Rogue talents and powers (3pp)

Rogue

Contents

Shadow (Keyword) (New)

The Shadow keyword marks powers that have a more supernatural flavor than the rogue powers in the Core Book. The keyword itself does not have rules tied to it, but the Shadow Mastery talent improves these powers.

Rogue Talents

Arcane Trickster

Source DATP

You gain a bard, sorcerer, swordmage, or wizard spell as a bonus power. If it’s a melee attack spell, you can sneak attack with it. Starting from 3rd level, you can replace a rogue power with a spell from the same class, at two levels lower.

Adventurer Feat You gain three cantrips from the wizard list, which you can cast like a wizard. (Quick pick: Knock, Mage Hand, Prestidigitation)

Champion Feat You can use a melee weapon as an arcane implement for the spell. If you choose a ranged spell, you no longer provoke opportunity attacks with it.

Epic Feat When you are missed by a spell or magical effect, make a hard save (16+). If you succeed, you can use this spell yourself once during the same scene or battle. Use your Charisma modifier for any attack rolls with it.

An Offer You Can’t Refuse

Source ER

In a situation using social skills where violence is a potential outcome (such as a back alley negotiation or an argument over treasure), get a +3 bonus on the relevant social skill. If you fail, all enemies attacking you get a +3 bonus to all attacks in the first round of combat.

Artifact Fence

Source 13RTP

Buying and selling magic items is a risky business—not just because they are often stolen or outright illegal, but also because it takes a strong-willed individual to carry around that much magical paraphernalia without flat-out going insane. Your prior experience with fencing magical goods allows you to carry and use a number of magic items equal to your level + 1 without suffering item quirks.

Special: If you also take the Thievery talent,you may begin play with one Adventurer-tier magic item which you could normally use (although your specific choice of item is subject to GM approval). This item was stolen, either by you or by whoever gave or sold it to you; whether you’re aware of this information or not is your choice to make. As a result, you also begin play with an additional 1-point negative Icon relationship associated with the person from whom the item was stolen, and you can only receive complicated benefits from that relationship, even on a roll of 6 GMs are encouraged to be inordinately malicious when this relationship is triggered.

Adventurer Feat When you activate a rune to enhance an item, you can roll twice for the random enhancement effect and apply your choice of the two.

Champion Feat If, while using a number of magic items less than your level + 1, you choose to act upon a magic item’s quirks to the detriment of yourself or your fellow adventurers (or both!), you can improve the benefit granted by that item by 1 tier of efficacy for the duration of your next combat. The GM has final say on what constitutes detrimental, but generally speaking it should be something that makes them chuckle evilly.

Epic Feat When using a number of magic items above the limit of your level + 1, you can ignore quirks from item pairs with fundamentally opposing personalities

Babyface

Source DATP

Whenever you try to play innocent or get away with something, you can reroll a natural even failure on the skill check once. On the other hand, if you try to appear dangerous or intimidate people, you have disadvantage, as people just don‘t take you seriously enough (unless you do something extremely drastic or violent).

Adventurer Feat Your knack with people borders on the supernatural. You gain the Charm Person spell as a bonus power. (You can choose either the bard or the wizard version)

Champion Feat You no longer have disadvantage to intimidate.

Epic Feat You have mastered the switch from innocent to scary. Once per day, you can create a fear aura like a monster of your level, for a number of rounds equal to your Charisma modifier.

Black Rose Agent

Source DATP

You gain a spell from the necromancer list. You can use Charisma instead of Intelligence for attack and damage with the spell, and you can use a melee weapon as an implement.

Adventurer Feat If an ally is engaged with the target, you can Sneak Attack with the spell. If you choose a ranged spell, you no longer provoke opportunity attacks with it. 

Champion Feat You can switch out a rogue power to gain an additional necromancer spell, at a -2 level penalty.

Catch Them Unprepared

Source DATP

In the first round of a battle, your attacks have advantage against any opponent that has not acted yet in the initiative order. If there is an ambush or surprise, the surprise round is considered the first round of combat for this talent.

Adventurer Feat Gain a free move action in the first round of battle.

Champion Feat If both attack rolls hit, the attack is a critical hit.

Epic Feat In the first round of combat, your attacks have advantage, even if the target has acted already.

Clear the Decks

Source ER

Whenever you have momentum, gain +1 AC equal to the number of engaged enemy combatants −1. Bonus applies only to attacks from engaged melee enemies.

Adventurer Feat Bonus now also applies to attacks from engaged ranged enemies.

Champion Feat You now also gain +1 PD equal to the number of engaged enemy combatants −1.

Epic Feat You now also gain +1 MD equal to the number of engaged enemy combatants –1.

Espionage

Source ER

You have the Spy background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.

Activities covered by this background include: disguise, double talk, mimicking languages, the art of seduction.

Champion Feat Regardless of level, you gain harmless misdirection as a bonus power in addition to your normal number of powers.

Epic Feat Your Harmless Misdirection now prevents the enemy from attacking you during its next round, whether there’s an engaged ally or not.

Friendly Fire

Source ER

Enemy melee attacks that fumble trigger rerolls against the attacker’s engaged allies.

Adventurer Feat Enemies on ranged attacks trigger the “shooting into melee” reroll on misses, not the fumbles.

Champion Feat Once per day, the reroll automatically hits the enemy.

Epic Feat Once per battle, reroll automatically hits the enemy.

