Scoundrels, assassins, ne’er-do-wells, freelance merchants specializing in rare and exotic goods, finders… These are all terms used to describe the less-than-savory elements of society. Rogues thrive in the shadows, just outside scrutiny. Their skills are as varied as their personalities. Some focus on thievery, others on assassinations. The noblest of them are expert treasure hunters and trap finders. Whatever their talents, rogues specialize in doing what needs doing, with little questions or explanation.
Attack: Medium
Accuracy: Medium
Defense: Medium
Resistance: Medium
Tough: Medium
Quick: High
Mind: Medium
Hit Points: Medium
Maximum Energy Points at 20th Level: 130
Weapon Proficiencies: Light, Medium
Armor Proficiencies: Light
Allowed Alignments: Any
GRANTED ABILITIES
None
SELECTABLE ABILITIES
Rogues gain selections at level 1,3,5 // 6-12 // 13-19 // 20
Tier 1
Rogue gains proficiency with heavy weapons.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 1
Rogue gains proficiency with medium armors.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be taken multiple times.
Tier 1
Rogue gains a permanent addition of 3 HPs.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
These grant a bonus to the relevant save. Bonuses must be taken in order and at their requisite Tier level. However, for the purposes of EP cost they are all considered Tier 1 abilities.
Tier 1 – Quick Bonus
Rogue gains a +5 to Quick save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Mind Bonus
Rogue gains a +5 to Mind save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Tough Bonus
Rogue gains a +5 to Tough save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be taken multiple times. Each time it is selected, it applies to a new Fighting Style, and does not stack with itself. Rogue chooses one of the Fighting Styles from the list below to apply this ability to when selected:
- Single Weapon (Rogue wields a weapon in one hand, and no weapon in the other)
- Double Weapons (Any weapon with the Double Weapon attribute listed on its item card)
- Ranged Weapons (Bows, Crossbows, Slings, and Thrown Weapons)
- Light/Light Two Weapon (Rogue wields a Light weapon in each hand – except shields)
- Light/Medium Two Weapon (Rogue wields a Medium weapon in one hand, Light in the other)
- Brawling (Fighter wields no weapons)
- Exotic Weapons (Any weapon with the Exotic attribute listed on its item card)
Tier 1 – Expert Striker
Rogue gains a +5 bonus to Attack and Accuracy with her Fighting Style.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 1 – Sneak
Rogue spends EP and is Invisible to Sight. Rogue may only initiate this action while unobserved.
Cost: 2 EP
Activation: General Action
Duration: Concentration
Ability Check: None
Tier 2 – Shadow Stealth
Rogue spends EP and is Invisible to Sight. Rogue may only initiate this action while unobserved.
Cost: 7 EP
Activation: General Action
Duration: Encounter; this effect ends if Rogue targets any other target except herself.
Ability Check: None
Tier 3 – Ninja-go-Poof!
Rogue spends EP and is Invisible to Sight.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 4 – Cloak of Shadows
When in indirect light or darker conditions, Rogue is Invisible to Sight and may not be directly targeted.
Cost: Permanent EP reduction of 15
Activation: None; automatic Activation when in indirect light or darker conditions.
Duration: Always On
Ability Check: None
Tier 3 – Shadow Speed
Rogue spends EP to move up to 5 steps. Rogue must remain in indirect light or darker conditions throughout the entirety of this movement.
Cost: 14 EP
Activation: General Action
Duration: Instant
Ability Check: None
Tier 4 – Shadow Teleportation
Rogue spends EP to gain Movement: Complex (10), allowing the Rogue to teleport from her starting spot to any other spot within 10 steps. Rogue must remain in indirect light or darker conditions throughout the entirety of this movement.
Cost: 20 EP
Activation: General Action
Duration: Instant
Ability Check: None
The following abilities all require the target to be unable to Parry or Dodge the attack. This includes when the target is held, is unable to perform Martial Actions, or when the target is unaware of the Rogue’s presence due to Invisibility or similar effects. This does not apply when the target chooses not to Parry or Dodge, including because the target has already used their action; this only applies when the target cannot defend because it is prevented by some method from doing so.
