13th Age: A Rogue’s Dirty Tricks

A rogue would not be a rogue if they fought fair. Dirty tricks are their stock in trade. So today we are giving you a new power for rogues called Dirty Trick. It applies a condition to an enemy you hit, making them a less lethal opponent to you and the rest of your party. Be sure to check out the vicious strike power and the magical savant talent that we showed off already. If you like these, download 13 Rogue Powers and Talents for your 13th Age game today from the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Dirty Trick (3rd Level Power)

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
Target:
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.

13th Age: Display Superior Guile and Awesome Trickery with Your Rogue

Always Keep A Knife In Your Boot And A Trick Up Your Sleeve
Gouge your foes’ eyes and bring the pain down on them! Get the drop on your enemies before they can reach your allies! Supplement your suave with a little spellcraft! Hurl knives with deadly accuracy! Rogues are the wily utility support that every party needs, moving with grace and panache and striking when no one expects it. Now you can go beyond the core book and expand your character’s unique suite of skills to complement any adventuring style.

13 Rogue Talents and Powers is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:

  • 3 New Rogue Talents for making an arcane dabbler, a purveyor of illicit magical goods, or a knife-throwing expert
  • 3 New 1st Level Powers to bolster you against groups of monsters, halt an enemy in their tracks, or hurt a foe worse than they’ve hurt you when you’re staggered
  • 2 New 3rd Level Powers for escaping pesky restraints or finding an unfair advantage in a fight
  • 2 New 5th Level Powers that add a sly flourish to your strikes or enhance your dual wielding abilities
  • 2 New 7th Level Powers to execute a defensive plan or bring the pain late in the game
  • 1 New 9th Level Power for getting an ally out of any tight spot

Sneak, Steal, and Swashbuckle To Your Heart’s Content in the 13th Age.

Download 13 Rogue Talents and Powers today at JonBrazer.com, DriveThruRPG, and the Open Gaming Store.

13th Age: The Vicious Rogue

Some rogues simply must win, even when it costs them their own health or possibly their life. These rogues hit harder when the situation is not going their way, not caring how much it hurts them. The idea of hitting your enemy, even if it hurts you is one of the ideas behind vicious strike, the new 1st level rogue power that we are showing off today. Be sure to also check out the new rogue talent magical savant that we showed off last week.

You can find this new rogue power and more in our latest release for the 13th Age Roleplaying Game: 13 Rogue Talents and Powers. Download it at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Vicious Strike

Special: Usable only when staggered
Melee attack
At-Will
Target:
One enemy
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.

13th Age: The Talented Rogue

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.

Of course, what rogue can wait? Instead, download it now at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Magical Savant

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.

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