Rogue powers
1st level Powers
Stay Sharp
Quick action; Once per battle
Effect: Gain momentum. Until the end of your next turn, you have +2 bonus to MD.
Adventurer feat: Make a save against a condition that a save can end.
Champion feat: If you are dazed, end that condition.
Epic feat: You can use this power while stunned.
Trickster's Cut
Melee attack; At-Will
Target: One enemy
Attack: Charisma + Level vs. MD
Hit: WEAPON + Dexterity damage.
Miss: Damage equal to your level.
Adventurer feat: Deal extra miss damage equal to your Charisma.
Champion feat: On a natural 16+, you can switch positions (who you are engaged with) with a nearby ally after the attack.
Epic feat: You gain a +2 bonus to attack against dazed or stunned enemies.
3rd level Powers
Shadow Blade
Quick action; Daily
Special: You must have an icon relationship with the Shadow Prince to use this power
Effect: Until the end of the battle, your melee attacks with blade weapons deal an extra 1d6 negative energy damage.
Champion feat: Increase the damage bonus to 2d6.
Epic feat: Increase the damage bonus to 3d6.
Kick in the Nuts
Melee Attack; Once per battle
Special: This attack gains a bonus from magic item boots instead of a weapon. Adventurer tier boots give +1 to attack and damage, and so on.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: 1d6 per level + Dexterity damage, and the target is hampered until the end of your next turn.
Adventurer feat: You can expend your momentum to make the hampered effect (save ends).
Champion feat: On a natural even roll, increase the damage dice to d10.
Epic feat: If the escalation die is 3+, you can use this power as a quick action.
5th level Powers
Assassin's Aim
Quick action; Once per battle
Special: You can use this power only if you are not engaged to any enemy.
Effect: Gain a +2 bonus to attack with your next ranged attack this turn.
Champion feat: The ranged attack deals sneak attack damage on an even hit against a target that is not engaged.
Epic feat: If the target is not aware of you, increase the attack bonus to +5.
Humiliate
You knock the target's wig off his head, carve your signature in his chest, or otherwise humiliate him.
Melee attack; Once per battle
Target: One enemy
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 (the above save ends both).
Epic feat: You can use this power as a ranged attack.
Perfectly Timed Strike
Momentum power
Melee Attack; you must spend your momentum
Attack: Dexterity + level vs. the target's lowest defense.
Hit: WEAPON + Dexterity damage, and you can deal sneak attack damage to the target.
Champion feat: The target is vulnerable to the attack
Epic feat: On a critical hit, you deal triple damage.
7th level Powers
Avalanche of Daggers
Ranged attack; Daily
Target: A group of mooks
Attack: Dexterity + Level vs. AC
Hit: You kill 2d4 mooks.
Miss: You kill 1d4 mooks.
Epic feat: Roll d6 instead of d4.
Meat Shield
Momentum power
At-Will (once per round)
Interrupt action; you must spend your momentum
Trigger: An enemy targets you with a close-quarters or ranged attack.
Effect: Make a skill check with the attack roll as the DC. If you equal or beat the DC, that attack targets a nearby enemy instead.
Epic feat: If your skill roll is a natural 16+, you deal sneak attack damage to the new target.
Shadow Gambit
Standard action; Once per battle
You allow one enemy engaged with you to make a melee attack against you as a free action.
If the enemy’s attack misses, you can make a melee attack against that enemy as a free action. If your attack hits, deal your sneak attack damage against the target and the enemy is dazed until the end of its next turn.
Champion Feat: Add your Wisdom modifier to all defenses against the attack. If the enemy’s attack hits, you take only half damage.
Epic Feat: When your Gambit attack hits, you can choose to make the target confused instead of dazed until the end of its next turn.
9th level Powers
Go In For The Kill
Melee attack; Daily
Target: One staggered non-mook enemy
Attack: Dexterity + Level vs. PD
Hit: WEAPON + Dexterity + 50 damage.
Miss: You regain this power.
Epic feat: Increase your critical threat range with this power by +4.
That was close
Recharge 16+
Interrupt action
Trigger: An attack reduces you to zero hit points or below.
Effect: You take no damage or other effects from the attack.
Epic feat: You can spend your momentum to disappear and reappear anywhere nearby.
Version 0.2, 21 Nov 2016
Art credit: Guyjin - Thief GI cover
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