Improved Evasion

Source DATP

You take no damage or effects from missed attacks against your AC and PD.

Adventurer Feat Enemies cannot gain advantage on attack rolls against you, or roll more than one die and take the better result.

Champion Feat Enemies cannot benefit from increased critical threat range against you. They can only score a critical hit on a natural 20.

Epic Feat When you are hit by an attack against AC or PD that also targets other creatures than you, you take half damage.

Intrusion Expert

Source DATP

You have an uncanny ability to get where you are not supposed to be. Once per day, you can slip, sneak, bumble, or bamboozle your way into a forbidden place such as a treasure vault, a cloister or an invitation-only festival. (If the GM decides that getting to the goal is especially difficult, they can rule this will cost a recovery, to represent exhaustion or small injuries.) If you used this talent to get into a place, you can generally also get out again, but it doesn’t help you get out of a place when you are confined. It’s for intrusion, not escape.

(Note: This is the same as the rebel’s Transgress class feature in 13th Age Glorantha.)

Adventurer Feat You can reroll a natural even failure on a skill check once, when it involves unlocking doors, climbing walls of a built structure, or sneaking around inside buildings.

Champion Feat Subconsciously, you are always looking for an entry and exit point. If you have visited a place once, you can recall details such as guard placements, unsecured doors, climbable walls, and so on. You can reroll a natural even failure once on skill checks to remember such details about a location.

Epic Feat Your keen sense for architecture can tell you immediately where to find what in a building, even if you enter it for the first time, and even against attempts to hide or obfuscate features such as hidden stairs or wall safes.

Knife Thrower

Source DATP

Increase your damage dice with small thrown weapons to d8. You can use your Sneak Attack class feature with thrown weapon attacks, as long as the target is nearby and engaged with an ally.

You also gain 3 points towards a background in knife-throwing and knife-juggling performance arts.

Adventurer Feat You can use any melee attack rogue power as a thrown weapon ranged attack, as long as it could logically work. For example, you could use Thief‘s Strike with a thrown dagger, but you wouldn‘t be able to grab an item with it, when not engaged, only let if fall on the floor.

Champion Feat When using a small thrown weapon, you can reroll a natural 2 on the attack roll.

Epic Feat Once per battle, when the escalation die is 3+, make a ranged basic attack with a thrown weapon as a quick action. The attack uses a d4 as the damage die.

Knife Thrower

Source 13RTP

You deal 1d8 damage with a thrown dagger, but you deal 1d4 damage when attacking with a dagger in melee.

Adventurer Feat When you hit an enemy with a thrown dagger, you can spend your momentum to add the escalation die to your damage roll.

Champion Feat Add the escalation die to your crit range with thrown daggers whenever you have momentum.

Epic Feat Add the escalation die to your damage rolls with thrown daggers whenever you have momentum. Additionally, once per combat you can spend your momentum to reroll a missed attack with a thrown dagger.

Magical Savant

Source 13RTP

Choose a number of wizard cantrips equal to the highest of your Intelligence, Wisdom, or Charisma modifier; you can cast them like a wizard who lacks the Cantrip Mastery talent.

Adventurer Feat Choose one wizard spell of your level or lower. Regardless of the spell’s usual frequency of use, it is a daily power for you. When you cast this spell, it has an effective level equal to the current escalation die, up to a maximum of your own level.

Champion Feat If you have momentum, your Sneak Attack feature works when you cast this spell on an enemy that would normally be subjected to it, even at range.

Epic Feat You no longer need momentum in order for your Sneak Attack feature to work with your chosen spell. Additionally, your chosen spell becomes recharge 11+ after battle rather than a daily power.

Patient Assassin

Source DATP

You can study a target over an extended period of time to spot its weaknesses. Each hour you spend observing the target, you gain a +1 bonus to skill checks against it, up to a maximum of +3. You can build up a bonus against one target per level. If you study more targets than that, you lose the bonus against the target where the longest time passed since you studied it.

Adventurer Feat In a battle against a target you studied, you gain the bonus to initiative and to the critical threat range of attacks against it.

Champion Feat You now gain the bonus for each 10 minutes spent studying the target.

Epic Feat If you manage to surprise the target at the start of a battle, and you are the one chosen to start the ambush, set the escalation die to 1.

Ready to Roll

Source DATP

You start each battle with momentum.

Adventurer Feat When you are hit by an attack, you retain your momentum if the enemy‘s attack roll was a natural 12 or less.

Champion Feat You no longer lose your momentum when you are hit by an attack.

Epic Feat You gain momentum when you rally.

Scout Ahead

Source DATP

When you move in front in the party marching order or start scouting ahead, roll a d6 exploration die and keep the result. When making a skill check to interact with the environment, such as when determining directions or searching for traps, you may add the exploration die. You can also add the die to a defense against attacks outside of combat, such as a trap or a surprise attack. After you use the bonus, reduce it by one, until it reaches zero. You regain the die after the next quick rest.

Adventurer Feat When you add the die to a perception check (a Wisdom-based skill check), don’t reduce it.

Champion Feat Roll two d6 for your exploration die and keep the higher one.

Epic Feat If you have an exploration die when combat starts, add it to your first attack roll.

Second Identity

You have several other identities that you have cultivated over the years, to the point that you might be better known under your cover name than your real name. Create one such persona per point of Charisma modifier and specify for each one in which circles the persona is known.

