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Sneaky boys, precision fighters and the silver tongued. They don't function well in direct combat, instead relying on their other skills and abilities to get around the fight.

Primary Stat: Dexterity. Secondary Stat: Charisma 


Rogue Maneuvers; Acrobatics, Escape, Feint, Trip, Ride, Negotiate, Deceive, Stealth, Sleight 


Rogue Proficiencies;

Weapons: Knife Group (except Special), Sword Group (Light), Projectile Group (Light)

Armor: Light Armor


Rogue Abilities;

1st Level;

Sucker Punch: If hidden or undetected, and the Rogue successfully hits a Target, they do additional damage. This damage is equal to a number of dice equal 1d6 at 1st level. This increases to 2d6 at 2nd level and increases by 1 every 2 levels there after. If a Rogue has Edge on an attack, or if an ally is within melee range of the Target, the Rogue may also utilize their sucker punch. Sucker Punch can only be applied once per round.


5th Level;

Keen Senses: When a rogue makes a Dexterity Check, they take half damage if they fail the CT. They take no damage if they pass. Enemies cannot Get the Drop on them. If they are Helpless or Incapacitated they lose this benefit.


Reliable Maneuvers: Any Social Maneuver a Rogue is skilled in is treated as if they rolled no less than a 9 on a Maneuver Check.


10th Level;

Dirty Trick: When a Rogue applies their Sucker Punch, they can choose from the following effects to add to the damage. The CT for these Checks is Constitution and is based on the Rogues Charisma. These effects last until the end of the Rogue’s next turn.

Suffocating

Crippling

Sicken

Poison


16th Level;

Devil’s Luck: When a Rogue makes a D20 check, they can treat any roll as if they had rolled a 20 (this does not count as a Critical). They can do this a number of times equal to half their Charisma Bonus.


Rogue Features;

Hard to Catch: Gain Edge on Initiative Checks.


Surprise Strike: A Number of times equal to the Rogue’s Charisma Bonus they can ignore a Target’s Dexterity Bonus to their Defense.


Survivalist: Choose either Trailblaze or Treatment, gain skill in those Maneuvers.


Pass Off: A number of times equal to the Rogue’s Charisma Bonus, they can forego their Sucker Punch damage. In exchange, the first attack an Ally makes against the Target treats that Target as if they were Vulnerable to the damage. This can only be applied to one Target per round. 


Ukemi: A Rogue can negate fall damage. They reduce fall damage equal to 1d6 x half their level.


Misdirection: Must be used in melee. If the Rogue takes damage, they may attempt an Escape Maneuver against the Target’s attack roll. If they succeed, they can apply half the damage received to their next attack against that Target.


Emergency Triage: The Rogue can perform an emergency First Aid Maneuver to remove a Critical Effect from an Ally as an Act. The CT is equal to 15.