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Rogue

Class Description

Some say that there is no skill behind the man with the gun, that it is a cheap and undignified chance-based form of combat and that anyone could use one. Gunslingers are normally the ones to shoot such people. With great skill and power, a gunslinger cares first for his weapons of choice then for themselves, but that care is not unrewarding for combined they truly are a force to be afraid off. Some strike forwards thirsting for close combat, while others strike terror into their enemy’s, unseen from afar. There is a gun for every gunslinger, and a bullet for every one of their victims. Just hope you are not one of them.

Class Features

Hit Points & Dice

1d8 per Rogue level Hp at 1st level: 8 + Constitution Mod. Hp after 1st level: 1d8 + Constitution Mod.

Proficiencies

Armour: Light armour Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, claws, guns. Tools: Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Crafting, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a rapier or (b) a shortsword or © an Imperial claw - (a) a shortbow and quiver of 20 arrows or (b) a shortsword or © a revolver and 12 revolver ammo (d) an Imperial claw - (a) a burglar's pack, (b) a dungeoneer's pack, or © an explorer's pack Leather armour, two daggers, and thieves' tools

Levelling Table

Level Proficiency Bonus Sneak Attack Features
1 +2 1d6 Expertise, Sneak Attack

Features

Rogue Archetypes