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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.
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Rogue, Sleuth, Capstone |