Rogue
Novice
Upgrade: Have a level 2 skill die trainedTrainedAll skill dice that have been added to your character mat are considered to be trained. in 2 different type skill lines.
Innate Ability: When engaged by an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemy, prevent 1 damage dealt to you for each miss rolled.
| Tenacity Cost | Name | Ability |
|---|---|---|
| 1 | Veil of Shadows | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After defeating a level 10/20 enemy or a quest unit, gain a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. ( |
| 2 | Kickback | Roll a number of enemy Combat dice equal to your StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. stat and healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 2 HP for each miss rolled. |
| 3 | Timely Escape | |
| 3 | Caltrops | Move up to 3 hexes. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., each non-quest enemy adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to you rolls an engage against itself, ignoring its skills. |
| 4 | Shadow Strike | Deal a targetable enemy damage equal to the number of fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). dice in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.. If this damage defeats that enemy, remove up to 2 light fatigue from your cooldown track. |
Master
Innate Ability: When engaged by an enemy, prevent 1 damage dealt to you for each miss rolled.
| Tenacity Cost | Name | Ability | Upgrade effect |
|---|---|---|---|
| 1 | Veil of Shadows | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After defeating a level 10/20 enemy or a quest unit, gain a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. ( | — |
| 2 | Infamous | EnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.: Reduce the difficulty of all social checks by 3. | New |
| 2 | Kickback | InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After rolling dice for your engage, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 2 HP for each | Reworked |
| 3 | Timely Escape | — | |
| 3 | Caltrops | Move up to 3 hexes. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., each non-quest enemy adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to you rolls an engage against itself, ignoring its skills. | — |
| 4 | Shadow Strike | Deal a targetable enemy damage equal to the number of fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). dice in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.. If this damage defeats that enemy, remove up to 2 fatigue from your cooldown track. | Allows removing overfatigue |
Can the "Veil of Shadows" ability be triggered when another unit defeats an enemy?
No, "After defeating a level 10/20 enemy" is the same as "After you defeat an enemy". Therefore, the Rogue must be the one to defeat an enemy for this class ability to be triggered.
SourceDoes the damage from Caltrops (Rogue) count as being dealt by the adventurer?
This damage is not being dealt by the adventurer, the enemy is dealing this damage to itself.
Source