South House Games


Campaign Setting Index => Gameplay Index => Skills

Rogue Archetype Skills

Skills must be taken in order unless otherwise stated.


Armor Mastery

Armor Proficiency: Rogue may wear a Mid-Layer armor over their Base Layer.
Armor Focus: Rogue may wear a Mid-Layer or Plate armor over their Base Layer, but not both.

Bow Mastery

These skills apply to short bows, longbows, and crossbows. These skills may be taken in any order.

Point Blank Shot: Rogue may spend 1 EP to make a ranged attack normally even if an enemy is adjacent to them.
Precision Targeting: Rogue may spend 2 EP after declaring an attack to ignore an enemy's half-cover. This may not be used in conjunction with the Double (Triple) Target skill.
Rapid Reload: As a Special Action, Rogue may spend 3 EP to make a ranged attack right after an Attack Action where they fired a bow.

Critical Hit Mastery

The Rogue chooses to train relentlessly with a certain weapon, focusing on the weak spots in all kinds of armors. When taking this skill a character must choose a weapon type from the One-Handed Weapon Statistics Table.

Efficient Strike (Type): Spend 1 EP when declaring an attack to increase Critical Threat Range of one weapon (Type) by 1 until the start of your next turn. For example, if a weapon currently gets a critical hit on a 20, it now gets the same on a 19 or 20.
Precision Strike (Type): Spend 1 EP when declaring an attack to increase Critical Threat Range of one weapon (Type) by 2 until the start of your next turn.
Vorpal Strike (Type): Spend 1 EP when declaring an attack to increase Critical Threat Range of one weapon (Type) by 3 until the start of your next turn.

Lockpicking

Apprentice: Proficient with lockpicking tools and may attempt to pick locks.
Aficionado: When lockpicking, spend 1 EP to change Basic Work rolls to 2d3 until the start of your next turn.
Artist: When lockpicking, spend 1 EP to change Basic Work rolls to 2d3 + Dominant modifier until the start of your next turn.

Mobility Mastery

These skills may be taken in any order. These skills cannot be used if the weight of a character's inventory is 50% of the carrying capacity or greater.

Effortless Speed: The Rogue may use the Dash Action without spending EP, however, if they do choose to spend 1 EP, they may move up to double their Dash distance.
Juke and Jive: The Rogue may use the Disengage Action without spending EP. However, if the Rogue does spend 1 EP, they may make an attack as a Reaction against an enemy within range of their weapon during the Disengage move.
Swift Ascent: Rogue may spend 1 EP to make their climbing speed equal to their normal speed. Cannot use Dash when climbing. This effect lasts for a number of rounds equal to your Earth or Air modifier, whichever you choose.
Silent Sprint: Rogue may spend 1 EP when declaring a Dash. They may make as much noise as if they were walking.

One Weapon Mastery

The Rogue chooses to fight with a single weapon and master its use. When taking this skill a character must choose a weapon type from the One-Handed Weapon Statistics Table.

Weapon Proficiency (Type): Fighter becomes proficient with weapons of (Type).
Weapon Focus (Type): Spend 1 EP when declaring an attack to make the to hit roll Easy.
Weapon Specialization (Type): Spend 2 EP when declaring an attack to gain the benefits of Weapon Focus and, in addition, increase critical threat range by 1.
Weapon Mastery (Type): Spend 3 EP when declaring an attack to gain the benefits of Weapon Specialization and, in addition, add your Dominant modifier to damage.

Potion Mastery

These skills may be taken in any order. Must have the Potion Crafting skill.

Distillation Expertise (Element): Reduce the EP cost of (Element) by 1 to a minimum of 1 for each status effect added to a potion. This skill may be taken once for each element.
Carrier Oils (Type): Double the duration for potions of (Type) when applied to items or affected areas.
Exotic Knowledge: Apothecaries may make neurotoxins requiring exotic ingredients.
Focused Study: Apothecary chooses one status effect that they are able to put into a potion. Every time they add that effect to a potion, reduce its EP cost by 1 to a minimum of 1. This skill may be taken once for each status effect.
Custom Storage Case (Type): Increase the storage capacity for potions of (Type) by 3.

Shield Mastery

The Rogue understands how to position a shield to frustrate the designs of a foe rather than simply using it as a mobile section of wall. When taking this skill, Rogues must choose Buckler or Small Shield.

Shield Proficiency (Type): Rogue becomes proficient with shields of (Type).
Shield Focus (Type): +1 Defense to shields of (Type).
Shield Specialization (Type): +1 Defense to shields of (Type).
Shield Mastery (Type): +3 Defense to shields of (Type).

Smooth Operator

Charisma type skills.

Stealth Mastery

These skills may be taken in any order.

Shadow Meld: Rogue may spend 1 EP to add their Air modifier twice for Air checks involving moving silently or hiding while they are in shadow.
Blind Fighting: Rogue may spend 1 EP at the start of their turn to remove DISADV on attack rolls and enemy melee attacks against them are not made with ADV when afflicted with Blindness. This effect lasts until the start of their next turn.
Disguise: ADV on any checks to conceal your true identity or blend into an environment with makeup, clothing, or other physical props.

Two Weapon Mastery

A Rogue chooses to wield a weapon in each hand, trusting in their speed and a flurry of attacks to overcome a lack of shield or the power of larger weapons. To benefit from these skills a character must be wielding two One-Handed weapons and be proficient with both.

Two Weapon Focus: Rogues may choose which weapon to attack with during their Action and may attack with the other as a Special Action.
Two Weapon Specialization: +1 to hit, damage, and Defense vs melee weapons.
Two Weapon Mastery: +1 to hit, damage, and Defense vs melee weapons. In addition, may attack with both weapons as part of a normal Action. Roll separately for each attack. The AP and damage from each weapon is considered to be from one attack for the purposes of penetrating armor.

Thrown Weapons

These skills only apply to throwing knives, shurikens, and darts.

Flick of the Wrist: Attack rolls for thrown weapons do not have DISADV when an enemy is adjacent to the character.
Double(Triple) Throw: Rogue may spend 2 EP to throw two projectiles at a single target. Roll to hit for each projectile separately, but AP and damage from the projectiles that hit stack and are considered one attack for the purpose of penetrating armor. This skill may be taken again to throw three projectiles instead.
Double(Triple) Target: When using the Double Throw skill, the Rogue may choose more than one target that is visible to and in front of them. Projectiles may be distributed at will amongst the targets. Roll to hit and damage for each projectile separately. Double Throw must be taken in order to take this skill and Double Throw must have been taken twice before taking this skill for the second time.

Unarmored Mastery

Unarmored is defined as wearing no armor beyond a Base Layer and no shield larger than a Buckler.

Unarmored Focus: Character may Defend as a Special Action instead of an Action.
Unarmored Specialization: Add the Middle Elemental Modifier to Defense.
Unarmored Mastery: Add the Weakest Elemental Modifier to Defense.

Advanced Skills

The following skills cannot be taken until a character has 10 or more levels in Rogue Archetypes.

Cat Landing: While falling from a distance of at least 20ft, spend 1 EP to reduce fall damage by your Air modifier to a minimum of 0.

Impossible Leap: Spend 1 EP and increase your jump distance by 5 feet per point in your Air modifier instead of making a jump ability check.