Rogue

Rogue is one of three base classes that Dragon Age TTRPG player characters may choose, the others being Warrior and Mage. Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger.

Rogues can often pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. **Dexterity** and **Cunning** are essential for a rogue, as many rogue and rogue specialization abilities rely on high cunning and dexterity.

## Leveling Up

This level-up sequence is part of the Rules Overhaul. It replaces the one used in the official Dragon Age TTRPG Rulebook.

Each level, make sure to level up the following stats:

* From Level 1-10, the rogue's Health goes up by **1d6 + Constitution**. It goes up by Constitution every level afterward.
* **Increase a single ability stat by 1**. This must be a primary ability stat (Communication, Dexterity, Perception) if an even-numbered level was gained, and a secondary ability stat (Constitution, Cunning, Magic, Strength, and Willpower) if an odd-numbered level was gained.
* Take a **new ability focus**. On even numbered levels, take a primary ability focus (Communication, Dexterity, Perception). On odd numbered levels, take a secondary ability focus (Constitution, Cunning, Magic, Strength, and Willpower).
	+ Starting at ***Level 11***, when you would gain a new focus you may select a focus you already have to increase your bonus with that focus bonus to +4, instead of the +2 it was before. You still must always select a focus for a primary ability on even-numbered levels and a focus for a secondary ability on odd-numbered levels, as usual.
* Gains **Stamina Resources** (PP). Everyone starts with maximum Stamina equal to their **Constitution+10**. Their maximum Stamina goes up by their Constitution with each level. You get a +1 bonus if you have the Constitution (Stamina) focus. Rogues may choose to use their Cunning stat instead of Constitution after Level 3.
* **Mages gain Mana Points** (MP). You gain Magic+1d6 more with each level.

LEVEL1

* **Sneak Attack**: Strike an opponent from an unexpected direction or catch them unawares. You must approach your opponent with a Move minor action while attacking with a melee weapon. Then you must win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your Major Action this round to Backstab him. This is an Attack with a +2 bonus to the Attack roll that inflicts +1d6 extra piercing damage. You cannot Backstab an enemy that you begin your turn adjacent to (but see the **Bluff** power at level 4).
* **Leather Armor**: Ignore the Armor Penalty of all leather armor. It affects neither your Speed nor your Dexterity.
* **Starting Talents**: You become a Novice in one of the following talents: Contacts, Scouting, or Thievery.
* **New Rogue Combat Skills:** Choose two new combat skills from the Rogue Skill Trees.

LEVEL 2

* **New Rogue Combat Skill:** Choose a combat skill from the Rogue Skill Trees.
* **Stunt Bonus:** You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.

LEVEL 3

* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 4

* **Bluff**: When you start your turn adjacent to an opponent, you can now attempt to Bluff in order to Backstab them (instead of sneaking up on them). Use your minor action to try to deceive him with a Bluff. This is an opposed test of your Communication (Deception) vs. your opponent’s Willpower (Self-Discipline). If you win, you have wrong-footed your opponent and can Backstab him. (As usual with a Backstab, you make a melee attack with a +2 bonus and inflict +1d6 extra damage if you hit.)
* **New Ability Focus**: You now gain one of the following ability focuses: Dexterity (Initiative), Dexterity (Legerdemain). Dexterity (Lockpicking), or Dexterity (Traps).

LEVEL 5

* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.
* **New Rogue Combat Skill:** Choose a combat skill from the Rogue Skill Trees.

LEVEL 6

* **Specializations Unlocked**: Choose a specialization that you are interested in and notify the DM. These will unlock organically throughout the narrative.
* **New Rogue Skill**: Choose one new skill from the Rogue Skill tree.

LEVEL 7

* **New Talent**: You may choose one new talent (not a specialization talent).
* **New Rogue Combat Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree.

LEVEL 8

* **New Specialization Talent**: You gain the Journeyman degree in the specialization talent you gained at level 6.

* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree.

