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Class record

Rogue

Striker

Tier
1
Difficulty
3 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Appraise, Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Rogues are the shadowy denizens of the underworld, using subterfuge and cunning to outsmart their enemies. They know how to create confusion and chaos, slipping in for the perfect strike when the moment is just right. A Rogue’s greatest strength lies in understanding their own weaknesses. They never fight fair, always looking to tip the scales in their favor.

You’ll find Rogues lurking in the dark corners of Lyr’s cities, where they navigate the underbelly with ease. But they’re not just criminals or street-level operatives. Many are recruited by official agencies, prized for their abilities in gathering information and conducting espionage. Their unique skill set also makes them invaluable members of adventuring parties, where their knack for stealth and strategy can turn the tide in any situation.

Rogues thrive in the shadows, always one step ahead, always ready to seize the advantage.

Tactical guidance

Playing Rogue

Rogues are high-mobility Strikers that specialize in weaving through the enemy lines, finding opportune targets and attacking them for high damage.  Feint, Evasive Maneuver and Movement Burst allow Rogues to take advantage of battlefield positioning without putting themselves into too much risk.

Feint is a cheaper disengage that only works against a single target. It competes with evasive maneuver for escaping an enemy's attack range, but it has another upside to it. Because the target cannot make any attacks of opportunity against you, you could fire a ranged weapon in someone's face without risk.

Evasive Maneuver is both an offensive and defensive tool. It can be used as a reaction to an enemy attacking you in melee, which forces them to move up if they wish to keep attacking you. This takes an AP and may provoke attacks of opportunity from your allies. The AP they were about to spend on the initial attack is refunded however and they may choose to swap targets. As a rogue, keep this is in mind if you don't have a dedicated tank in your party. It can also be used to position more aggressively to do a full attack turn. When used on your own turn, you don't even need to spend RP for it and can just use mana instead.

Movement burst is their last mobility tool. The mana cost is high for what it gives, but the ability to move 100ft in 1 AP should not be underestimated. Whether it's for chasing someone or escaping, a rogue with movement burst is almost impossible to keep up with.

For offense, they have Sneak Attack. It has a noticeable mana cost, but trick attacks cost double the RP to react to. This means that grunts generally cannot react to it and even heroic creatures have to make a serious decision whether it's worth spending 2 RP against 1 attack.

Finally, devastating strike is the attack that shines when someone's RP has been exhausted. Easy to use against grunts, but it will take some time for it to be usable against heroic enemies. Still, once you can use it it's just guaranteed, pure damage.

Rogue

Class features

Abilities unlocked

Complete rules for every ability granted by Rogue.

Key ability

Rogue's Journey

Class feature
Grants+10 skill pointsAthletics, Deception, Expert Knowledge, Insight, Intimidation, Negotiation, Perception, Roguecraft, Stealth

Benefit 1

You gain proficiency with light armor and with one of the following weapon groups: Small weapons, Light swords, Dueling weapons and Set of missiles.

Benefit 2

You gain +5 skill points in Roguecraft and +5 skill points to spend in Athletics, Stealth, Deception, Perception, Insight, Negotiation, Intimidation or a relevant Expert Knowledge skill (By DM Approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Feint.

1 AP-1 MP
Range
Self
Keywords
Stealth

You may move up to your Speed + up to 15ft per mana spent on this ability. Any unspent movement is lost afterwards.

If you spend more than 1 Mana on this ability, it loses the Stealth keyword.

Requirements

-
2 AP2 MP
Range
Melee Weapon Range
Keywords
Trick Attack

You may make a Heavy Attack against the target.

Requirements

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