Class: Rogue
Archetype: Ranger
Warriors of the wilderness, rangers learn to track their quarry as a predator does, equally as capable of moving stealthily through the wilds as the city, and skilled at hiding themselves in both brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Foci: Beast Bound
Beast Bound are rangers who have poured their focus, interest, and training into their partnership with an animal companion. Often bonded with a creature, the two act as one, both in battle and out. The Beast Bound rogue may only bond with one creature at a time, but they also have limited connectivity with others of that same species, and they employ that connection against their foes to deadly effect.

Within this foci fall the following abilities:
  • Animal Bond: The beast bound has partnered with a particular creature.
  • Two as One: Partners for life, the rogue and their animal companion fight in tandem, taking direction and cues from one another.
  • Summon Creature: The rogue is able to summon additional allies of the same type as their animal companion for the duration of a battle or quest.
  • Animal Empathy: The beast bound is in tune with their companion, and is able to communicate with them in a rudimentary way.
  • Enhanced Senses: Their bond with their companion has made the rogue a bit more beastlike themselves. Their eyesight, hearing, and scent detection are more sensitive than normal.

Foci: Archer
These rogues fight from a distance, using their bow, crossbow, or even darts or slings. They are nimble footed and lightly armored, the better to remain mobile on the battlefield. Known for their unerring accuracy, skilled archers are dextrous and nimble, dodging danger even as they exploit their enemies’ weak points.

Within this foci fall the following abilities:
  • Rain of Arrows: Archers are able to knock several arrows at once for double, or even triple the damage without sacrificing accuracy.
  • Deadeye: By sacrificing speed these Archers take the time line up their shot. These arrows hit with deadly accuracy.
  • Rapid Reload: Don’t expect much reprieve when an Archer is reloading their weapon. Experts can empty their quivers within seconds and not miss their targets once.
  • Piercing Shot: Armor means nothing to the most expert of Archers. Either with armor piercing arrows or simply by finding the weak spots, they can find the tiniest of gaps.
  • Enhanced Arrows: An arrow for every occasion; fire, poison, reinforced. Archers know the right arrow for the right situation.

Foci: Hunter
The Hunter has been wronged by something - a beast, a monster, or a type of person - and now employs all of their skills in fighting against them. They are specifically trained and highly motivated killers, researching their enemies to the point of expertise. Their grudge typically takes them to far-flung places, as they travel the world to rid Thedas of their enemies’ influence.

Within this foci fall the following abilities:
  • Enmity: The rogue is almost unstoppable when they face their preferred quarry. They receive a bonus to their power and energy when against their chosen enemy, motivated to finish them off at all costs.
  • Hunter’s Mark: With sharp instincts, they always know where their marked quarry resides, and if any are nearby. They can track their enemies on any type of terrain.
  • Trapper: Hunters know their quarries well enough to determine the best way to trap them, using their weaknesses against them and staking out the most promising ambush sites.
  • Tenacity: Woe betide anyone who has the Hunter’s sights set on them. With reserves of strength and stamina the Hunter does not need to stop and rest as often as others, and can survive on far less sleep.
  • Camouflage: The hunter is adept at camouflage, able to blend into their surroundings at a moment’s notice…all the better to sneak up on their prey.

Foci: Scout
Dungeon delvers and explorers of the highest caliber, the Scout is a rogue that has taken their skills on the road. They are frontiersmen first and foremost, outriders and travelers who are adept at mapping out unknown territories and seeking the richest treasures. Scouts are adept at navigating, and are at home in any terrain. They use this to their advantage in battle, luring opponents into ambushes and using their surroundings against them.

Within this foci fall the following abilities:
  • Solid Footing: The Scout is alert to the feel of the ground beneath their feet. They receive a bonus to maintain their footing against attacks that might otherwise knock them prone.
  • Mapping: Experienced explorers, the Scout can easily extrapolate the blank spaces on their map, navigating even wholly unknown dungeons with ease.
  • Secret Sense: The Scout has an eye for this sort of thing. They are always on the look out for secret doors or hidden mechanisms, and tend to spot them more easily.
  • Internal Compass: Their sense of direction is unparalleled. A Scout is never truly lost.
  • Ambush Tactics: The scout uses their familiarity with their location to give themselves the advantage in battle.


Messages In This Thread
Class: Rogue - by Ivy - 05-19-2023, 07:40 AM
RE: Class: Rogue - by Ivy - 05-19-2023, 07:44 AM
RE: Class: Rogue - by Ivy - 05-19-2023, 07:50 AM
RE: Class: Rogue - by Ivy - 05-19-2023, 07:54 AM
RE: Class: Rogue - by Ivy - 05-19-2023, 07:59 AM