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Rogue

Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, pirates, infiltrators, spies, diplomats or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Relying on instinct over everything else, rogues tend to stray away from trusting anything magical, thus they are unable to cast spells.
Base Stats Hit Points Initiative Magicka Stamina
80 7 0 150
Ability Mod Cost Flavour Rules
Rank 1
Cower 10 10 Please don't hurt me! I'm unarmed! You receive a +10 to your next defense. If you successfully defend you may immediately make an attack
Dirty Fighting 5 10 If he gives you any trouble take him out back. 2d20+5 damage
Pick Lock 10 5 There are no locks in Cosita, only opportunities. Lock or unlock a locked door or item. Security gates may only be picked while a Security Officer is present. Cannot be used inside a cell.
Smoke Bomb 15 10 There was a puff of smoke and he was gone. And so was me wallet. Flee in style. Used as an escape roll.
Sneak 20 5 'Ware the shadows in the back alleys. Sneak+20/10 minutes, if indoors you may take any action that does not affect another person without revealing yourself.
Crack to the Skull 10 10 The difference between an angry dragon and an unconscious one. Damage
Study 5 5 Let's go Jared, I don't like how she's staring. You receive a +5 on your next action against this target. In addition you may sneak attack them even if in combat.
Rank 2
Feint 15 30 Fighting's like a card game, keep one up your sleeve. When using feint you get two immediate +20 attacks however only one can deal damage.
Intrigue 10 5 The best criminals can walk around in daylight. Skill bonus +10, Pickpocket & Forgery for ten minutes.
Snub 20 15 A mage may think he's unassailable, until the crowd starts hurling fruit. Target loses 1d20+20MP
Set Up 10 10 Corwin didn't move a muscle. He could wait all night. You receive a +10 to your next defense. In addition your next attack may be a sneak attack, even if you are in combat.
Sneak Attack 30 15 He came from behind! Sneak Attack
Stick and Twist 20 20 A good thug knows just how to put the hurt on. Damage
Paranoia 15 20 Pits, spikes, angry bees. I've seen them all. Used as a defense. May be used against traps. If successful the trap is disarmed/destroyed.
Rank 3
Assassin's Grace 20 10 The assassin smiled and stepped into the shadows. The king died alone. May be used anytime you kill an enemy. You immediately escape combat. Enemies may not roll to stop you.
Lipstitch 15 30 A wizard once thought he was all that, until he woke up with his lips stitched together. 1d10 damage everytime target casts a spell, lasts 5 rounds
Little Surprise 10 15 A flick of the wrist and another guard is down. Damage. Immediate Attack. May be used at anytime but only once per round.
Chink 30 30 A little cut is all it takes. Sneak Attack. Lasts 3 rounds. The target suffers a -30 to defense against further attacks from you.
Poison Weapon 10 30 There's no such thing as an unfair advantage. For the next three rounds whenever you hit with your weapon the target is poisoned.
Kidney Cut 30 30 Down some alleys they call it street surgery. Damage
The Professional 0 50 Every blade has its purpose and a Cositan thief knows them all. Your weapon +mod becomes stackable with all attacks you make/5 rounds
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