13th Age 2E Pregenerated Character Builds: Shadow Assassin Rogue

By Jay Godden

In this series, I’m presenting two different pregenerated builds for every 13th Age Heroes’ Handbook character class, at all levels. My goal is to present complete mechanical builds using only standard elements and rules from the Heroes’ Handbook, ready for you to apply your own backgrounds, icon relationships, and One Unique Thing.

In this pair of articles, we look at two potential builds for the Rogue.

The 13th Age Rogue is a highly mobile martial damage dealer. They excel at getting into and out of engagements with whoever they please and dealing high amounts of damage in melee (or occasionally at range with thrown daggers). Compared to other damage focussed skirmishers like the Ranger, the Rogue has cheaper access to powers that increase their mobility and their defences, without sacrificing their core damage features, Rush and Sneak Attack.

Your first choice when building a Rogue is picking between Rush, which is new for second edition and deals extra damage to enemies you move to engage, and Sneak Attack which is largely unchanged from first edition and deals extra damage against enemies you are flanking. Depending on your style, your other talent and power choices can help you to reliably trigger this extra damage on as many turns as possible.

Another big change from first edition is the replacement of Momentum with Bravado. Crucially this resource is not lost when you are hit, and you can hold onto more than one point of it, making it much easier to spend it on your powers, gambits, and stunts. Some first edition talents have also been converted into feats for easier access to more types of rogue.

SHADOW ASSASSIN ROGUE

Download the Shadow Assassin Rogue character sheets here. These sheets make use of the class-specific character sheets designed for second edition by Miguel Friginal.

The Shadow Assassin makes use of both Sneak Attack and Rush Attack for their damage, thanks to the Both Styles Now talent. This makes it as easy as possible for you to trigger extra damage every turn, or sometimes even a choice over which style will be best for the exact situation you find yourself in. For example, you may coordinate with an ally to get reliable Sneak Attack damage against a powerful boss monster, only to teleport away when a different nearby enemy becomes staggered in order to Rush them down Murderously. The Assassin requires you to be dual wielding two swords in order to make the most of its feat choices. While it has many ways to deal damage, the Shadow Assassin is limited in defensive options other than Shadow Walk, so try not to overreach and don’t be afraid to ask for backup.

As usual magic item choices are left out of the character sheets, check with your GM to see if they will be granting you any. On top of magic daggers, your Shadow Assassin might be interested in magic gloves that improve their nefarious skill checks, boots to make you even more likely to win initiative, or a magic necklace to shake off effects that might prevent you from dealing your expected extra damage.

Talents

Both Styles Now

This talent allows you access to both the Rush and Sneak Attack class features at the same time. You can still only apply the damage from one to each attack, but having access to both maximises your chances to find a way to do extra damage every turn of battle.

Murderous

Increasing your crit chance against staggered enemies is an extra way for you to increase damage on top of Rush/Sneak Attack. From 6th to 8th level just be aware that Cut After Cut attacks can’t crit, so that power doesn’t synergise with Murderous.

Shadow Walk

This power lets you remove yourself from play for a turn, only to return and deal double damage. It’s a great way to reliably trigger Rush damage, or Sneak Attack if you return opposite one of your allies. This is really a defensive and mobility power, giving you a full round where you know you won’t be able to be attacked, with all the monster’s focus going towards your allies, only to return at a location most advantageous to you.

Kin Power

Highborn Teleport from the High Elf gives you a get-out-of-jail-free card when the pressure is on, as well as real freedom of positioning to maximise your Rush/Sneak Attack opportunities.

Attributes

Dexterity determines the effectiveness of your melee and ranged attacks, though Shadow Walk and Slick Feint also benefit from a high Charisma: Str 10 (+0) Dex 19 (+4) Con 16 (+3) Wis 13 (+1) Int 12 (+1) Cha 15 (+2).

1st level

Attributes: Str 10 (+0) Dex 19 (+4) Con 16 (+3) Wis 13 (+1) Int 12 (+1) Cha 15 (+2).

Kin Power: Highborn Teleport

Talents: Both Styles Now, Murderous, Shadow Walk

Class features: Bravado, Rush Attack, Sneak Attack, Skullduggery

Powers: Flying Blade, Slick Feint, Sure Cut.

Feat: A: Heritage of the Sword

2nd level

New power (Roll With It), new feat (A: Rogue of Two Weapons).

3rd level

New power (Deflection replaces Roll With It), new feat (A: Improved Initiative).

4th level

+1 to three attributes (Dexterity, Wisdom, Charisma), new power (Bleeding Strike), new feat (A: Danger Trigger).

5th level

New feat (C: Sneak Attack).

6th level

New power (Cut After Cut), new feat (C: Highborn Teleport).

7th level

+1 to four attributes (Dexterity, Constitution, Wisdom, Charisma), new feat (C: Shadow Walk).

8th level

New power (Cutter’s Gambit), new feat (E: Murderous).

9th level

New power (Coup de Killer replaces Cutter’s Gambit), new feat (E: Cut After Cut).

10th level

+1 to five attributes (Dexterity, Constitution, Wisdom, Intelligence, Charisma), new power (Key to Shadow), new feat (E: Coup de Killer).

Zenith feat

New feat (Z: Zenith Adventurer, E: Key to Shadow, A: Murderous).

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