Rogue
A true problem solver. You maneuver with unmatched agility and can navigate social situations with ease.
You're better than anyone at procuring valuable objects and secrets.
Starting HP : 1d10 + CON
HP Per Level/Resting (HD) : 1d10
Equipment
Every Rogue starts with torches, rations, a toolkit of their choice, and the following:
- Armor - choose 1
- Black leather hood & vest (1 AP)
- Cloth Gambeson (1 AP)
- Weapon - choose 1
- Longsword
- Two shortswords
- Two daggers
- Longbow & arrows
Class Feature
Skills
You have a variety of special skills. When you create your Character and each time you gain a Level you may choose a Skill from below or gain Mastery in a Skill you already have
Skills | Description | Mastery |
---|---|---|
Swift | You no longer trigger a free attack when Disengaging. | As long as you’re not surprised and not wearing heavy armor or wielding a shield, you always act before the enemy. |
Backstab | When you attack a Creature that isn’t aware of you, deal double the damage rolled. | Triple the damage instead . |
Expertise | Once per session, you may reroll any Test. | You may reroll any die instead. |
Caution | Add d6 to your roll when testing DEX to avoid damage or effects from traps and magical devices. | If you pass a Test in this way, that success applies to d4 Close allies. |
Gold Tongue | When haggling, you add d6 to your roll. | Any CHA Test to persuade someone is made with Advantage if the person does not actively dislike/hate you. |
Many Pockets | It no longer takes an action to retrieve an item from your backpack slots during combat, and you are able to use Ammo stored in a backpack slot. | You gain 2 additional backpack slots. |
Leveling up
Roll to see if attributes increase, roll twice for DEX or WIS.