Like the Trap Sense class feature, you can reroll a natural even failure on a skill check once when creating a disguise or lying about your identity. Since it takes a con man to spot one, you can also reroll a natural even failure on skill checks to notice other people in disguise, or lying about their identity. This includes disguises created by magic, such as the Disguise Self spell, and innate powers such as from a doppelgänger.

Adventurer Feat You gain a 2-point background for each of your created personas, which represents knowledge and skill sets that you gained when playing that role.

Champion Feat You gain a bonus icon relationship, and you can decide for each icon relationship whether it refers to your real self or the persona you have created.

Epic Feat Your ability to spot fake identities has evolved to a supernatural level. You have the equivalent of True Sight for spotting illusions.

Shadow Adept

Source DATP

Once per battle or scene, you can use an expended power with the Shadow keyword a second time. If you choose a daily Shadow power, you cannot use this talent again until the next full heal-up.

Adventurer Feat When you use a Shadow power, gain temporary hit points equal to your level + Charisma modifier (x2 at 5th level; x3 at 8th). For powers with an ongoing effect, you only gain the temporary hit points when you activate it. (Shadow Walk is considered a Shadow power for this feat)

Champion Feat Once per battle, you can attack the target’s PD instead of AC with a Shadow power. This includes powers like Shadow Poison that give a benefit to other attacks.

Epic Feat When you attack with a Shadow power, ignore any resistance the target may have.

Skirmisher

Source DATP

You can use your Sneak Attack class feature with a melee attack against a target that you were not engaged with at the start of your turn, even if that target is not engaged with an ally.

Adventurer Feat Enemies must succeed on a save to intercept you.

Champion Feat If you disengage or pop free from an enemy during your turn, you gain a +1 bonus to AC until the start of your next turn.

Epic Feat When you are intercepted by an enemy while you move, make a Dexterity + Level attack roll against their MD. If you succeed, the intercept fails.

Sniper

Source DATP

You take no attack penalty with bows and crossbows. You can use your Sneak Attack class feature with bow and crossbow attacks, as long as the target is nearby and engaged with an ally. 

Adventurer Feat You can use any rogue power with ranged attacks, as long as you can explain it logically. For example, you can shoot an arrow at a target’s pockets with Thief’s Strike, but the contents would fall to the floor if you’re not engaged with it.

Champion Feat If you spend a move action to aim, you can target PD instead of AC with your next ranged attack that turn.

Epic Feat If you spend a move action to aim, you always get your Sneak Attack with ranged attacks, even if there is no ally engaged with the target.

Soulbound Assassin

Source DPAS

You gain a warlock spell as a bonus power.

Adventurer Feat You gain a warlock pact power as a daily power.

Champion FeatAgainst cursed enemies, you always gain your sneak attack.

Epic Feat Gain a second warlock spell, at two levels below your class level.

Street Urchin

Source DATP

You gain a +1 bonus to saves against effects, and 3 points towards a low-life background.

The icons don’t care about a nobody like you, so you don’t start with any icon relationships. Instead of icon dice, you roll “friends in low places” dice. Any 5 or 6 means you get support from those who are just as destitute as you. Your friends can provide a reliable source for the latest gossip and rumor, connections in the shady back alleys, or a place to hunker down, away from the watchful eye of the authorities. They won’t provide much riches and treasure, although you never know what just happened to go missing when the maid swept through the lord chancellor’s bedchamber.

Note that as the story progresses and you become more powerful, the icons are likely to start paying attention. When you feel that there is enough story justification, you can swap one or more of your friends in low places dice for normal icon relations. At 5th and 8th level, you gain icon relationship dice as usual.

Adventurer Feat You can reroll a skill check once on an even failure to survive in urban areas, i.e. finding directions in the back alleys, scrounging for food, or finding shelter.

Champion Feat Increase your recovery dice to d10.

Epic Feat You’ve developed an uncanny sense of what’s really going on in a city, just by keeping your eyes open. Once per full heal-up you spend in a city, you can either ask the GM a question about “what’s really going on” or establish that fact yourself (within reason).

Unstoppable Momentum

Source DATP

When you gain momentum and didn’t have it already, you also gain a +2 bonus to AC until the end of your next turn.

Adventurer Feat You gain the bonus to all defenses.

Champion Feat You can use two interrupt actions between your turns, as long as you use both for rogue momentum powers.

Epic Feat While you have momentum, you can rally as a quick action.

Vampiric Drain

Source DATP

When you deal Sneak Attack damage to a living target, i.e. not a construct or undead, you heal hit points equal to the Sneak Attack damage.

Adventurer Feat When you score a critical hit against a living target with a Sneak Attack, that target is also dazed (save ends).

Champion Feat The target is now weakened instead.

Rogue Powers

1st Level Rogue Powers

Clothesline

Source 13RTP

Momentum power

At-Will (once per round); Interrupt action; requires momentum

Trigger: You intercept a creature.

Effect: You can make a basic melee attack against the intercepted creature. If your roll is a hit on natural 18+, the target creature is also dazed until the end of its next turn.

Adventurer Feat You now daze the enemy on a natural hit roll of 16+.

Champion Feat The intercepted enemy is now weakened until the end of its next turn on a natural hit of 12+.

Epic Feat The intercepted enemy is now stunned until the end of its next turn.

Dark Shroud

Source DATP

Close-quarters attack; Once per battle; Quick action; Shadow

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target has disadvantage on their next attack roll. If you make a melee or ranged weapon attack against the target this turn, you can use your Sneak Attack, even if it is not engaged with an ally.

