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Rogue talents and powers (3pp)

Rogue

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

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.

Babyface

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

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

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.

Improved Evasion

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

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

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.

Patient Assassin

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

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

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

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

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

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.

Street Urchin

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

When you gain momentum, 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

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

Dark Shroud

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

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.

Feint Throw

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.

Humiliate

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

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

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

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.

3rd Level Rogue Powers

Assassin’s Shot

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

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

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.

Epic Feat The first time you miss with this power in a battle, deal half damage.

Gloomy Ricochet

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.

Kick in the Nuts

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

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.

Skill Shot

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

Bullseye

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

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.

Death Strike

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

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.

Hip Shot

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.

Really Sneaky Attack

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+.You can now use this power once per battle.

Shadow Trap

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

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

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

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

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.

Meat Shield

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.

Shadow Fusion

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).

Perfect Execution

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

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

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

Flickering Shadows

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

Melee attack; Daily

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.

Not Today, Death

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

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***

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.

 

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