Stats
Primary Stat: Agility
Secondary Stat: Grit
Minor Stat: Accuracy
Mechanical Class Abilities
Stealth: Attacking out of crouching deals bonus damage. Increased movement speed while crouching.
Spellcaster/Tactics: Shadowstep, Taunt
Cutthroat: Critical strike with daggers is increased
Swiftness: Increases movement speed based on armor weight, lighter armor allows for faster movement.
Weapon Finesse: Increases damage and attack speed with one-handed weapons.
Acrobatic Dodge: Allows you to dodge with more grace and speed. Restricted by heavy armor.
Roleplay Class Abilities and Spells
Passive - Fleet-Footed: Gain +1 to Dexterity +1 to Stealth
Shadow Stalk: The Rogue knows how to blend into the environment they are in better than most others, making it harder for their victims to percieve them. The rogue gains Advantage on all stealth rolls for 1 hour.
Roll: N/A
Type: Ability
Cooldown: Once per day
Smoke Bomb: The rogue grabs a small explosive device from their body, and tosses it towards the ground. The explosion is harmless but creates a flash with a large cloud of smoke. The caster is not effected by the smoke bomb, allies are effected, may be casted at themselves. All players within 5 foundations of the targeted player must roll constitution vs the caster's dexterity. If used as response to a PVP intent, and the targets fail the constitution save, they must count down from 10 to 0, rather than 5, while all others that succeeded on their save will begin the fight at 5. Those locked in a longer countdown may not be attacked.
Roll: Caster's Dexterity vs Target's Constitution
Type: Ability
Cooldown: Once per day
Acrobatic Dodge: The rogue uses their superior athleticism to avoid an incoming blow or spell. Upon a successful roll, the Rogue avoids one spell or ability that was used on them.
Roll: Dexterity vs Dexterity
Type: Ability
Cooldown: Once per day