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Vandal Skill List

JACK OF BLADES | Passive | 

You are adept at throwing weapons, making you deadly at range. Whenever you use a damage dealing Vandal class ability, a +2 damage modifier is applied to your roll.

REQUIREMENT: 2 DEX

XP COST: 40

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RUPTURE | Fast Action / Buff | Cost: 7 Stamina |

As a fast action, you may attempt to strike a vital area when performing a standard attack roll. After rolling for damage, perform an agility saving throw against a DC of 4+your opponents total DEX score. If successful, a bleed of 1d6+wis is applied for the next 3 rounds of combat.

Rogues may only call upon this ability once every 4 turns of combat.

REQUIREMENT: 1 WIS 1 DEX

XP COST: 45

HOBBLE | Standard Action / Debuff | Cost: 5 Stamina | 

Using superior precision, you strike your foe along their lower limbs, limiting the extent of their mobility for three turns.  The target must make a dex saving throw against a DC of 5+ your total dex score. A failed roll causes your targets to roll for escape with a negative modifier of -3 for a total of three turns.

Rogues may only call upon this ability once every 4 turns of combat.

 

REQUIREMENT: 2 DEX I INT

XP COST: 50

DEFENSIVE SHOT | Reactionary / Buff Cost: 4 Stamina |

Taking on more defensive maneuvers, you cover your retreat with a volley of knives or an artful flurry of your handheld blades.When active, your current Attack Rating is reduced by half in exchange for a +2 bonus to your AC until the beginning of your next turn.

 

Rogues may only call upon this ability once every 5 turns of combat. 


REQUIREMENT: 2 DEX 2 WIS

XP COST: 60

DOUBLE TOSS | Standard Action / Direct Damage Cost: 8 Stamina | 

You chuck two thrown weapons at two targets, each blade striking one of your foes for a value of HALF your current damage dice rounded down + your Full Damage Mod with an additional damage modifier equal to your total Dex score.

Rogues may only call upon this ability once every 4 turns of combat.

REQUIREMENTS: 2 CON 3 STR

XP COST: 80

DIRTY FIGHTING | Ability: Standard Action / Debuff | Cost: 8 Stam |

The best shot is the one they don’t see coming. A low blow or a trip of the feet - makes no difference how it’s done. An enemy’s less of a threat when he’s on his back.

 

The target must succeed a Dex check of (DC 4 + your dex mod) or be knocked down for two rounds. (Total AC is reduced by half for 2 rounds)   
 

REQUIREMENTS: 3 DEX 3 WIS

XP COST: 95

CRITICAL EYE | Passive Buff | 

Your crit range is now 2 + your natural number.

 

Eg: your base roll is d20, your crit range is now 18-20.



REQUIREMENT: 2 DEX I INT 1 STR

XP COST: 55

DISARM | Standard Action / Debuff | Cost: 7 Stamina |

You toss a well-placed blade at your enemy’s dominant hand, severely limiting their ability to go on the offensive. Target must make a dex saving throw against a DC of 5+ your total Dex score.

 

Targets who fail this check are briefly disarmed and must make their next attack roll at a negative modifier of 2+your total Dex score.

Rogues may only call upon this ability once every 5 turns of combat.

REQUIREMENT: 3 DEX 
XP COST: 70

UNDERHAND Fast Action / Attack Cost: 6 Stamina |

You are able to make a sleight of hand check, pitting your Dex saving roll against a creature’s Wis saving roll with the higher roll winning out. With a winning roll you gain a bonus equal to 2 x your total Dex score in additional dice sides following a successful attack roll.

 

Example: On a successful stealth check, a rogue with a dex score of 3 adds an additional d6 to his next damage roll.

REQUIREMENTS: 3 DEX 

XP COST: 90

EXPLOIT | Standard Action / Debuff | Cost: 6 Stamina | 

You’ve become adept at targeting weaknesses in your foes. While active, you may choose one debuff currently active on an enemy target. The debuff’s effectiveness is doubled, but ends after your next turn.

 

Ex: DoTs do double damage, AC penalties doubled.

REQUIREMENTS: 3 DEX 3 INT

XP COST: 100

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