Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

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.

Shrouded Step

Once per scene, move up to full speed as a free action (0 AP) as long as you are in Stealth or moving from shadow to shadow.

Blinding Strike

Once per scene when attacking from Stealth, apply the Blinded condition to the target until the end of their next turn instead of the Stealth bonus damage.
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.

Phantom

While in Stealth, do not trigger pressure plates, noise-triggering terrain, or motion detection unless magical. Your footsteps make no sound.

Crippling Blow

When you attack from Stealth, also apply Disadvantage to the target's next attack roll.
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.

Ghost Assassin

When you apply an effect from Dirty Tricks while in Stealth, immediately re-enter Stealth after the attack as a free action if adjacent to cover.

Chain Effects

Once per scene when you apply an effect from Dirty Tricks, simultaneously apply a second different effect to the same target. Both apply their full duration independently.

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.

Plant Evidence

Once per scene, place a small item on a creature without it noticing using Burglary opposed by Perception.

Cheap Shot

Once per scene, after you use Quick Fingers in combat, the target suffers -2 to its next attack roll or defend roll.
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.

Inside Pocket

If Exploit Confusion hits, you may also use Quick Fingers on the same target for 0 AP.

Scatter the Scene

Once per scene, spend 1 AP to throw dust, coin, glass, or tools into a 3m radius within 10m. Creatures there must make a Reflex defend roll against your Stealth or suffer -1 to attack and defend rolls until the start of your next turn.
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.

Stolen Momentum

Once per scene, when you successfully use Quick Fingers on a creature in combat, it loses 1 AP on its next turn.

Turncoat Setup

Once per session, when you Plant Evidence or switch an item on a creature before combat, the first attack made against it in the first round gains Advantage.

Solid required progression · Dashed optional node requires the one above it