Paladin
Rogue Universal Skill List
STEALTH I | Fast Action: Utility | Cost: 2 Stamina |
Your basic stealth skill grants the rogue a bonus of +2 to rolls when attempting to sneak around. The opposing player must make a perception check of 5+Dex in order to take an action against you while stealth is active. Attacking or being successfully attacked removes you from stealth.
This skill can be used once ever 3 turns of combat.
XP COST: 20
SILVER TONGUE | Utility | Passive |
Some situations call for a more diplomatic approach, one versed in the skillful art of repartee. When attempting to persuade or deceive through speech, the rogue is granted a bonus of +2 to their Guile roll.
REQUIREMENTS: 1 WIS, 1 INTEL
XP COST: 25
THIEVES TOOLS | Passive Buff | Utility |
Grants a bonus of +2 the rogues total DEX score to all dex checks requiring the use of thieves tools, such as picking locks.
REQUIREMENTS: 1 DEX 1 WIS
XP COST: 30
SNEAK ATTACK I | Standard Action: Attack | Cost: 4 Stam |
On a successful sneak attack, a value equal to 3 x (int+dex) is added to the rogue’s total dice sides.
Example: Syndu’s basic dice attack is 1d14+5. Their combined int and dex score is 4 x 3 = 12. Their sneak attack roll should then be 1d26+5.
This ability may only be used from stealth.
REQUIREMENTS: 1 DEX
XP COST: 40
FELINE GRACE | Passive Buff |
Adds a +2 to the rogues dex modifier when rolling for prowess.
REQUIREMENTS: 2 DEX
XP COST: 45
SMOKE SCREEN | Fast Action / Buff | Cost: 4 Stam |
The rogue creates a smoke screen, which partially hides them and the party from sight, granting them an advantage in combat. When activated, a bonus of +3 is added to the initiative rolls of up two friendly players in addition to the rogue’s own. (In the case that initiative scores are tied, friendly party members will always go first.)
Rogues may only call upon this ability once per combat at the START of an encounter.
REQUIREMENTS: 2 INT 1 DEX
XP COST: 50
POTION OF VITALITY | Utility | HP Buff | Cost 3 Stam
You drink a potion of vitality, gaining a value of 5 + (2 x Constitution) in restored health. For the next 2 rounds of combat an additional heal over time effect equal to your total con score is applied at the start of your turn.
Example: Kai’sou has a con score of 2. Their initial heal will give them a total of 9 HP (5+(2x2)= 9) for one turn, and 2HP over the next two.
(Shares a CD with Draught of Vigor)
(Rogues may only call upon this ability once every 5 turns of combat.)
REQUIREMENTS: 1 CON 1 WIS
XP COST: 60
DRAUGHT OF VIGOR | Utility | Stamina Buff |
You drink a potion of vigor, gaining a value of 2xCon in regained stamina. For the next two rounds after, regain an amount equal to your total con score at the start of your turn.
(Shares a CD with Potion of Vitality)
(Rogues may only call upon this ability once every 5 turns of combat.)
REQUIREMENTS: 1 CON 1 WIS
XP COST: 65
INTERRUPT | Utility | Reactionary | Cost: 5 Stamina |
Expend stamina to interrupt an attack of a foe.
Magic attacks are interrupted and fail.
Physical attacks are countered and cause bleeding (2xdex) over 2 turns.
The enemy must roll a dex saving throw vs 5+ the rogues dex modifier. Upon failure the bleed will be applied.
This ability can be used once every 3 rounds.
REQUIREMENTS: 3 DEX 1 STRENGTH
XP COST: 70
FLANKING STRIKE | Reactionary / Dodge | Cost: 5 Stamina |
At the cost of your fast action, you may roll against an incoming attack. When activated, both you and your attacker must make a dex saving throw, with the higher roll being successful.
Success grants the rogue evasion of damage, and a crit success roll allows the rogue to perform an additional damage roll. A critical failure on the part of your attacker can also trigger this effect.
(Rogues may only call upon this ability once every 5 turns of combat.)
REQUIREMENTS: 2 STR 2 DEX
XP COST: 80
INFORMANT | Passive/Buff |
More than any other, the greatest commodity a rogue may trade in is information. To the right people, secrets are a currency more valuable than gold. Empires rise and fall according to what one knows where others do not. Gaining the access to hidden knowledge such as rumors, secrets, or information on certain persons is the rogue’s specialty.
With a DM present,rogues can make a base roll of 1d10. They may use a modifier of either Wis or Int will depending on the scenario and discretion of the DM. For example, attempting to gather information on a Lord’s personal affairs would require a wisdom roll, whereas information on obscure knowledge or ancient history would result in an intelligence roll.
(This skill can only be performed once every 5 days)
XP COST: 90
FLURRY | Standard Action / Attack | Cost 5 Stamina |
The rogue performs a flurry of quick successive attacks targeting up to three enemies.When active, you may hit one target three times, or divide the damage between up to three targets. Each attack must be rolled as a standard attack with each success resulting in a damage roll of half the characters total dice sides in damage rounded up.
(Example:A rogue with damage dice of 1d21+4 rolls 1d11+4 on a successful flurry attack.)
For every point of dexterity above 3, for an additional attack may be added to the flurry at a cost of 7 stamina.
REQUIREMENTS: 3 DEX
XP COST: 100