Rogue
Masters of shadows, deception, and precision, Rogues slip through danger with ease, striking where it hurts most and vanishing before the enemy knows what hit them. In ELDRA, the Rogue’s power is leverage — they rewrite the conditions of every encounter in their favor.
Root Node · 1 CLA
Rogue
You can attempt to Stealth even if observed without any penalty, as long as a cover exists nearby.
Path of Shadows
T1 · 1 CLA
Shadow Walker
Use Stealth regardless of lighting or conditions unless magical effects prevent it. When you attack from Stealth, deal additional damage equal to your Stealth skill level.
T2 · 1 CLA
Expertise
Once per scene for one hour, double all bonuses for any non-combat, non-magical action for a single roll: picking locks, disabling traps, forging documents, climbing, bluffing, or sneaking past guards.
T3 · 1 CLA
Dirty Tricks
Whenever you make a successful melee or ranged attack, also apply one effect to the target: Blinded, drop one held weapon (target must spend an action to retrieve it), Frightened, or Poisoned. Effects with a duration last for rounds equal to your margin of success. Cannot apply more than one effect per target at a time. Against unaware targets, +1 round.
Path of the Scoundrel
T1 · 1 CLA
Quick Fingers
Once per turn, when you hit a creature in melee or succeed on a Burglary check against it, choose one: remove one held item, open or close one worn clasp, or switch one accessible item it carries with one you hold of similar size. The target notices only if your margin is 0 or less.
T2 · 1 CLA
Exploit Confusion
Once per turn, when an ally within your melee reach hits a creature or when a creature loses its Reaction, you may make one free Basic Attack against it as a Reaction. This attack gains +1 to the roll, and the target is treated as if Prone for the purpose of this attack.
T3 · 1 CLA
Master Swindler
Once per session, spend 3 AP to set up one perfect turn against a creature within 10m. Until the end of your turn, you may use Burglary in place of Fight for attacks against it, your Quick Fingers may trigger on every hit, and the target cannot take Reactions against you. If you remove a key item from it during this turn, it also becomes Dazed until the end of its next turn.
Solid required progression · Dashed optional node requires the one above it