Miss:

Adventurer Feat When you deal Sneak Attack damage to the target on the same turn, reroll natural 1s and 2s on the Sneak Attack damage dice.

Champion Feat If the target rolls a natural 1 on their next attack, the shroud persists for another turn.

Exploitation Strike

Source ER

Melee attack; At-will

Target: One enemy

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage, and if your attack drops a non-mook to 0 hp, you can repeat the attack against another enemy you’re engaged with. This repeated attack doesn’t trigger further exploitation strikes.

Miss: Damage equal to your level.

Adventurer Feat Your repeated attacks now trigger further exploitation strikes.

Champion Feat If dropping the enemy leaves you unengaged, you can repeat the attack against any nearby enemy

Epic Feat Exploitation strike triggers whenever you stagger an enemy as well as whenever you drop a non-mook enemy.

Feint Throw

Source DATP

Ranged attack; At-will

Special: You must use a small thrown weapon for this attack.

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: The next attack by the target against you attacks your lowest defense.

Adventurer Feat The target is vulnerable to the attack.

Flashing Blade

Source ER

Melee or Ranged attack; At-will

Special:You must use a small bladed weapon with this attack, but you do not need to be wielding the weapon when you declare the attack, because flashing blade includes the action to draw the weapon (otherwise a quick action).

Target: One enemy if melee, or one nearby enemy if ranged

Attack: Dexterity + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level.

Adventurer Feat You can take another quick action after resolving the attack to draw another small bladed weapon (if you made a ranged attack) or sheathe the weapon you used (if you made a

Champion Feat Your enemy must succeed at a difficult save (16+) to know with certainty who attacked it. This isn’t much help if you’re the only other one in the room, but in a crowded marketplace, it’s a different story.

Epic Feat You can make two attacks with flashing blade, garnering a quick action to draw a new weapon each time.

Grace Under Pressure

Source 13RTP

Momentum power

At-Will (once per round); Interrupt action; requires momentum

Trigger: You become engaged by two or more creatures.

Effect: Add the escalation die to your AC until the end of your next turn; however, you lose the escalation die bonus to your attacks for that same duration.

Adventurer Feat You also add the escalation die to your PD for the duration of this power’s duration.

Champion Feat You no longer lose the escalation die bonus to your attacks when using this power.

Epic Feat You retain the bonus to AC and PD for as long as you remain engaged with at least one of the triggering enemies and have momentum, even if you lose it and then regain it.

Humiliate

Source DATP

Melee attack; Once per battle

Attack: Charisma + Level vs. MD

Hit: 1d8 per level + Charisma psychic damage. The target cannot benefit from the escalation die (hard save 16+ ends).

Miss: You pop free from the target.

Champion Feat The target is also vulnerable to your attacks (save ends both).

Epic Feat You can use this power as a ranged attack.

Shadow Glove

Close-quarters power; Quick action; Daily; Quick action; Shadow

Effect: You summon a gloved, floating hand of shadow matter. As a quick action, you can order the hand to carry and manipulate objects or extinguish torches. As a standard action, it can choke or punch people. It uses your Dexterity for attack and damage, has a d4 damage die, and deals negative energy damage. The hand stays until the end of the battle or scene. The hand has your defenses, and hit points equal to twice your level. It ignores any damage except force and holy damage.

Champion Feat You can attack with the hand as a quick action once per battle.

Shadow Poison

Close-quarters power; Free action; Once per battle; Free action; Shadow

Trigger: You hit with a melee or ranged weapon attack

Effect: Deal 1d10 extra poison damage.

3rd level power: 2d10 damage

5th level power: 3d10 damage

7th level power: 4d10 damage

9th level power: 5d10 damage

Champion Feat If your next melee attack this battle is a natural even hit, add the poison damage again.

Epic Feat Add another 2d10 damage.

Shadow Stalker

Source DATP

Close-quarters power; Daily; Shadow

Effect: Your shadow detaches from your body and starts following a person or creature you designate for 5 minutes per level of the power. While the shadow is following the target, you have a sense of the direction they are in.

Champion Feat You can hear what the shadow hears, and you can close your eyes to see what it sees.

Stay Sharp

Source DATP

Momentum power

At-will (once per round); Interrupt action; requires momentum

Trigger: You are hit by an attack that imposes a “save ends” condition.

Effect: Immediately roll a save against the condition.

Adventurer Feat Add your Charisma modifier to the save roll.

Stifled Sounds

Close-quarters power; Daily; Shadow

Effect: You and one nearby ally per Charisma modifier have advantage on checks to move silently for the next 5 minutes per level of this power.

Trickster’s Cut

Source DATP

Melee attack; At-will

Attack: Charisma + Level vs. MD

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level

Adventurer Feat Add your Charisma modifier to miss damage.

Champion Feat On a natural 16+, you can swap places with a nearby ally after the attack.

Epic Feat You gain a +2 bonus to attack against dazed or stunned enemies.

Vicious Strike

Source 13RTP

Special: Usable only when staggered.

Melee attack

At Will

Attack: Strength + Dexterity + Level vs. AC

Hit: WEAPON + Strength + Dexterity damage, and ongoing damage equal to the escalation die value; normal save (11+) ends. However, you also suffer damage equal to your Strength modifier + the escalation die value.