Tier 1 – Vulnerable Attack
Rogue gains +1 damage with Sneak Attacks, when conditions apply.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Precision Attack
Rogue spends EP to gain +2 damage with Sneak Attacks for the rest of the encounter, when conditions apply. This ability stacks with the other Tiers of Sneak Attack.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 3 – Vital Attack
Rogue gains +2 damage with Sneak Attacks, when conditions apply. This ability supersedes Tier 1 – Vulnerable Attack.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Deadly Attack
Rogue gains +3 damage with Sneak Attacks, when conditions apply. This ability supersedes Tier 3 – Vital Attack.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Bleed the Enemy
Rogue spends EP to deal 1 damage per count, in addition to weapon damage, on successful Martial Attacks. Bleeding Strikes do not stack.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack or Accuracy (depending on weapon) vs. Defense(Tough): Negates
Tier 3 – Deep Wounds
Rogue’s Tier 2 – Bleed the Enemy’s ability check now reads: “Attack or Accuracy (depending on weapon) + Quick vs. Defense(Tough): Negates.” Additionally, Rogue gains +5 to her Quick save when making this ability check.
Cost: Permanent EP reduction of 10
Activation: General Action
Duration: Encounter
Ability Check: Attack or Accuracy (depending on weapon) vs. Defense(Tough): Negates
Tier 4 – Make Every Shot Count
Rogue’s Tier 2 – Bleed the Enemy ability is now Always On. It no longer costs EP or requires a General Action to Activate.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
When a Toolkit is crafted, it is equipped with the necessary supplies to use any of the Rogue Abilities listed below. The wielder of a Toolkit must possess the Ability the Toolkit affects. Toolkits have no effect for characters who do not possess the Ability they affect.
Rogue must pay the cost of the Ability being equipped into the Toolkit when the Toolkit is created. Toolkits may only be used for the Ability they have been equipped for.
Toolkits may be used to pay the costs of any of the following abilities:
- Escape Artist
- Open Locks
- Disarm Traps
- Create and Set Traps (Tier 2 and 3 only)
- Forge Documents
Tier 1 – Create Minor Thief Toolkit
Rogue spends EP and Ritual time to prime a Thief Toolkit to receive 1 Charge of a Rogue Ability. An Ability must be used upon the Toolkit immediately upon conclusion of the ritual , or the Charge is lost. See the above Ability list for a list of what Abilities may be used to Charge a Toolkit.
Cost: 2 EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 2 – Create Standard Thief Toolkit
Rogue spends EP and Ritual time to prime a Thief Toolkit to receive 3 Charges of a Rogue Ability. All Charges must be the same Ability. An Ability must be used upon the Toolkit immediately upon conclusion of the ritual , or the Charge is lost. See the above Ability list for a list of what Abilities may be used to Charge a Toolkit.
Cost: 7 EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 1 – Remove Limited Bonds
Rogue spends EP or Tool Charges to remove non-magical bonds and shackles (up to Level 12) from 1 target within Touch range. This ability may be used on Self, even when Held by non-magical bonds and shackles.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Item Level: Negates
Tier 2 – Remove Any Bonds
Rogue spends EP or Tool Charges to remove any bonds and shackles (magic or non-magic up to Level 20) from 1 target within Touch range, including magic Non-Damage Effect: Held effects with an Elemental Descriptor. This ability may be used on Self, even when Held by the type of bonds described in this ability.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Effect or Item Level: Negates
Tier 1 – Open Lesser Locks
Rogue spends EP or Tool Charges to open or disarm 1 non-magic lock of up to Level 12. Rogue must be able to touch lock to use this ability.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Item Level: Negates
Tier 2 – Open Any Lock
Rogue spends EP or Tool Charges to open any lock (magic or non-magic up to Level 20) including targets locked by magic effects with an Elemental Descriptor. Rogue must be able to touch lock to use this ability.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Effect or Item Level: Negates
Tier 1 – Disarm Simple Traps
Rogue spends EP or Tool Charges to disarm 1 Simple Trap. Rogue must be able to touch Trap to use this ability.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Item Level: Negates
Tier 2 – Disarm All Traps
Rogue spends EP or Tool Charges to disarm 1 Simple or Complex Trap. Rogue must be able to touch Trap to use this ability.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Item Level: Negates
Tier 1 – Create Trap Component
Rogue spends EP or Tool Charges + EP equal to Trap Component Level to create 1 Trap Component. Rogue gains access to the trap setter’s handbook, which contains information on triggers and effects. Rogue may create Trap Components of level equal to or lower than his Rogue level.
