
ROGUE STUFF
you start with:
- 1 passive ability from the regular rogue trees
- 1 sustained ability from the regular rogue trees (or another activated ability/ deft hands)
- 1 activated abilities from the regular rogue trees
- 2-3 abilities from your specialization tree
for example:
a rogue could take: coup de grace, stealth, dirty fighting, and then 2-3 abilities from their personal.
DIRTY FIGHTING TREE
dirty fighting activated
cost - 1 action point if used at end, 2 points if used anytime else
description - if used as the first action of your post (cost 2), it will stun the enemy. you will only take half-damage for the enemy for that turn.
if used at the end of your post (cost 1), if will stun the enemy for the person to post after you. they will take half-damage from the enemy on their turn.
combat movement - not using for this rp
coup de grace passive
cost - always active, does not have a cost
description - taking this passive will allow you to roll an extra die of damage against any foe that is stunned or paralyzed.
feign death activated
cost - 2 action points
description - if used as the first action of your post, you will not take any damage from the enemy for that turn. it will also immediately end you turn, meaning you cannot make any more actions.
if used at the end of your post, you will take half-damage in your next post. it must be used as the last action of your post.
BELOW THE BELT TREE
below the belt activated
cost - 2 action points
description - this attack does basic attack damage (2 d4's) but inflicts a penalty to the opponents defences. the next two people to post will get a free (no action cost) basic attack against the enemy.
deadly strike - not using for this rp
lethality - not using for this rp
evasion passive
cost - always active, does not have a cost
description - the rogue gains a prenatural ability to sense and avoid danger. taking the ability gives the rogue a permanent extra dice when rolling for dodge (2 d4's, rather than 1 d4)
OR: when in battle against more than one enemy, you roll an extra die when rolling for dodge (2 d4 rather than 1 d4)
DEFT HANDS TREE
no practical application in battle. however, if you want your rogue to be able to unlock boxes outside of combat, you must put a point in this tree. because of how we are setting things up, putting one point in lock picking will be sufficient to open any and all boxes outside of combat.
STEALTH TREE
this has practical applications outside, and inside, battle. if you want your character to be able to use stealth outside of battle, you must put a point into this tree.
stealth sustained
cost - 1 action point to activate, 1 action point to sustain (if you stealth during one post, and are still stealthed during the next post, it will cost you 1 action point)
description - you slip into stealth. if you use stealth as your first action, you have a 1/4 chance of avoiding damage for that turn (roll an extra d4 of dodge). if you are still stealthed at the end of your turn, you have a 1/4 chance to avoid taking damage at the beginning of your next post (roll an extra d4 of dodge for your next post). you can only be stealthed once per post (if you start your post stealthed, then attack, you cannot re-enter stealth)
while stealthed, you can use an item without breaking cover (it will still cost you 1 action point to use the item) and if you attack the enemy from stealth, you gain an extra dice of damage.
POWER OF BLOOD TREE (unlocked for warden rogues through a quest)
dark passage passive
cost - always active, does not have a cost
description - while in stealth, you can move from melee to ranged (or vice versa) without an action cost. you also have a 25% higher chance to dodge an attack when in stealth (50%)
the tainted blade sustained
cost - 1 or 2 action points to activate. each post after that, you lose 1 point of health to keep it active.
description - your coat the edge of your blades with blood, providing you with an extra die of damage when rolling for your damage.
you start with:
- 1 passive ability from the regular rogue trees
- 1 sustained ability from the regular rogue trees (or another activated ability/ deft hands)
- 1 activated abilities from the regular rogue trees
- 2-3 abilities from your specialization tree
for example:
a rogue could take: coup de grace, stealth, dirty fighting, and then 2-3 abilities from their personal.
DIRTY FIGHTING TREE
dirty fighting activated
cost - 1 action point if used at end, 2 points if used anytime else
description - if used as the first action of your post (cost 2), it will stun the enemy. you will only take half-damage for the enemy for that turn.
if used at the end of your post (cost 1), if will stun the enemy for the person to post after you. they will take half-damage from the enemy on their turn.
combat movement - not using for this rp
coup de grace passive
cost - always active, does not have a cost
description - taking this passive will allow you to roll an extra die of damage against any foe that is stunned or paralyzed.
feign death activated
cost - 2 action points
description - if used as the first action of your post, you will not take any damage from the enemy for that turn. it will also immediately end you turn, meaning you cannot make any more actions.
if used at the end of your post, you will take half-damage in your next post. it must be used as the last action of your post.
BELOW THE BELT TREE
below the belt activated
cost - 2 action points
description - this attack does basic attack damage (2 d4's) but inflicts a penalty to the opponents defences. the next two people to post will get a free (no action cost) basic attack against the enemy.
deadly strike - not using for this rp
lethality - not using for this rp
evasion passive
cost - always active, does not have a cost
description - the rogue gains a prenatural ability to sense and avoid danger. taking the ability gives the rogue a permanent extra dice when rolling for dodge (2 d4's, rather than 1 d4)
OR: when in battle against more than one enemy, you roll an extra die when rolling for dodge (2 d4 rather than 1 d4)
DEFT HANDS TREE
no practical application in battle. however, if you want your rogue to be able to unlock boxes outside of combat, you must put a point in this tree. because of how we are setting things up, putting one point in lock picking will be sufficient to open any and all boxes outside of combat.
STEALTH TREE
this has practical applications outside, and inside, battle. if you want your character to be able to use stealth outside of battle, you must put a point into this tree.
stealth sustained
cost - 1 action point to activate, 1 action point to sustain (if you stealth during one post, and are still stealthed during the next post, it will cost you 1 action point)
description - you slip into stealth. if you use stealth as your first action, you have a 1/4 chance of avoiding damage for that turn (roll an extra d4 of dodge). if you are still stealthed at the end of your turn, you have a 1/4 chance to avoid taking damage at the beginning of your next post (roll an extra d4 of dodge for your next post). you can only be stealthed once per post (if you start your post stealthed, then attack, you cannot re-enter stealth)
while stealthed, you can use an item without breaking cover (it will still cost you 1 action point to use the item) and if you attack the enemy from stealth, you gain an extra dice of damage.
POWER OF BLOOD TREE (unlocked for warden rogues through a quest)
dark passage passive
cost - always active, does not have a cost
description - while in stealth, you can move from melee to ranged (or vice versa) without an action cost. you also have a 25% higher chance to dodge an attack when in stealth (50%)
the tainted blade sustained
cost - 1 or 2 action points to activate. each post after that, you lose 1 point of health to keep it active.
description - your coat the edge of your blades with blood, providing you with an extra die of damage when rolling for your damage.