The best way to describe a stereotypical rogue is simply not possible. Rogues always have a wide assortment of tricks up their sleeves that they area easy to mistake for a fighter or a wizard. While it is true that they get themselves out of bad situations as quick as they get themselves into them, know the best routes of escape, are aware of which guards are not paying attention, and can tell you how many coins were in that merchant’s purse, the way they go about all this is unique to the individual rogue. That is as true in 13th Age as it is in any other fantasy roleplaying game, and our latest release for 13th Age helps rogues to find their own unique style.
13 Rogue Talents and Powers gives your rogue new ways to show some flare. The rogues at Jon Brazer Enterprises managed to steal this little tidbit and are sharing it with you letting you see what is inside this bag of goodies. To see what else is inside, be sure to come back to the JBE Blog next week as we share more.
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.