Cost: 2 EP + (Trap Component Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 2 – Set Simple Traps
Rogue spends EP or Tool Charges to combine trap components into Simple Traps. Simple Traps contain 1 Trigger and 1 Effect, which become active when Set.
Cost: 7 EP
Activation: General Action
Duration: Instant to Set, Trap Duration is determined by its Trigger
Ability Check: None
Tier 3 – Set Complex Traps
Rogue spends EP or Tool Charges to combine Trap Components into Complex Traps. Complex Traps contain multiple triggers and/or effects, or Complex Triggers / Effects. Complex Traps become active when Set.
Cost: 14 EP
Activation: General Action
Duration: Instant to Set, Trap Duration is determined by its Trigger(s)
Ability Check: None
Tier 1 – Copy Document
Rogue spends EP or Tool Charges and Ritual time to copy a document if the original is present. Basic wording changes are allowed.
Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: Accuracy+Mind vs. Item Level: Negates
Tier 2 – Create Forgery
Rogue spends EP or Tool Charges and Ritual time to create a false document from scratch.
Cost: 7 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 1 – Create Tier 1 Poisons
Rogue spends EP + EP equal to Poison Level to create 1 Poison of up to 5th level. Rogue is granted a Poison handbook containing the level 1-5 Poisons common to all Rogues. The Rogue may create Poisons of level equal to or lower than his Rogue level.
Cost: 2 EP + (Poison Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 2 – Create Tier 2 Poisons
Rogue spends EP + EP equal to Poison Level to create 1 Poison of up to 12th level. Rogue is granted a Poison handbook containing the level 6-12 Poisons common to all Rogues. The Rogue may create Poisons of level equal to or lower than his Rogue level.
Cost: 2 EP + (Poison Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 3 – Create Tier 3 Poisons
Rogue spends EP + EP equal to Poison Level to create 1 Poison of up to 19th level. Rogue is granted a Poison handbook containing the level 13-19 Poisons common to all Rogues. The Rogue may create Poisons of level equal to or lower than his Rogue level.
Cost: 2 EP + (Poison Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 4 – Create Tier 4 Poisons
Rogue spends EP + EP equal to Poison Level to create 1 Poison of up to 20th level. Rogue is granted a Poison handbook containing the level 20 Poisons common to all Rogues. The Rogue may create Poisons of level equal to or lower than his Rogue level.
Cost: 2 EP + (Poison Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 1 – Minor Immunity
Rogue is immune to all Poisons effects of up to 5th Level.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Lesser Immunity
Rogue is immune to all Poisons effects of up to 12th Level. This ability supersedes Tier 1 – Minor Immunity.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Greater Immunity
Rogue is immune to all Poisons effects of up to 19th Level. This ability supersedes Tier 2 – Lesser Immunity.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Complete Immunity
Rogue is immune to all Poisons effects of up to 20th Level. This ability supersedes Tier 3 – Greater Immunity.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
The Black Market abilities allow the Rogue to trade items and money for items available in the Black Market shop. It also allows the Rogue to make requests for items to be procured by the Black Market. Requests take time to fill and, as such, requests made at one Phaze event do not get filled until the following Phaze event. Sometimes, items are difficult to procure. In these cases, the Rogue is given a Rumor as to the item’s location.
