Path of the Rogue

The Path of the Rogue trains you to be a skilled thief, a crafty spy, or a deadly ninja. This path is recommended for AGI-focused fighters who like to attack from the shadows to deal massive single-target damage.

**Requirements:** Sleight of Hand (Fighter)

**Path Completion Bonus**: +1 Agility AND +1 Dexterity

## Core Abilities

**Roguish Jukes**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

At the start of each Encounter, gain one **Juke** for every 3 abilities purchased in the Path of the Rogue. **Jukes** may be spent as a Free Action once per turn to add AGI damage to any attack, move up to AGI hexes, or gain 1 Alert.

**Quick Reflexes**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: Passive

At the end of every Rest, you gain AGI Reflexes, up to AGI. Up to 3 times per Round, you may spend a Reflex as a Free Reaction to immediately gain 1 Reaction. Whenever you regain Vim, you may spend 2 of the recovered Vim to instead regain 1 Reflex (once per Vim-regaining action).

**Ambush**

**Cost**: 300 XP

**Expedited** **for**: Finesse, Alacrity

**Activation**: Passive

*You attack when your opponent is least expecting and where they are weakest.*

If your target enemy meets any of the following conditions during a basic attack, the attack is considered an **Ambush**:

* The enemy is unaware of your presence
* The enemy has not yet acted this Encounter

An **Ambush** deals an extra 2d6 damage.

**Combo Fighter**

**Prerequisite**: **Ambush**

**Cost**: 400 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

Whenever you **Ambush**, gain one Combo, up to AGI. You can spend all of your Combo as a Free Action to deal additional damage and effects on your next Attack this turn according to the table below. At the end of every turn, lose all of your Combo if you haven't gained any this turn. Combo is lost between Encounters.

Combo Effects
 2

**Cool and Collected**

**Prerequisites**: **Quick** **Reflexes**, **Combo Fighter**

**Cost**: 500 XP

**Expedited for**: Alacrity

**Activation**: Passive

Whenever you spend Combo, regain 1 Reflex.

**Lick the Blade**

**Prerequisite**: **Combo Fighter**

**Cost**: 500 XP

**Expedited for**: Alacrity

**Activation**: Free Action

*Gross.*

Spend all of your Combo. Regain that much HP and twice as much Vim. These amounts are doubled if you spend at least 3 Combo, or tripled if you spend at least 6.

**Setup Strikes**

**Prerequisite**: **Combo Fighter**

**Cost**: 500 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 4 Vim

Make a skill strike that deals AGI bonus damage. Gain 2 Combo with impact.

**Combo Roll**

**Prerequisite**: **Combo Fighter**

**Cost**: 500 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 2 Vim

Move up to AGI hexes. Gain 1 Combo.

**Curious Picklock**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

You have a basic knowledge of lockpicking. You gain +4 to all Dexterity checks made to open locks. Additionally, when you successfully pick a lock, you regain 2 Vim.

**Expert Picklock**

**Prerequisite**: **Curious Picklock**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

You are skilled at lockpicking. You gain +8 to all Dexterity checks made to open locks. Additionally, when you successfully pick a lock, you regain 4 Vim. This ability replaces **Curious Picklock**.

**Sand Specialist**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action

You throw up to 3 bags of sand at an adjacent enemy, giving a -10 Accuracy debuff per bag used; this debuff stacks up to 3 times. This effect can be Evaded but is otherwise unavoidable. This consumes the sand.

**Shady Discounts**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

The cost of all purchases are reduced by 10% for you and your allies. This stacks with other cost reduction discounts.

**Solo Fighter**

**Cost**: 300 XP

**Expedited for**: Finesse, Alacrity

**Activation**: Passive

While you are not within 3 meters of any allies, you gain +10 Accuracy with melee attacks.

**Evasive Strike**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 3 Vim

Make a melee skill strike, then gain 1 Alert.

**Improved Sleight of Hand**

**Cost**: 300 XP

**Expedited for**: Finesse

**Activation**: Passive

Once per Round, you may equip or unequip a weapon or item as a Free Action. If the equipment or consumable selected normally requires 1 Action or 1 Reaction, you may use it immediately as a Free Action.

**Vanish**

**Cost**: 300 XP

**Expedited for**: Alacrity

**Activation**: 2 Actions

Make an Agility check and divide the result by 4, rounded down. Creatures with a Perception equal to or less than this value no longer notice you and cannot notice you again until you take actions which are hostile, loud, smelly, or distractingly visible. This ability can be used only when there is cover or concealment to use for hiding. When used outside of combat, the effects of this ability last for 1 minute (4 Rounds).

**Backstab**

**Prerequisite**: **Ambush**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alacrity

**Activation**: Passive

Whenever you make a melee basic attack against the back of an enemy, deal an extra AGI damage and treat this attack as an **Ambush**.

