Stealth specialists focus their training into a specific Stealth discipline. Only Stealth Classes (full or mixed) may become a Stealth Specialist and most Stealth classes can only have one Stealth Specialization with the exception of Thieves, who may take up to two.
As per the rules for Stealth Primary Skills, each class has two forbidden disciplines (except Thieves), as such each Stealth class can only be Specialized in the disciplines as outlined below:
Discipline | Specialization Available |
Thievery | Thief, Berserker, Swashbuckler, Assassin, Monk |
Sabotage | Thief, Berserker, Swashbuckler, Ranger, Monk, Ninja |
Dirty Fighting | Thief, Berserker, Swashbuckler, Ranger, Assassin |
Survival | Thief, Berserker, Ranger, Monk, Ninja |
Assassination | Thief, Berserker, Ranger, Assassin, Ninja |
Suppression | Thief, Swashbuckler, Ranger, Assassin, Monk, Ninja |
Subterfuge | Thief, Swashbuckler, Assassin, Monk, Ninja |
In order to maintain a Stealth Specialization in a specific discipline you must have more cumulative ranks of Stealth skills from that disciple than any other disciple. (i.e. if you are a Sabotage specialist with 10 stealth skill points available, at least 6 of the 10 would have to be invested in Sabotage abilities in order to benefit from your specialization). Once a Stealth Specialization has been selected it cannot be changed, however it can be rendered in-active if not maintaining the correct number of cumulative skill points in that discipline. The Specialization will become active again if and when (i.e. in future level ups) skill points are allocated correctly.
Thievery
Advanced training in thievery skills.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Thievery | 1 | All stealth reduction costs for Thievery skills are reduced by 1 | Stealth Classes Only |
2 | Preparation | 1 | Any attack paired with a Thievery instant has +5 to hit and +1 damage; this also applies when converting ‘Stalk’ into a Strike | Stealth Classes Only |
3 | Thieves Luck | 1 | May re-roll one set of dice for any hit roll, success roll or stat check; must abide by the second roll; must be related to or paired with a Thievery skill; maximum of once per round | Stealth Classes Only |
4 | The Ol' Switcheroo | 2 | Any time you use Larceny or Pick Pocket, you can elect to replace the item you have stolen with something else; this typically fools the target until after they attempt to use the item (i.e. replace a healing potion with a vial of poison, switch a sword for a stick, etc…) | Stealth Classes Only |
Sabotage
Advanced training in art of sabotage.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Sabotage | 1 | All stealth reduction costs for Sabotage skills are reduced by 1 | Stealth Classes Only |
2 | Vandal | 1 | Anytime you pair a Sabotage instant and action together you may take a free Stealth Check at the start of your next turn to become undetected again (normal this would count as an instant); must still adhere to LoS rules for becoming undetected | Stealth Classes Only |
3 | Elite Saboteur | 1 | All Sabotage abilities are one rank more effective than they should be, even beyond the max rank | Stealth Classes Only |
4 | Spec Ops | 2 | Just prior to the start of a battle, you may apply the negative effects (but no direct damage) of a single Sabotage skill against one enemy target; must have the appropriate amount of required stealth and also must pass a Stealth test; cannot be used if you opponents ambush you | Stealth Classes Only |
Dirty Fighting
Advanced training in dirty fighting tactics.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Dirty Fighting | 1 | All stealth reduction costs for Dirty Fighting skills are reduced by 1 | Stealth Classes Only |
2 | Provoke | 1 | Successful use of any action based Dirty Fighting skill causes the target to suffer -10 to hit on their next turn | Stealth Classes Only |
3 | Missed Me | 1 | Any time an enemy moves into base contact and misses with their first attack (including if parried, blocked or warded off), you may immediately side step 1″ to disengage from combat if passing an agility test | Stealth Classes Only |
