Rogue - Skill Tree

Basic Skill Tree - Details & Upgrades

Tier 1 Skills - 1 turn cooldown

  Pickpocket: Steal an item from a Target, use D6 dice to determine what is stolen; 1-3 for money, 4-5 for a temporary weapon augment, 6 for taking 1 AP from Target
Upgrade #1: Steal an item from a Target, use D6 dice to determine what is stolen; 1-3 for 2x money, 4-5 for a superior temporary weapon augment, 6 for taking 2 AP from Target
Upgrade #2: Steal an item from a Target, use D6 dice to determine what is stolen; 1-3 for 3x money, 4-5 for the best possible temporary weapon augment, 6 for taking 3 AP from Target   Determine Weakness: Determine 1 Armor Weakness of any Target and all of its kind in perpetuity
Upgrade #1: Determine up to 2 Armor Weaknesses of any Target and all of its kind in perpetuity
Upgrade #2: Determine up to 3 Armor Weaknesses of any Target and all of its kind in perpetuity   Assassination: Attack Target from stealth, giving advantage when rolling D20; Can only be used once per combat encounter unless using Sneak ability; no damage dice modifier
Upgrade #1: Attack Target from stealth, giving advantage when rolling D20 and damage dice; Can only be used once per combat encounter unless using Sneak ability; no damage dice modifier
Upgrade #2: Attack Target from stealth, giving advantage when rolling D20 and damage dice; Can only be used once per combat encounter unless using Sneak ability; damage dice modifiers allowed  

Tier 2 Skills - 2 turn cooldown

Picklock: Ability to unlock chests
Upgrade #1: Ability to unlock chests and locked doors
Upgrade #2: Ability to break into anything with a lock   Poison Proficiency: Gain the ability to use poison to augment your weapons in combat; may purchase poison prior to earning this ability; no upgrades for this ability, but the damage modifier is however high your purchased poison's quality is; poison deals extra bonus damage over time - halved damage dice rolls for two turns, does not stack   Thrown Weapon Proficiency: Gain the ability to use thrown weapons in combat, such as throwing knives and shuriken; may purchase thrown weapons prior to earning this ability; no upgrades for this ability, but the damage modifier is however high your purchased weapon's quality is; thrown weapons behave similarly to bows and rifles, except that they can used from stealth once "Stealth Attack" is unlocked; maximum range is medium   Sneak: Gain the ability to hide in environmental stealth spots, which recharges your "Assassination" ability on your next turn
Upgrade #1: Gain the ability to climb to hide, which recharges your "Assassination" ability on your next turn
Upgrade #2: Gain the ability to move hiding material with you to create new hide spots, which recharges your "Assassination" ability on your next turn  

