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)Dungeons and Dragons 4.0 Rogue
• “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.

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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!

If theyre doing what I think theyre doing, theyre making everything less random and more tactical, which sounds like a good thing to me, but we will see how well implemented it is. I would be wiling to bet that the con bonus applies at every level still, not just first, so the hits are still variable, just not random.

I’m not really thrilled that they seem to be taking away much of the randomness. That does make the game alot better, it’s a social game for friends, not a competitive arena.

Also what’s with every movement value being calculated in squares, my friends and i have rarely if ever bothered to use a hex pad or some such, preferring just a few models from our various warhammer armies. We did try out using squares but it makes the game too rigid and inflexible.

From what i’ve read so far there seems to be enough to say that we’ll likely to continue using 3.5 with perhaps some adjustments from 4.0.

Im curious about those atacks that deal damage and are aimed at will defense or Reflexes defense…
will armor give some damege reduction or some like that because if they do not… its gonna suck to wear full armor!!!
I dont see logical that you can skip somebody’s protection by attacking the will…

Hit points are one of those areas that is very important and too random. I welcome removing them from randomness.

I’m a bit apprehensive about the language used. It sounds like characters have been pigeon holed into certain roles and I don’t think a role-focused approach to the game mechanics is a positive idea. It forces groups to become structured and favours characters who abide by constricting norms.

And the apparent reduction of randomness (if such turns out to be the case) only encourages competitivness. I am sure I am not the only one who finds the idea of ’statistically competitive roleplay’ as bizarre and a bit creepy.

Awesome! I’ve played a bit of 4thEd already and every class looks balanced and useful, so when you get stuck in battle everybody has something to do. The game is challenging but not because your weak or useless.

An AC bonus based on chrisma?
Don’t make sense to me.
Dex. all the way.

AC based on CHA is no more different than the AC based on Wisdom of the Monk class. I think I like that option, and like the static base HP/level, as rolling a few 1’s for level is crippling by mechanic, not by play style.

As for tumble and backstab being once an encounter…. I’ll hold judgement. Looks a little like they’re going to a paper/rock/scissors logic for character balance.

Actually it’s INT that gives a bonus to AC and CHA that gives a bonus to Will Defence. Since CHA has come to represent power of personality it makes sense to be used as a bonus to Will Defence. And INT for AC does make some sense.

Wow making a point buy system for stats and fixing hps…. is it just me or is this gonna be a huge munchkin fest?

Less of a munchkin fest than you think, I suspect… Sure, you’ll get people trying to min/max, but it looks like things are more balanced overall. Point buy systems for stats gets ’round the guy who somehow always rolls four or six eighteens for stats, and the max for hit points per level. The fixed HP per level looks good, actually. (My current character is rather hobbled by several two’s rolled for HPs. My dice hate me.) I like the different defenses, it’s very logical that wearing full plate won’t do much to defend you from, say, a fireball or a dagger from behind. (If you’ve never worn armor, there ARE places a blade will slip thorugh nicely and hurt like heck!) Movement in squares I like, especially with some of the online stuff they’re featuring. We do use a grid mat, makes it a lot easier to visualize who’s where doing what to who, and quashes a lot of the guys who decide they have to be everywhere doing everything.