Rogue
Base Class: Rogue

Militiamen from the steam-driven towns of the Fourth Ring come from short, ill-fated lives on the production lines. They come to the governor's armies with the goal of escaping the dullness of a never-ending career assembling spare parts and munitions for the other rings. Some of them become upstanding officers, while others become merry pranksters and foolish drunks. Very few become the elite of the ring's defenses, stealthy infiltrators who are experts with explosives, sabotage and industrial espionage.

Once a militiaman has mustered out, they can return to their lives in Pye or flee to other rings and seek the freedom of a mercenary's life. While not as well suited to covert assassination as most rogues, these 'unioneers' are adept at causing distractions and allowing their allied forces to take advantage of the chaos that flows in their wake,

Firestarter

Unioneers are extremely good with the tools of their trade. You gain proficiency with alchemist's tools and smith's tools.

Starting at 3rd level, you can spend one hour and 25 gp worth of materials to create a single alchemist's fire (flask). Unlike normal alchemist's fire (flask), use 1d6 when rolling damage.

You may store up to 6 alchemist's fires on your person at any time. Any more than this would put you at risk of getting accidentally burnt.

Urban Combatant

When you choose this archetype at 3rd level, you may move as normal across all types of terrain while you are in a city, town, factory or similar environment. In addition, if you are trying to pass undetected in these environments, you are considered to have double proficiency on your stealth checks.

Years of combat in city streets and factory floors have granted you with natural instincts and a willingness to lob just about anything that can cause damage at your foes. You may use a bonus action to perform a thrown weapon attack during combat, provided that you have one hand free. If you do not have a throwing weapon or item in easy reach, you may pick up a stone, rock or other material and throw it at your target instead. This attack will inflict 1 point of bludgeoning damage.

Saboteur

Starting at 9th level, when you create an alchemist's fire (flask), it causes 2d6 fire damage instead of 1d6 when calculating damage. You may also carry 3 additional flasks on your person, raising the total you can have on hand to 9.

In addition, you may create any of the following items provided you spend 30 minutes and one half of the required cost in GP: ball bearings (bag of 1,000), chain (10 feet), caltrops (bag of 20), block and tackle.

Red Herring

By 13th level, you know how and when to cause the loudest, most distracting 'accidents' in the world around you. By taking 10 minutes of time in a city or urban setting, you can cause enough of a ruckus to distract the population in a one-kilometer radius. This can include but is not limited to burning down small buildings, causing major pile-ups in the streets, triggering the collapse of abandoned buildings or disrupting local magic in delightful light shows.

You have also learned how to cause maximum havoc with the resources you have on hand. If you have both an alchemist's fire (flask) and a one-handed ranged weapon, you may spend an action during combat to make a ranged attack with an alchemist's fire (flask). If you succeed in the attack, you may choose to shoot the flask out of the air with your ranged weapon. All creatures adjacent to the target suffer the effects of the alchemist's fire (flask).

Liberty by Any Means

When you reach 17th level, you have become so well known amongst the common people that you can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

You learn how to increase the potential of your alchemist's fire (flask) even further. Flasks created after this ability is acquired will now cause 3d6 fire damage when they cause damage. Your carrying capacity for these flasks increases to 12.

 

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