Miss: Damage equal to your level + the escalation die value. However, you also suffer damage equal to the escalation die value.

Adventurer Feat The save to end the ongoing damage is now hard (16+).

Champion Feat You may now use vicious strike when you are not staggered, but doing so doubles the escalation die value when calculating the damage you take.

Epic Feat Double the escalation die value to all damage dealt to enemies by vicious strike (including miss damage). When you hit with a vicious strike, enemies nearby your target must make a normal save (11+) or suffer from fear until the end of your next turn.

3rd Level Rogue Powers

Assassin’s Shot

Source DATP

Ranged attack; Once per battle; Shadow

Target: One nearby enemy

Attack: Dexterity + Level + 2 vs. AC

Hit: WEAPON + Dexterity damage. You can use your Sneak Attack even if the target is not engaged to an ally.

Miss: Damage equal to your level

Adventurer Feat If you spend a quick action to survey the target before using this power, increase the attack bonus to +4.

Black Veil

Source DATP

Momentum power

Once per battle; Interrupt action; Shadow; requires momentum

Trigger: An enemy hits you with an attack.

Effect: You take half damage from the attack, and make the following attack against the target.

Attack: Charisma + Level vs. PD

Hit: Negative energy damage equal to the damage of the target’s attack, plus your Charisma modifier (x2 at 5th level; x3 at 8th).

Adventurer Feat If the attack had more than one target, halve the damage to all targets.

Cheeky Distraction

Source DATP

Momentum power

At-will; Interrupt action; requires momentum

Trigger: An enemy you are engaged with makes an attack against you or an ally.

Attack: Charisma + Level vs. MD

Hit: The enemy has disadvantage on the attack roll.

Critical hit: The attack fails and has no effect.

Miss:

Champion Feat If you hit, you can pop free from the target after it made the attack.

Cold-Hearted Strike

Melee attack; Cyclic (Once per battle OR at-will when the escalation die is even)

Attack: Dexterity + Level + 2 vs. AC

Hit: WEAPON + Dexterity damage

Miss:

Champion Feat This power ignores any penalty to attack you may have, such as from the dazed condition. You can use it even when hampered.

Dirty Trick

Source 13RTP

Special: Opponents wise up to dirty tricks pretty quickly—you can only use this power on each enemy once during any battle. Additionally, If you have the Swashbuckle talent, you can use dirty trick in place of an attack during a stunt.

Melee attack; At-will

Trigger: One enemy.

Attack: Charisma + Level vs. PD

Hit: WEAPON + Charisma damage, and the targeted enemy gains your choice of one of the following conditions until the end of your next turn: dazed, hampered, or vulnerable.

Miss: Damage equal to your level.

Adventurer Feat Once per battle, you can perform a dirty trick to inflict the confused, stuck, or weakened condition.

Champion Feat Once per day, you can perform a dirty trick to inflict the stunned condition.

Epic Feat Once per day, you can perform a dirty trick to inflict the helpless condition.

Disarming Strike

Source ER

Melee attack; At-will

Standard action on your turn, you must spend your momentum

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the enemy drops any object it was wielding in one hand (your choice if it has different things in each hand). You do not regain momentum after this hit.

Miss: Damage equal to your level.

Adventurer Feat On a natural even roll, you can disarm enemies wielding two-handed weapons.

Champion Feat Attempt a save (11+) after you resolve the attack; on a success, you regain momentum.

Epic Feat If you have a free hand, you can snatch the disarmed object out of midair and take it for yourself.

Gloomy Ricochet

Source DATP

Ranged attack; Once per battle; Shadow

Target: Two nearby enemies

Attack: Dexterity + Level vs. AC

First Hit: WEAPON + Dexterity damage

Second Hit: Half damage of the first hit

Miss:

Adventurer Feat Deal extra damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th).

Champion Feat If you miss one or both of the targets, make a third attack against a different nearby enemy.

Epic Feat Keep attacking until you either score two hits, or you have attacked every nearby enemy once.

Improvised Weapon

Source ER

Melee attack; At-will

Special: You can make this attack while wielding anything that could plausibly be construed as a weapon (and we allow Jackie Chan-level incredulity on this one).

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: 1d4 + Dexterity damage

Miss: Damage equal to your level, and the object you attacked with is ruined and unusable as a weapon thereafter.

Adventurer Feat Your weapon choice is surprising enough that the first time you use it in a battle, you get sneak attack damage against your enemy, even if that enemy is not engaged with an ally.

Champion Feat Your improvised weapons don’t break on a miss; they become even deadlier because you’ve exposed a jagged edge, broken glass, or a similar hazard. They become d8s after the first break, though a second break renders them useless.

Epic Feat You can make ranged attacks with this power, though misses simply leave the object nearby on the far side of the enemy unless it’s patently obvious that throwing something across the room would break it.

Kick in the Nuts

Source DATP

Melee Attack; Once per battle

Special: For the purpose of this attack, magic item boots provide a bonus to attack and damage like a weapon of the same tier would.

Attack: Dexterity + Level vs. AC

Hit: 1d6 per level + Dexterity damage, and the target is hampered until the end of your next turn.

Miss: Damage equal to your level

Adventurer Feat You can expend your momentum to impose the hampered condition (save ends).

Champion Feat On a natural even roll, increase the damage dice to d10s.

Epic Feat If the escalation die is 3+, you can use this power as a quick action.