LEVEL 9

* **Lethality**: You use your wits to hit enemies where it hurts. You can add your Cunning to your damage when making ranged attacks.
* **New Talent:** You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 10

* **Specialization Talent:** You gain the Master degree in the specialization talent you gained at level 6.
* **New Fighting Style Talent**: You become a Novice in a new fighting style talent, or take an additional level in a fighting style talent you already have.
* **Deflect Missiles:** You can use your Reaction to deflect or catch a missile/projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 4 stamina points to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

LEVEL 11

* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.
* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.

LEVEL 12

Either choose a Feat, or level up normally with the options below. If you choose a feat, you forgo increasing your Ability Score this level.

* **Focused:** Improve one focus you already have by adding +1 to the modifier.
* **New Weapon Group:** You learn a new weapon group of your choice.
* **Slippery**: You are hard to pin down in combat. Whenever you have more than one enemy within melee range, you gain +2 defense.

LEVEL 13

* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.
* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 14

* **Second Specialization Unlocked**: Choose a specialization that you are interested in and notify the DM. These will unlock organically throughout the narrative.
* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.
* **Blindsense**: You are able to hear, you are aware of the location of any hidden or invisible creature within 3 yards of you.

LEVEL 15

* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.
* **Quick Shot**: Once per turn, you can make a basic ranged attack vs. a visible opponent within range as a minor action. The attack roll and damage of the quick shot suffer a –3 penalty. You cannot combine Quick Shot with other powers or combat skills.
* **Slippery Mind:** You have acquired greater mental strength. You have advantage on Willpower saving throws.

LEVEL 16

Either choose a Feat, or level up normally with the options below. If you choose a feat, you forgo increasing your Ability Score this level.

* **Ability Score Increase:** Increase one ability score by an additional 1 point.
* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.
* **Epic Rogue**: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus when generating stunt points of that type.

LEVEL 17

* **New Specialization Talent**: You gain the Journeyman degree in the specialization talent you gained at level 14.
* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.
* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.

LEVEL 18

* **New Specialization Talent**: You gain the Master degree in the specialization talent you gained at level 14.
* **New Warrior Skill:** Choose one new skill from either the Warrior Skill tree or your Specialization Skill Tree in Journal.

LEVEL 19

* **New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.
* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.

LEVEL 20

Either choose a Feat, or level up normally with the options below. If you choose a feat, you forgo increasing your Ability Score this level.

* **New Rogue Skill:** Choose one new skill from either the Rogue Skill tree or your Specialization Skill Tree in Journal.

## Rogue Combat Skill Tree

When prompted upon taking a level, Rogues have the option of learning combat skills from the Close Combat or Skirmisher tree (see the chart to the right). These skills are only available to Rogues.

Combat skills are generally used by expending **Stamina Resources** during the course of a combat encounter (Stamina Resources are a new mechanic, added as part of the Rules Overhaul). Many of these skills also require the warrior to perform a roll or test, not unlike how spells function for mages. Certain skills can only be used with certain types of weapons or fighting styles. These are clearly marked in the descriptions below.

When a Rogue learns a Specialization, they also gain access to special combat skills and features unique to their specialization.

### Close Combat Skills

The Close Combat skill tree is focused on melee maneuvers.

* Below the Belt  → Flank Attack → Blindside  → Deathblow
* Parry  →  Effortless Riposte → Patient Riposte  → Esquive
* Flurry  → Spinning Blades → Pinpoint Strikes
* Evasion  → Disengage → Feign Death  → Bait & Switch
* Lacerate → A Thousand Cuts  → Dance of Death

### Skirmisher Skills

The Skirmisher skill tree is focused on ranged maneuvers. A cunning rogue knows how to control the battlefield and everyone on it. Learn these skills to hamper your enemies and take advantage of any sign of weakness.

* Grievous Insult → Goad → Demoralize → Unnerving Stare
* Full Draw→ Pinning Shot → Power Shot → Set Sights
* Long Shot → Eagle Eye → Head Shot  → Sniper Shot
* Rolling Draw → Leaping Shot → Strafing Shot
* Hail of Arrows\* → Volley Mode