Each and every rogue specializes in a unique set of skills to overcome the challenges of their profession. Some favor the subtle arts of infiltration, sabotage, and poisons, while others rely on their cunning to scheme plots or build traps and other gizmos. Choose which outfit best suits your rogue. Your choice grants a bundle of features at 1st level.
Subtle and silent, you remain undetected until it's too late. The assassin's outfit provides you with deadly tools to bring down your enemies.
You learn a battle art of your choice from Archery, Shadow, or Subterfuge.
You are well versed in the subtle arts of infiltration. You become trained with the Conceal and Alchemy skills.
Description You ready your weapon to go in for the kill. You gain two Surges.
You gain the following features when your Cunning meets or exceeds the listed thresholds below.
↳ Vanish (3+ Cunning) You can use your maneuver to move up to half your speed or make a Step.
↳ Poisoned Weapons (6+ Cunning) When you deal extra damage using a surge, you can choose to have its damage be poison. When you do so, add 1d6 to the damage.
↳ Crippling Poison (9+ Cunning) Foes that take poison damage from you must pass a Might gate or become Slowed until the start of their next turn.
↳ Lethal Dose (12+ Cunning) Poison damage you deal to creatures that haven't taken any damage is doubled and ignores Guard.