Mask of the Masses

Source DATP

Close-quarters power; Daily; Shadow

Effect: For the next 5 minutes per level of this power, your face is so generic that any eye witness will be unable to remember any details of it later.

5th level power: You can grant the effect to yourself and one nearby ally per Charisma modifier.

Merciless Gang-Up

Melee attack; At-will

Attack: Dexterity + Level vs. AC; gain a +1 bonus to the attack roll for each ally engaged with the target.

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level

Champion Feat On a hit, deal one extra WEAPON damage die for each ally engaged with the target.

No Cage Can Hold Me

Source 13RTP

Momentum Power

At-will (Once per round); Interrupt action; requires momentum

Trigger: An enemy inflicts the hampered, stuck, or stunned condition on you.

Effect: Roll a hard save (16+). If you succeed, you lose the inflicted condition immediately.

Special: In lieu of a Background check, you can roll a save at the same difficulty as this power’s listed benefits (including the reductions from feats) to escape from ropes, cages, jail cells, magical bindings, or any other means of restraint an enemy places on you outside of combat

Adventurer Feat The save difficulty is lowered to normal (11+).

Champion Feat You can instead spend your momentum to lose the inflicted condition without having to roll a save.

Epic Feat The save difficulty is lowered to easy (6+).

Skill Shot

Source DATP

Momentum power

Ranged attack; Once per battle; you must spend your momentum

Attack: Dexterity + Level vs. AC. You have advantage on the attack roll.

Hit: WEAPON + Dexterity damage. You don’t regain momentum.

Miss: Damage equal to your level

Champion Feat On a natural 18+, the target is hampered until the end of your next turn.

Skill Shot

Source DATP

Momentum power

Ranged attack; Once per battle; you must spend your momentum

Attack: Dexterity + Level vs. AC. You have advantage on the attack roll.

Hit: WEAPON + Dexterity damage. You don’t regain momentum.

Miss: Damage equal to your level

Champion Feat On a natural 18+, the target is hampered until the end of your next turn.

Star Mantle

Close-quarters power; Once per battle; Quick action; Shadow

Effect: Until the end of your next turn, natural odd attack rolls against you miss.

Adventurer Feat Gain momentum when you use this power.

5th Level Rogue Powers

Blade Salvo

Source ER

Ranged attack; At-will

Special: You must use small bladed weapons with this attack

Target: Two nearby creatures

Attack: Dexterity + Level vs. AC against each creature

Hit: WEAPON + Dexterity damage

Miss: Damage equal to your level.

Champion Feat You can throw both blades at the same creature if you wish.

Epic Feat You can throw three blades, drawing the third one as part of the attack action.

Bullseye

Source DATP

Melee OR ranged attack; Daily

Target: One nearby enemy

Attack: Dexterity + Level vs. PD

Hit: WEAPON + Dexterity + 5 x escalation die damage

Miss: You regain this power.

7th level power: 10 x escalation die

9th level power: 20 x escalation die

Epic Feat Increase your critical threat range with this power by +2.

Charging Shadow

Source DATP

Melee attack; Once per battle; Shadow

Target: One nearby or far away enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity + Charisma damage

Miss: Damage equal to your level

Champion Feat After the attack, you can teleport to engage the enemy.

Crescendo of Violence

Source ER

Melee attack; At-will

Target: One engaged enemy

Attack: Dexterity + Level vs. AC against each creature

Hit: WEAPON + Dexterity damage, and you can make an additional attack against an engaged second target with a –2 penalty, but +2 damage if it hits. If that attack hits, keep going until you miss, increasing the attack penalty and damage bonus by 2 each time.

Miss: Damage equal to your level.

Champion Feat Your additional attacks can target any nearby enemy, and your movement to engage them is part of the attack action.

Epic Feat You can continue the attacks on a miss (and deal the miss damage normally) if you rolled a natural even on the attack roll, but you can’t cover a miss this way more than once per turn.

Death Strike

Source DATP

Melee attack; Once per battle; Shadow

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage and 10 ongoing negative energy damage

Miss: Half damage

7th level power: 15 ongoing damage

9th level power: 25 ongoing damage

Champion Feat When the target fails a save against the ongoing damage, increase it by the initial amount (10 / 15 /25).

Epic Feat The first save is a hard save (16+).

Fan of Knives

Source DATP

Ranged attack; Once per battle

Special: You must use a small thrown weapon with this attack.

Target: One nearby enemy per point of Dexterity modifier

Attack: Dexterity + Level vs. AC

Hit: WEAPON damage

Miss:

Adventurer Feat Gain a +4 bonus to your critical threat range against mooks with this power.

Guileful Twist

Source 13RTP

Momentum power

At-Will (once per round); Interrupt; requires momentum

Trigger: You hit an enemy with a rogue power or basic attack (whether melee or ranged).

Effect: Add your Charisma (or your Intelligence, if you have the Cunning talent) to your damage roll.

Hamstring Strike

Source ER

Melee attack; At-will

Target: One enemy. While this attack is called hamstring strike, the intent is that it’s usable on any enemy that could plausibly have its movement hampered, whether or not it’s got leg muscles (or legs, for that matter).

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, aand your enemy is stuck until the start of your next turn.

Miss: Damage equal to your level.

Champion Feat Your enemy is stuck until it succeeds at a save (11+).

Epic Feat If your natural attack was even, your enemy is also in excruciating pain, suffering a –2 penalty on attacks, saves, and checks. The pain penalty lasts as long as the stuck condition does.

