Dungeons and Dragons 4th Edition Rogue
Wizards has released a bunch of new information regarding rogues in 4e. The information has been added to our Facts/Rumors page under classes here.
Rogue (Striker, Martial)
• “You look surprised to see me. If you’d been paying attention, you might still be alive.”
• Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.
• Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.
• Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.
• Class Traits:
• Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
• Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
• Key Abilities: Dexterity, Strength, Charisma
• Armor Training: Leather
• Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
• Bonus to Defense: +2 Reflex
• Hit Points at 1st Level: 12 + Constitution score
• Hit Points per Level Gained: 5
• Healing Surges: 6 + Constitution modifier
• Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
• Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)
• Class Features: First Strike, Rogue Weapon Talent, Sneak Attack, Rogue Tactics
• First Strike: at the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
• Sneak Attack Damage: (1st–10th +2d6) (11th–20th +3d6) (21st–30th +5d6) (Almost all monsters can be sneak attacked now including golems).
• Weapon Talents: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls
• Rogue Tactics: A rogue can choose one of two tactics, with which to fight:
• Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
• Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.
• Build Options: Brawny rogue, trickster rogue
• Brawny Rogue:
Recommended Powers: (Piercing Strike, Riposte Strike, Torturous Strike, Easy Target)
Recommended Feat: (Weapon Focus, Human feat: Toughness)
Recommended Skills: (Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery)
• Trickster Rogue:
Recommended Powers: (Deft Strike, Sly Flourish, Positioning Strike, Trick Strike)
Recommended Feat: (Backstabber, Human feat: Human Perseverance)
Suggested Skills: (Acrobatics, Bluff, Insight, Perception, Stealth, Thievery)
Rogue Powers:
• Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
• Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
• Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
• Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.
• Tumble
Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
• Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.
Daily Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.
Thanks again for the text snippet
Now it’s really looking as a new edition more than and “Advanced 3.5 with Book of Nine Swords”
I’m a bit worried about that “All or nothing” approach to skills… and that fixed amount of hp… well, we’ll argue about it when it’ll become official!