Rogue

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
== Mortal ==
At Mortal you gain Rogue’s Opportunity. Any Might or Numen symbols you possess can optionally be counted as Fate symbols instead, to pay for the cost of abilities found in the Rogue ability tree.
Whenever you take a feature from this attainment, add a Mortal Card bearing at least one Fate symbol, to your Gambit.
Ordinary Perks
Precise Strike
You know how to strike with precision, exploiting the environment and circumstance to your advantage. Whenever you hit a creature with a weapon attack, using a finesse or ranged weapon you can expend any number of Fate, dealing an extra 1C of the weapon’s damage for each Fate expended in this way.
Rogue Action 
Your quick thinking and agility allow you to move and act quickly. Once per turn, you can take a Move, Disengage or Hide action, as a free action.
Thief
You can now use Thieves’ Tools,  and you gain a +2 proficiency bonus to the Sleight of Hand skill, and to Thieves’ Tools.
Additionally, you also gain the ability to climb faster than normal; climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by a number of meters equal to your Agility (minimum of 1).
Assassin 
You are at your deadliest when you get the drop on your enemies. Your weapon attacks against any creature that hasn’t taken a turn in combat yet deal an extra 1C damage. In addition, your weapon attacks deal double the damage against creature that are surprised.
You are also now able to use disguise kit and the poisoner’s kit.
Improved Stealth
You are expert at slinking through shadows. You gain the following benefits:
·         You gain a +2 proficiency bonus to Agility (Stealth) check.
·         After you have taken the Hide action, you can move at your full speed without revealing your position.
·         Whenever you roll initiative in an environment of dim light or darkness, you can simultaneously take the Hide action if there is an appropriate place to hide within 2-meters of you.
Dodge
Ability Cost. 1 Fate
When an attacker that you can see hits you with an attack, you can use a reaction to halve the attack’s damage against you.
Mastermind
Requirements: The Rogue Action feature.
You can use the free action granted by your Rogue Action feature to make an Help action instead. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 6-meters of you, rather than 2-meters, if the target can see or hear you.
Additionally, whenever a willing creature you can see fails an ability check, an attack or save, you can pay 1 Fate to draw a card from your deck, replace the value of the creature’s draw with the value of the card you drew.
== Exalted ==
Whenever you take a feature from this attainment, increase your maximum constitution by +2 and add a Hero Card bearing at least 1 Fate symbol, to your Gambit.
Master Perks
Improved Precise Strike
Requirements: The Precise Strike feature.
Whenever you successfully hit a creature with a weapon attack, using a finesse or ranged weapon, you can expend any number of Fate, dealing an extra 2C of the weapon’s damage for each Fate expended in this way.
Greater Stealth
Requirements: The Improved Stealth feature.
You have advantage on Agility (Stealth) check.
Magical Surprise
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any contest it makes against the spell this turn, or the spell deals extra damage equal to your Agility.
The Impostor
You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Glamour (Deception) check you make to avoid detection.
Category:Ability Trees