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Rogue - Olenjack

Olenjack worked his way up through the ranks of a guild he now runs with a firm hand. He is patient and deliberate, able to keep multiple schemes and long-term plans in mind simultaneously. Olenjack never lets his acolytes forget that his dwarven lifespan is longer than that of his human enemies. Despite his formidable nature, he remains a pillar of his community, highly respected even by those who suspect his criminal ties.

Rogue Class Deck[]

Skills[]

Strength d4 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
Disable Dexterity +1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d8 ☐+1
Wisdom d6 ☐+1 ☐+2
Perception Wisdom +2
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy Charisma +2

Role Powers[]

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Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | ☐ Weapons
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☐ 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

Guild Leader[]

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Tasks such as calling a raid or assigning members to special missions typify a guild leader's responsibilities.

Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | ☐ Weapons
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☐ 2) to the check. Return the displayed allies to your hand ( or recharge them) before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
Add 2 ( 4) to your check to acquire an ally ( or a boon).
When you succeed at a Diplomacy check, you may draw a card ( and recharge a card).
When you play a blessing to add to your Charisma ( or Dexterity) check, you may recharge it instead of discarding it.

Spider[]

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Out of the shadows, spiders strike. Their venom is swift, silent, and lethal.

Hand Size 5 ☐ 6 ☐ 7 8
Proficient with Light Armors | ☐ Weapons
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 (☐ 2) to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.
Reduce all Poison damage dealt to you to 0. If a card that has the Poison trait would cause you to bury a card, you may recharge that card instead.
After you reset your hand, you may discard 1 card from your hand then add 1 card that has the Poison trait from the discard pile to your hand.
When you succeed at a Perception ( or Diplomacy) check, you may draw a card ( and recharge a card).
When you play a blessing to add to your Dexterity ( or Charisma) check, you may recharge it instead of discarding it.

Cards List[]

Favored Card Type: Ally Recommended Starting Deck*
Weapon 2 ☐ 3 ☐ 4
Spell ☐ 1 ☐ 2
Armor 1 ☐ 2
Item 4 ☐ 5 ☐ 6
Ally 5 ☐ 6 ☐ 7
Blessing 3 ☐ 4

*Needs a community recommendation.

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