4 | Cheap Shot | 2 | While in base contact, if an enemy selects a target that is not you, you may attempt to Cheap Shot them; before the enemy rolls to hit their intended target take a Stealth Check, where failure immediately gives away your position and causes Cheap Shot to fail, at which point the enemy may choose to switch targets and hit you instead; if passing the Stealth Check immediately make a regular out-of-turn main hand melee attack that does not give away your position; if Cheap Shot hits it causes the targets attack to suffer -20 to hit (can stack with the penalties of Rank2 Dirty Fighting specialization if applied in the previous round, up to -40 to hit) | Stealth Classes Only |
Survival
Advanced training in survival skills.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Survival | 1 | All stealth reduction costs for Survival skills are reduced by 1 | Stealth Classes Only |
2 | Durable | 1 | Using any Survival skill results in 10% damage reduction for the next incoming attack | Stealth Classes Only |
3 | Withdraw | 1 | At the end of your turn, if you have not inflicted any damage, you may become undetected by all enemies if you pass a Stealth Check | Stealth Classes Only |
4 | Shrug It Off | 2 | Any hit that would drop you below 25% HP instead reduces your HP to 25% and if passing a Stealth Check allows you to Disengage from Combat without being hit on your next turn; can only occur once per battle | Stealth Classes Only |
Assassination
Advanced training in the art of assassination.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Assassination | 1 | All stealth reduction costs for Assassination skills are reduced by 1 | Stealth Classes Only |
2 | Learn from Failure | 1 | Any time a target armor saves or resists a power, you may ask the GM what the targets AC or resistance is; however you cannot directly share this information with your allies | Stealth Classes Only |
3 | Finish the Job | 1 | After using any Assassination skill, if the target has 10% HP or less, may choose to instantly kill it | Stealth Classes Only |
4 | Shadow Blink | 2 | An instant skill that can be used if passing a Stealth Check; immediately move your full movement distance so long as you remain in the shadows for the entire move | Stealth Classes Only |
Suppression
Advanced training in suppression skills.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Suppression | 1 | All stealth reduction costs for Suppression skills are reduced by 1 | Stealth Classes Only |
2 | Come Out on Top | 1 | Successfully using any Suppression skill grants you +1 Initiative Score for the remainder of the battle; bonus cannot exceed +6 | Stealth Classes Only |
3 | Suppress and Run | 1 | If you do not move your full movement distance during the movement phase of your turn, you may use any remaining movement to move again at the end of your turn, provided you used a Suppression instant or action; this does not count as Disengaging from Combat (i.e. If max movement is 4, could move 2″ then use Trip (instant) and Disarm (Action) and the move 2″) | Stealth Classes Only |
4 | Vulnerability | 2 | Any target that has been effected by one of your Suppression abilities becomes takes 25% more damage for the entire next turn | Stealth Classes Only |
Subterfuge
Advanced training in subterfuge tactics.
Rank | Skill Name | Cost | Description | Requirements |
---|---|---|---|---|
1 | Improved Subterfuge | 1 | All stealth reduction costs for Subterfuge skills are reduced by 1 | Stealth Classes Only |
2 | Next Time for Sure | 1 | Anytime you miss a target the next time you attack them you gain +10 to hit if you have not attacked another target since; this stacks until hitting the target | Stealth Classes Only |
3 | Retire from Battle | 1 | If you used a Subterfuge skill in the previous round and pass a Stealth Check, Disengaging from Combat immediately causes you to become undetected from those formerly in base contact; doing so also prevents any attacks being made against you when Disengaging from Combat. | Stealth Classes Only |
4 | Copy Cat | 2 | If not using any other abilities that round select a single target within LoS and if passing a Stealth Check, plus a Perception Test, you may make yourself look and sound enough like the target that it will fool the average person (GM descretion) into thinking that you ARE that target; this can be maintained only for a short period of time (max 3 rounds in combat); the effect is cancelled if you fail a Stealth Check at any point in time or if you take any combat actions; if you are aware of any instants/abilities the target may have you can use a single instant and action after which the effect is broken; Copy Cat can only be used on a target once per day or battle | Stealth Classes Only |