**Dirty Blow**

**Cost**: 300 XP

**Expedited** **for**: Finesse

**Activation**: Attack, 4 Vim

*You know the weaknesses of most enemies and are not afraid to use them.*

Deal an extra 2d6 + AGI damage and apply the buff *Rogue's Victim*: -2 damage on all damage dealt and immune to the effects of **Dirty Blow**.

**Piercing Strike**

**Cost**: 300 XP

**Expedited** **for**: Finesse

**Activation**: Attack, X Vim

*You aim carefully for a weak point in your enemy.*

This attack ignores up to 2X Armor.

**From the Shadows**

**Cost**: 300 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

Gain +3 to all checks made to be stealthy.

## Gift Exclusives

**Hidden Dagger**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Gift of Alacrity, **Backstab**

**Cost**: 400 XP

**Activation**: Attack, 3 Vim

*You strike where your enemy isn’t protected.*

This ability is usable when making a Backstab attack. This attack ignores up to 2 \* AGI Armor.

**Finishing Blow**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Gift of Alacrity

**Cost**: 300 XP

**Activation**: Free Action, 10 Vim

This ability is usable once per Rest. Gain AGI Combo.

## Course of Heroism

**You Trust the Rogue?**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Ambush**

**Cost**: 300 XP

**Expedited** **for:** Finesse, Alacrity

**Activation**: Passive

Whenever you are Supported, all of your attacks deal an extra 1d6 damage, or 2d6 if the attack is an **Ambush**.

**Close Call**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Alacrity

**Activation**: 1 Reaction, 2 Vim

Reroll an Agility check. This ability is usable once per Rest or whenever you are Supported.

**You Have My Blade**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Ambush**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alacrity

**Activation**: 1 Action

Choose an adjacent ally. They are Supported. Until the start of your next turn, any targets they attack gain the debuff *Rogue's Mark*. Whenever you attack a target with *Rogue's Mark*, your attack counts as an **Ambush** and removes *Rogue's Mark.*

## Course of Combat

**Opportunity Striker**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Activation**: Passive

When an enemy you are flanking attempts to move, you may make a basic attack against them as a Free Reaction.

**Sixth Sense**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Alertness, Alacrity

**Activation**: Passive

Whenever you become flanked, gain 1 Alert.

**Backstabber**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Activation**: Passive

When you attack a flanked enemy, gain +10 Accuracy and +3 damage. This attack is considered an **Ambush**.

## Course of Conditions

**Incapacitate**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Ambush**

**Cost**: 500 XP

**Expedited** **for**: Alacrity

**Activation**: Attack, 5 Vim

This ability is usable when you **Ambush** an opponent. This attack deals no damage, but staggers your target and causes them to lose their entire next turn. The next ally to attack this enemy gains Supported. This ability is usable once per Encounter.

**Hasty Evasion**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited** **for**: Alacrity

**Activation**: Free Reaction

Evade an attack. Gain staggered until the start of your next turn.

## Course of Damages

**Disable**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alacrity, Finesse

**Activation**: 1 Action, 4 Vim

Choose an adjacent target. Make a DEX check versus DL 11 + their STR. If you succeed, the target takes 4 stun damage.

**Immobilize**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alacrity, Finesse

**Activation**: Attack, 3 Vim

This attack deals an additional 2 paralysis damage with impact.

## Course of Wounds

**Deep Cut**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 400 XP

**Expedited for**: Alacrity, Finesse

**Activation**: Attack, 7 Vim

This ability is usable when attacking a non-unique Cog. This attack inflicts a Slashing or Piercing Grievous Wound of your choice (instead of rolling), except for the first row (normally a result of 3). This ability is usable once per Encounter.

## Course of Bounty

**Grabby Hands**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

Cost: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

When you roll to loot for humanoids or treasure, add your DEX to the result.

**Careful Thief**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

Cost: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

When you roll to loot and would take damage, make an Agility check. If your result meets or exceeds the damage you would take, ignore all damage (otherwise take the full amount).

## Course of Surroundings

**Swinger**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Reaction, 2 Vim

You look around for something to swing on. The GM declares the surroundings to be poor, moderate, or plentiful in objects which could be Swings. Based on this result, you discover 0, 2, or 5 Swing environmental objects which the GM places within 30 meters of you and at least 3 meters apart from each other. If the surroundings are plentiful in Swings, at least 1 Swing must be placed within 9 meters of you. This ability cannot be used if Swing environmental objects already exist in the Scene.

**Rope Shot**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Action, 3 Vim

Once per Encounter, you may activate this ability to shoot a 3-meter rope attached to a barbed hook. This is a Sidearm skill strike which embeds the barbed hook into a graspable surface. If attached to a ceiling or other sturdy surface that affords swinging, the rope becomes a Swing object.

**Cover Master**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alacrity

**Activation**: Passive

While taking Cover, Evade all ranged attacks that go through the Cover.

**Climbing Pro**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alacrity

**Activation**: Passive

Gain +3 to checks made to climb or hang onto a surface.