Classes

Rogue - by T.A. Saunders ©2013 v1.0

Summary The classification of rogue covers a wide-variety of professions all having to do with some measure of cunning and trickery. While some of the paths one might take could be considered disreputable, there can be no argument that a need for such individuals exist, where open warfare or brute force are simply not preferred. The tools of their trade are wit, intimidation, stealth and speed and will almost always prefer a fight on advantageous ground, rather than in an open field where they can be compromised.

Rogues are both highly coveted in certain underworld circles and reviled in civilized society, save for bards who have charmed their way into the hearts of every kingdom and republic, despite their rakish reputations. For this reason few rogues openly announce themselves as such, preferring to drape their profession under other more ‘friendly' monikers, while others outright lie about how they put food in their bellies. The rogue profession offers four paths: Assassin, Bard, Swashbuckler and Thief.

Class Trees

  • Assassin

    A highly trained killer for hire, the assassin is the coveted expert in matters where a single death can change the course of a war or topple a financial dynasty. Always the consummate professional, assassin kill their targets silently from either afar or close up and can escape tangled situations if a job goes bad. 

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  • Bard

    Minstrel, entertainer and jack-of-all-trades, the bard is a wandering musician who can use their songs to inspire allies, fear into enemies or just give a little joy where death is likely certain. 

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  • Ninja

    The ninja are highly specialized spies and assassins native to Taijun. Frowned upon openly by the ruling dynasty, but more often than not, used to quell problems that would otherwise bring disgrace, dishonor, even perhaps war. 

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  • Swashbuckler

    Born of a zest for high adventure (and possibly piracy) the swashbuckler is a sea-faring sort that loves to swindle, brawl and charm his or her way through the world at large. Excellent sailors, they can be found aboard both regular sea vessels and airships alike, plying their trade.

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  • Thief

    An occupation as old as the world itself, Thieves come in many different shapes and sizes. It could be the street performer, the mud beggar or the dandy leaning against the lamp post, near the pub.

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Shared Class Abilities Skulking

All rogues are exceptional at ducking into dark places when the need suits them, giving them a base 75% chance of success plus any racial bonuses. This talent can be used at any time, but cannot be used while engaged in combat. Skulking isn't just hiding in shadows but being able to blend, hide in plain sight. (75% to skulk)

Poison Manufacture

Only the most dedicated rogues know how to brew poisons. Brewing poison is always successful, but the effectiveness of it can vary. A 1d6 determines the strength of the poison attempted: 1-2 is a weak poison type, 3-4 is a normal poison type and 5-6 is a strong poison type. Weak poisons give a +15% chance to resist, strong poisons give a -15% chance to resist their effects. (Make Poisons, 1d6 to determine effectiveness).

Swift Strikes

All rogues gain a base 75% to melee/ranged hit, regardless what fighting style they choose. If the rogue opts to dual-wield, they will gain four attacks per round and the ability to use one of those four attacks for a possible deflection at 65%. If the rogue opts to single wield a weapon and employ either a buckler or other device, attacks per round drop to two, but for those two attacks an additional +20% to melee/ranged hit is granted. (75% base melee hit, 4 attacks per round, with an option to deflect once per round at 65% if dual wielding. 75% base melee hit, 2 attacks per round with an additional +20% to hit if using a single melee weapon).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.

Escape Artist

A rogue more often than not, finds themselves in situations where they are bound, gagged and essentially trapped. With this paragon knowledge, the rogue can dislocate joints, jimmy locks without specific tools and slide their wrists through shackles in order to escape their binds. This skill also affects magic used directly on the rogue, but not in the vicinity of the rogue, i.e., if the rogue is trapped in a magically sealed room they cannot escape it using the Escape Artist skill. This skill can only be attempted once per set of binds and has a 85% chance of success for non-magical bindings and 65% for magical bindings.(Escape one's binds: 85% chance of success for non-magic and 65% for magic. Usable once per set of binds).

Flurry

The Paragon Rogue can focus and burst into a flurry of attacks for one round, gaining a +20% to hit and two extra attacks per round. If all the attacks hit their target, the Paragon Rogue has a 75% chance to daze their target for one round, allowing them the opportunity to either continue attacking or escape. If there are multiple targets the percent to daze is divided up between them. In addition to this once per week talent, the Paragon Rogue gains an additional permanent attack or deflection per round. (ex. 3 targets would be 25% each. Usable once per week).