Solaris RPG
Class Name:
Rogue
Energy Potency:
0.80
Available Armors:
Cloth, Light, Medium
Class Type:
Physical
Elemental Potency:
0.80
Available Weapons:
Light, Ranged
A rogue is a fighter who trains his blows to be precise and accurate. Most are agile swordsman, though the type of weapon they use varies, that use feigns and flick-of-the-wrist motions in order to hit the bull’s-eye with every jab or swing. While their footwork might not be the quickest and their blows not the strongest, their attacks are impossible to see and difficult to parry.
Level 1 Ability:
Feint - Twice per battle, if an opponent makes a successful block/parry roll, force him to re-roll it and use the second roll. (Interrupt Ability)
Level 5 Ability:
Glancing Blows - If the rogue would normally be unable to parry a physical attack because his STR PVS is less than half his opponent’s STR PVS, he may attempt to parry anyway. If successful, he parries as normal. If the roll is a failure, he expends one use of Glancing Blows. After the rogue has expended two uses of Glancing Blows, he may not attempt parry rolls against attacks if his STR PVS is too low for the remainder of the battle. (Reaction Ability)
Level 10 Ability:
Piercing Attacks – Twice per battle, the rogue may declare his physical attack to pierce his opponent’s defenses if successful. If the attack deals damage, it is not affected by Physical DR and deals unmitigated damage instead. The rogue must declare his attacks to be piercing before any dodge or block/parry rolls are made. (Action Ability)
Level 20 Ability:
Dual-Wield Specialization – If a rogue attacks with two weapons, instead of dealing damage based on the greater of the two strikes as normal, he instead deals damage equal to the sum of his Body SVS and both weapons’ attack values. This bonus damage will occur the first two times in a battle that it is applicable, then the rogue will deal damage as normal when attacking with two weapons. (Passive Ability)
Level 30 Ability:
Ghost Step – Twice per battle, a rogue can disappear and then reappear at the location of his primary or secondary weapon, wielding it, as long as it is within 100 feet. The weapon need not be in the same position as it was previous to the move; ghost stepping to a weapon on the ground can result in the rogue standing where it was lying and ghost stepping to the rogue's weapon while it is wielded by another can result in the opponent losing the weapon and having its recently reunited owner standing right next to him. A rogue can place his weapons in locations before a fight, throw them in battle in order to plan an escape route, or even control a weapon with telekinesis before stepping to its location. Unlike an ability like Energy Dash, this movement is counted as a teleport, so the rogue can step through solid matter and cannot be struck during this travel; however, effects that nullify or impede teleportation will affect Ghost Step. (Action Ability)
Level 50 Ability:
Flurry - Twice per battle, a rogue can parry any number of attacks in a single round with one weapon (instead of the normal one per turn) or he may attack with a weapon used to parry once during that turn. (Reaction Ability)
Level 75 Ability:
Tactical Readiness - The rogue “resets” his uses of the following abilities: Feign, Glancing Blows, Piercing Attacks, Dual-Wield Specialization, Ghost Step, and Flurry. This does not grant an additional two uses of each, but replenishes their uses if they have already been utilized. Tactical Readiness is instantaneous and can be used in the same round as a normal action. Tactical Readiness can only be used once per battle (and no, Tactical Readiness does not “reset” Tactical Readiness). (Action Ability)
Level 90 Ability:
Combo - If the rogue deals physical damage, he begins a Combo. On his immediate following turn, if he continues the Combo by dealing physical damage, he gains a bonus 30% to his physical damage. This Combo persists until he does not attack, fails to deal damage with an attack, makes a non-physical attack, or uses an ability that does not deal physical damage. The Combo will persist, however, if the rogue deals damage to a different target than the previous target. The number of Combos that a rogue can start and finish in a battle is unlimited. (Passive Ability)
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