
Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
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Expertise - The Rogue has mastered one set of their equipment. He can either
A. Pick any locks (+2 to existing dex)
B. Pickpocket any human, half elf, Howbairn, Goblin or Draken. (+2 to existing dex)
C. Ransack any empty estate for goods. (+1 unique starting item (approved by owner/admin/mods))
D. Scale the height of buildings and terrain. (+2 to existing dexterity) -
Phantom - Undetectable, the Rogue can sneak through shadows for one turn.
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Thieves Cant - A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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Cunning Action - With quick thinking and agility, the rogue is allowed a bonus action in each turn of combat.
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Uncanny Dodge - Any visible attack that manages to land a hit, the rogue will only take half of the damage.
6. Blindsense - An awareness of any hidden or invisible creature, unless that creature has an attack damage of D12 or <.
Once the Rogue has leveled their base damage and hit a minimum of 35 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Rogue.
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Now an expert to the craft, the Rogue has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Rogue.
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