Hip Shot

Source DATP

Momentum power

Ranged attack; Once per battle; Quick action; you must spend your momentum

Special: You must be using a hand crossbow or other small ranged weapon.

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. You don’t gain momentum.

Miss: Damage equal to your level

Champion Feat You can deal Sneak Attack damage with this power, even if the target is not engaged with an ally.

Knife Drop

Source 13RTP

Special: You must be fighting with two weapons and wielding one-handed weapon in your off-hand.

Daily; Quick action

Special: You must be using a hand crossbow or other small ranged weapon.

Target: One enemy that you miss with a melee attack.

Effect: The missed attack deals half damage instead of your normal miss damage, and you gain momentum.

Champion Feat Knife drop is now usable once per combat rather than daily.

Epic Feat The target enemy also suffers ongoing damage equal to double the escalation die value; a hard save (16+) ends this ongoing damage.

Really Sneaky Attack

Source DATP

Momentum power

Melee attack; Daily; Interrupt action; you must spend your momentum

Trigger: Any

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. You don’t regain momentum. You can use your Sneak attack with this power even if no ally is engaged with the target. This does not count against your limit of one sneak attack per round.

Miss: Damage equal to your level

Epic Feat This power is now Recharge 11+.

Shadow Trap

Source DATP

Ranged power; Daily; Shadow

Target: An object, a doorway, or a section of the floor or wall

Effect: You enchant the target area, so that the next person or creature to touch it springs the trap and is targeted by the following attack. You can set a condition to include or exclude targets, such as “anyone but me,” “anything larger than a cat,” or “any orc.” The trap lasts for up to one day.

Attack: Dexterity + Level vs. PD

Hit: 15 ongoing negative energy damage and the target is stuck (save ends both).

Miss:

7th level power: 25 ongoing damage

9th level power: 40 ongoing damage

Champion Feat The trap has a number of charges equal to your Charisma modifier.

Epic Feat The save against the effect is a hard save (16+).

Sneaky Setup

Source DATP

Momentum power

At-will; Interrupt action; you must spend your momentum

Trigger: An ally makes an attack against an enemy you are engaged with.

Effect: The ally gains advantage on the attack.

Champion Feat The ally also gains a +2 bonus to their critical threat range.

Epic Feat If the ally’s attack is a critical hit, you regain your momentum.

Thoughtsteal

Source DATP

Close-quarters power; Daily; Shadow

Target: A person you have eye contact with

Attack: Charisma + Level vs. MD

Hit: You can read the target’s surface thoughts for about a minute.

Miss:

Natural odd miss: The target notices your intrusion into their mind.

7th Level Rogue Powers

Avalanche of Daggers

Source DATP

Ranged attack; Daily

Target: A group of mooks

Attack: Dexterity + Level vs. the highest AC in the group

Hit: You kill 1d6 mooks of the group.

Miss: The group of mooks cannot attack until the end of your next turn.

Champion Feat Kill 2d4 mooks.

Backhand Spin

Source DATP

Momentum power

At-will; Free; you must spend your momentum

Trigger: You miss with a Rogue melee attack.

Effect: Reroll the attack.

Champion Feat If the reroll is also a miss, you gain a +4 bonus to AC until the end of your next turn.

Be Prepared

Source 13RTP

Daily; Move action

Target: One nearby enemy

Effect: You gain a bonus to all of your defenses equal to half your level on the next attack the targeted enemy makes against you.

Champion Feat You retain the bonus to one of your defenses (your choice) against the target enemy for the remainder of the battle.

Epic Feat If the enemy misses you with its next attack, you can make a basic attack (melee or ranged) against it as an interrupt action.

Meat Shield

Source DATP

Momentum power

At-will; Interrupt action; you must spend your momentum

Trigger: An enemy targets you with a close-quarters or ranged attack.

Effect: Make a Dexterity-based skill check with the attack roll as the DC. If you equal or beat the DC, that attack targets a nearby enemy instead.

Champion Feat If your skill roll is a natural 16+, you deal Sneak Attack damage to the new target.

Painful Slash

Source 13RTP

Melee attack; Daily

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage, and one nearby ally gains triple the escalation die value to all of their attacks against that enemy until.

Miss: Damage equal to your level.

Champion Feat Add your Strength to any damage dealt by this power, even on a miss.

Epic Feat If your affected ally scores a crit on the targeted enemy before this power’s duration expires, they retain the attack bonus for another round (i.e., it lasts until the end of your next turn again).

Send Them Sprawling

Source ER

Melee attack; At-will (Once per round)

Interrupt action; requires momentum

Trigger: An enemy moves to engage you.

Effect: The enemy is hampered until the end of your next turn.

Champion Feat You can choose to daze, rather than hamper, your enemy if you wish.

Epic Feat The hamper or daze condition lasts until the enemy succeeds at a save (11+).

Shadow Fusion

Source DATP

Close-quarters power; Once per battle; Free action; Shadow

Trigger: You hit a target with a melee attack.

Effect: Until the end of your next turn, whenever you take damage, the target takes half of that damage instead of you, and vice versa.

Champion Feat Reduce the damage you take from attacks against the target by twice your Charisma modifier (x3 at 8th level).