Tier 3 Skills - 3 turn cooldown

Arcane Lock Breaker: Gain the ability to break locks of chests secured with any sort of magic, including arcane artifacts
(Requires - Picklock)
Upgrade #1: Gain the ability to break locks of chests and doors secured with any sort of magic, including arcane artifacts
Upgrade #2: Gain the ability to break locks of any kind secured with any sort of magic, including arcane artifacts   Set Trap: Place a hidden trap anywhere near you, that deals 7 DMG to any enemy that steps on it; locks enemy in place for 1 turn; can only place 1 trap until last one is triggered
(Requires - Picklock, Poison Proficiency)
Upgrade #1: Place a hidden trap anywhere near you, that deals 9 DMG to any enemy that steps on it; locks enemy in place for 2 turns; can only place 2 traps until last one is triggered
Upgrade #2: Place a hidden trap anywhere near you, that deals 11 DMG to any enemy that steps on it; locks enemy in place for 3 turns; can only place 3 traps until last one is triggered   Blowpipe Proficiency: Gain the ability to use blowpipes in combat; may purchase blowpipes prior to earning this ability; no upgrades for this ability, but the damage modifier is however high your purchased weapon's quality is; blowpipes behave similarly to bows and rifles, except that they can used from stealth once "Stealth Attack" is unlocked; maximum range is long
(Requires - Poison Proficiency, Thrown Weapon Proficiency)   Stealth Attack: Gain the ability to use ranged weapons (e.g. thrown weapons and blowpipes) from stealth spots; no damage dice modifier; no advantage when rolling D20; no advantage when rolling damage dice
(Requires - Thrown Weapon Proficiency, Sneak)
Upgrade #1: Gain the ability to use ranged weapons (e.g. thrown weapons and blowpipes) from stealth spots; no damage dice modifer; advantage when rolling D20 now; no advantage when rolling damage dice
Upgrade #2: Gain the ability to use ranged weapons (e.g. thrown weapons and blowpipes) from stealth spots; damage dice modifers allowed; advantage when rolling D20 now; no advantage when rolling damage dice   Artful Dodger Strike: The next time an enemy attacks you, enemy is given disadvantage on D20 roll, and you strike for 7 DMG; no damage dice modifier
(Requires - Sneak)
Upgrade #1: The next time an enemy attacks you, enemy is given disadvantage on D20 roll, and you strike for 9 DMG; no damage dice modifier
Upgrade #2: The next time an enemy attacks you, enemy is given thrice-disadvantage on D20 roll, and you strike for 11 DMG; no damage dice modifier  

Tier 4 Skills - 4 turn cooldown

Alarm Deactivation: Gain the ability to detect alarms within your line of sight and deactivate them at close range
(Requires - Arcane Lock Breaker)   Arcane Sabotage: Gain the ability to sabotage any magical trap of any kind to no longer trigger due to you or your allies, but instead trigger in the face of the enemy
(Requires - Arcane Lock Breaker, Set Trap)   Berserk Dart: Fire a Berserk Dart at a single Target, causing said enemy to turn against their allies for 1 turn
(Requires - Set Trap, Blowpipe Proficiency)   Sleep Dart: Fire a Sleep Dart at a single Target, causing said enemy to sleep for 2 turns
(Requires - Blowpipe Proficiency, Stealth Attack)   Stealth Run: Run from a stealth spot a medium distance to deliver an "Assassination" attack
(Requires - Stealth Attack, Artful Dodger Strike)   Fear Assassination: Attack 3 nearby enemies from a stealth spot each with an "Assassination" attack
(Requires - Artful Dodger Strike)  

Specialization Skill Tree - Details

Thief - Specialization Skills

Level 1 - Thief's Parkour Skills: +5 Agility when climbing
Level 2 - Underworld Respect: +5 Charisma when dealing with members of the criminal underworld
Level 3 - Alarm Detection Tools: Gain the ability to detect all alarms in a given area before entering it
Level 4 - Black Market Artifact Access: Gain access to arcane artifacts among merchants' wares that aid in stealth and remaining undetected
Level 5 - Unhinged: Gain the ability to unmoor any door from its hinges  

Spy - Specialization Skills

Level 1 - Spy's Climbing Ability: +5 Agility when climbing
Level 2 - Socialite's Charisma: +5 Charisma when dealing with members of high society
Level 3 - Disguise Kit: You now have the ability to disguise yourself with fake facial hair, makeup, or the like
Level 4 - Language Study: Your dedication to your craft means you learned any language you'd ever need for your work
Level 5 - Perfect Voice Replication: You can mimic any voice you've heard before now  

Assassin - Specialization Skills

Level 1 - Assassin's Free-running: +5 Agility when climbing
Level 2 - A Killer's Reputation: +5 Charisma due to intimidation when dealing with anyone in the contract killer community or their potential clients
Level 3 - Crossbow Proficiency: Gain the ability to use crossbows in combat; may purchase crossbows prior to earning this ability; crossbows typically deal more damage than thrown weapons; maximum range is medium
Level 4 - Blade in the Crowd: +5 Stealth when moving through crowds
Level 5 - Double Assassination: Standard "Assassination" ability can now be used on two enemies in close proximity to each other

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