Each ability in Tier 1 – 3 has 2 sections. The first covers how the Rogue makes requests of the Black Market. The second covers the cost for the Rogue to acquire an item currently in stock at the Black Market.
Tier 1 – Access to Black Market
Rogue spends EP to request 1 generic item be added to the Black Market. Generic request examples include: “an item that increases defense,” “an item that damages things with fire,” or “something to help kill Undead.”
Rogue gains permission to trade with the Black Market. Acquiring items from the Black Market now costs 10 Phazians per level of the Black Market item, and a number of items equal to 1.5 x (Black Market Item Level).
Cost: 2 EP for request, may only make 1 request per Phaze
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 2 – Black Market Regular
Rogue spends EP to request 1 generic item be added to the Black Market. This is in addition to the Tier 1 request. Generic request examples include: “an item that increases defense,” “a item that damages things with fire,” or “something to help kill Undead.”
Acquiring items from the Black Market now costs 5 Phazians per level of the Black Market item, and a number of items equal to 1.2 x (Black Market Item Level). Alternatively, Rogue may choose to trade items equal to 1.5 x (Black Market Item Level) and spend 0 Phazians.
Cost: 7 EP for request, may only make 1 request per Phaze
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 3 – Black Market VIP
Rogue spends EP to request 1 specific item be added to the Black Market. This is in addition to the Tier 1 and 2 request. Specific request examples include: “a medium sword that deals at least +2 fire damage,” “an item that negates Undead summoning,” or more esoteric requests like “the key to the King’s armory.”
Acquiring items from the Black Market now costs 0 Phazians per level of the Black Market item, and a number of items equal to .8 x (Black Market Item Level).
Cost: 14 EP for request, may only make 1 request per Phaze
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 4 – Black Market Vendor
Rogue spends EP to acquire1 item from the Black Market. Rogue may be assigned quests to procure items by the Black Market in exchange for use of this ability. Failure to complete a quest in the time specified results in the Rogue being blacklisted and unable to use this ability again until the quest is fulfilled.
Cost: 20 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 1 – Detect Danger
Rogue spends EP to determine if there is any Danger to the Rogue in a 6-step cone radiating from the Rogue in the direction the she is looking. Answer will be either yes or no. Rogue need not be able to detect the source of the Danger to use this ability.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negates
Tier 2 – Detect and Identify Danger
Rogue spends EP to determine if there is any Danger to the Rogue in a 6-step cone radiating from the Rogue in the direction the she is looking. Answer will be either yes or no. If yes, Rogue also identifies what the specific Danger is, as well as its source. Rogue may detect the Danger without needing to be aware of its source, but may not identify Danger she is not aware of.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negates
Tier 3 – Early Warning Danger Sense
Rogue spends EP to determine if there is any Danger to the Rogue in a 6-step Radius radiating from the Rogue. Answer will be either yes or no. If yes, Rogue also identifies what the specific Danger is, as well as its source. Rogue may detect the Danger without needing to be aware of its source, but may not identify Danger she is not aware of.
Cost: 14 EP
Activation: General Action
Duration: Day
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negate identification, but not detection
Tier 4 – Sense Danger At Will
Rogue spends a General Action to determine if there is any Danger to the Rogue in a 6-step Radius radiating from the Rogue. Answer will be either yes or no. If yes, Rogue also identifies what the specific Danger is, as well as its source. Rogue may detect the Danger without needing to be aware of its source, but may not identify Danger she is not aware of.