Smoke Bomb

Source ER

Quick action; Daily

Target: You

Special: This power relies on some esoteric alchemical knowledge you’ve picked up during your career as a rogue, so it relies on you having a few small vials of strange reagents secreted on your person. It’s also worth noting that this power is one of the few rogue powers that doesn’t include an attack, so if you take it, you’ll have one fewer power-based attack than others. In exchange, you’re getting an effect usually reserved for outright magic

Effect: Until the end of the battle (or five minutes out of combat if you don’t stray too far), you become invisible until you attack or move to a location that isn’t nearby. Others see the smoke, but only you can remain unseen within it.

Champion Feat Smoke bomb is no longer daily; it’s recharge 16+ after battle.

Epic Feat You can hurl your smoke bomb at a nearby ally so they get the benefit instead of you.

Perfect Execution

Source DATP

Momentum power

Melee attack; Daily; requires momentum

Effect: 50 damage

9th level power: 75 damage

Champion Feat You can use your Sneak Attack with this power.

Epic Feat This power is now Recharge 16+ after battle.

Shadow Rift

Source DATP

Close-quarters power; Daily; Quick action; Shadow

Effect: Until the end of the battle, your melee attacks that target AC target the enemy’s PD instead.

Epic Feat Enemy attacks that target your PD target your AC instead.

Shadow Twin

Close-quarters power; Daily; Quick action; Shadow

Effect: You animate your shadow to aid you in battle. The shadow does not fight on its own. Instead, it flanks whoever you are attacking, which allows you to use your Sneak Attack. The shadow persists until the end of the battle, or until you are knocked unconscious.

Epic Feat When an enemy makes an attack against you, you can spend your momentum (before you would lose it from getting hit) as an interrupt action to have the shadow twin make a basic melee attack against that enemy. Use the same stats as if you had attacked yourself.

Well-Timed Strike

Source DATP

Melee attack; Once per battle

Special: The target is vulnerable to the attack.

Attack: Dexterity + Level vs. the lowest defense of the target

Hit: WEAPON + Dexterity damage

Miss: Half damage

Epic Feat Deal triple damage on a critical hit.

9th Level Rogue Powers

Disrupting Dash

Source 13RTP

Momentum Power

At-Will (once per round); Move action on your turn; requires momentum

Target: One nearby enemy per point of Charisma modifier or escalation die (whichever is higher)

Effect: You engage an enemy that is currently engaged with an ally. That ally can immediately pop free from that enemy, even if they’re grabbed or stuck.

Epic Feat Once you’ve popped them free, the affected ally can move as an interrupt action without provoking opportunity attacks (as if they had successfully disengaged).

Flickering Shadows

Source DATP

Melee attack; Daily; Shadow

Target: One nearby enemy per point of Charisma modifier or escalation die (whichever is higher)

Attack: Dexterity + Level vs. PD

Hit: WEAPON + Dexterity damage

Miss:

Epic Feat You can use your Sneak Attack against any target that is staggered.

Killing Blow

Source DATP

Melee attack; Daily

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage. If the target has 250 hit points or less left after the attack, it starts making last gasp saves (16+; see Core Book p. 200). After the fourth failed save, it dies. If the target has more than 250 hit points, you can choose to either deal 100 extra damage or cause the target to lose its next standard action.

Miss: You have advantage on your next attack against the target.

Epic Feat You now force enemies with 400 hit points or less to make last gasp saves.

Mass Murder

Source ER

Melee attack; Recharge 11+ after battle

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity + escalation die damage.

Miss: Damage equal to your level + escalation die damage.

Effect: For the rest of the battle, you add the escalation die to all your damage rolls and miss damage whenever you have momentum. Note that you don’t have to have momentum to use this power in the first place, just to get the damage bonus on subsequent rounds.

Epic Feat Double the damage bonus from the escalation die.

Not Today, Death

Source DATP

Momentum power; Shadow

Daily; Interrupt action; requires momentum

Trigger: An attack reduces you to zero hit points or below.

Effect: You take no damage or other effects from the attack. You can spend your momentum to disappear and reappear anywhere nearby.

Epic Feat The power is now Recharge 16+ after battle.

Shadow Garrotte

Source DATP

Close-quarters power; Daily; Free Action; Shadow

Trigger: You deal Sneak Attack damage to an enemy with a melee attack.

Target: The same enemy

Attack: Dexterity OR Charisma + Level vs. PD

Hit: 50 ongoing negative energy damage, and the target is hampered (save ends).

Miss: You regain this power at the end of your next turn.

Surprise, B***

Source DATP

Close-quarters power; Once per battle; Free action

Trigger: You successfully save against a condition imposed by an enemy attack.

Effect: Make a melee or ranged basic attack against an enemy in range with advantage.

Epic Feat Add your Sneak Attack damage even if the target is not engaged with an ally.

Thrive on Others’ Pain

Source ER

Momentum power; Once per battle

Interrupt action OR free action on your turn

Special: This power is another one that doesn’t include an attack and shades into overtly magical territory.

Trigger: A nearby creature other than you takes damage.

Effect: You can heal using a recovery.

Epic Feat You can spend your momentum to regain use of this power in battle.

 

Section 15: Copyright Notice

13RTP: 13 Rogue Talents and Powers (13th Age Compatible). © 2019, Jon Brazer Enterprises

DPAS: Dark Paths & Ancient Secrets. © 2016, Kinoko Games

DATP: Dark Alleys & Twisted Paths. © 2019, Kinoko Games

ER: The Escalated Rogue. © 2019, DASTOW Games. Stacey Janssen and David Noonan

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