Cost: Permanent EP reduction of 15
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Mind vs. Resistance(Mind): Negate identification, but not detection
Tier 1 – Basic Disguise
Rogue’s disguise includes a second passport, with a completely fake persona. When asked for proof of identity, Rogue may present this passport, though her real passport must be presented to judges for record keeping purposes. This persona may be changed in between Phaze events.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Master Disguise
Rogue spends EP to become immune to Information/Lore class abilities of up to 19th Level that target the Rogue or include the Rogue in their Area of Effect.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 3 – Foolproof Disguise
Rogue spends EP to become immune to all Information/Lore effects that target the Rogue or include the Rogue in their Area of Effect, regardless of source.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 4 – Mimicry
Rogue spends EP to use any ability listed on his fake passport that normally requires the expenditure of EP.
Cost: 20 EP
Activation: None; must follow the Activation rules of the ability being Mimicked.
Duration: As per the ability being Mimicked.
Ability Check: None
Tier 1 – Snatch and Grab
Rogue spends EP to place a Pick Pocket sticker on a visible item to steal it. If the Pick Pocket attempt is unsuccessful, the target discovers the identity of the Rogue and knows the Rogue attempted to steal from them.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Defense(Mind): Negates and discovers Rogue
Tier 2 – Cutpurse
Rogue spends EP to place a Pick Pocket sticker on a visible item to steal it.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Defense(Mind): Negates
Tier 3 – Proximity Theft
Rogue spends EP to steal an item within Short range. If unsuccessful, the target discovers the Rogue and knows the Rogue attempted to steal from them.
Cost: 14 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Defense(Mind): Negates and discovers Rogue
Tier 4 – Thief in the Night
Rogue spends EP and makes a contested quick vs. target’s mind save to steal an item within Short range.
Cost: 20 EP
Activation: General Action
Duration: Instant
Ability Check: Attack+Quick vs. Defense(Mind): Negates
Dirty Fighting abilities are all single selections, and may be taken in any order; none are prerequisite for any others.
Tier 1 – Blind
Rogue spends EP and makes a touch attack to blind 1 target.
Cost: 2 EP
Activation: Attack Action
Duration: Encounter
Ability Check: Attack vs. Defense(Mind): Negates
Tier 1 – Feint
Rogue spends EP to inflict Mental Effect: Command on 1 target to use an action to Parry for 1 count. Target must be within Touch range. This does not count as the Rogue’s action, but may only be used once per count.
Cost: 2 EP
Activation: None; may only be used once per count
Duration: Instant
Ability Check: Attack+Mind vs. Defense(Mind): Negates
Tier 1 – Distract (a.k.a. “The Oldest Trick in the Book”)
Rogue spends EP to Non-Damage Attack: Target Negation on 1 target. This means the target may not target others with actions, including Parry/Dodge, for 1 count. Target must be within Touch range. This does not count as the Rogue’s action, but may only be used once per count.
Cost: 2 EP
Activation: None; may only be used once per count
Duration: Instant
Ability Check: Attack vs. Defense(Mind): Negates
Tier 1 – Cheap Shot
Rogue spends EP to inflict Non-Damage Attack: Stun on 1 target. This means the target may not perform any actions for 1 count. Target must be within Touch range.
Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates
Tier 1 – Trip
Rogue spends EP to inflict Non-Damage Attack: Trip on 1 target. This means the target is knocked prone and must use it’s movement to stand up before moving. Target must be within Touch range.
Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates
Tier 1 – Sap
Rogue spends EP to inflict Non-Damage Attack: Sleep on 1 target. This means the target is unconscious and may not move or take actions. Normal methods of waking a target may be attempted, granting the sleeping target an additional save against this effect. Target must be within Touch range and have AC 0 (0) Defense on their Head.
Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates
Tier 1 – Box Ears
Rogue spends EP to inflict Non-Damage Attack: Remove Sense (Hearing) on 1 target. This means the target may not hear any sound for the remainder of the Encounter. Target must be within Touch range and have AC 0 (0) Defense on their Head.
Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates
Tier 1 – Hamstring Strike
Rogue spends EP to inflict Buff: Movement (-1) on 1 target. This means the target suffers -1 Movement for the remainder of the Encounter. Target must be within Touch range.
Cost: 2 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Tough): Negates