“You look surprised to see me. If you’d been paying attention, you might still be alive.”
AW at-will · ENC encounter · DLY daily |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Wpn weapon rider · Spec special |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · [W] weapon dice · * = errata
Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.
As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hardluck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?
All rogues share these class features.
At the start of an encounter, you have CA against any creatures that have not yet acted in that encounter.
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies. Choose one of the following options.
**Artful Dodger: **You gain a bonus to AC equal to your Cha against OAs.
**Brutal Scoundrel:** You gain a bonus to Sneak Attack dmg = Str. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.
**Ruthless Ruffian:** You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Str to the dmg roll.
**Cunning Sneak:** You don't take a penalty to Stealth checks for moving more than 2 sq, and you take a -5 penalty instead ofa -10 penalty to Stealth checks for running. If you end your movement* at least 3 sq away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
When you wield a shuriken, your weapon dmg die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.
OR
When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting CA to you, that enemy takes extra dmg based on your level. You can deal this extra dmg only once per turn. If you have dealt Sneak Attack dmg since the start of your turn, you cannot deal it again SONT. You decide whether to apply the extra dmg after making the dmg roll.
As you advance in level, your extra dmg increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
STEALTH (new Rules)
The following Stealth rules replace the Stealth rules on page 188 of the Player's Handbook. These rulcs were first printed in Player's Handbook 2 and are pro· vided here lor your convenience. Stealth: At the end of a move action.
• Opposed Check: Stealth vs. passive Perce ption. If multiple enemies are present, your Stealth check is opposed by each enemy's passive Perception check. If you move more than 2 sq during the move action, you take a -S penalty to the Stealth check. If you run, the penalty is -10.
• Becoming Hidden: You can make a Stealth check against an enemy only if you have supe rior cover or total concealment against the enemy or if you're outside the enemy's line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don't have superior cover or total concealment and aren't out· side the enemy's line of Sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
• Success: You are hidden, which means you are silent and invisible to the enemy (see "Concealment" and "Targeting What You Can't See," Player's Handbook, page 281).
• Failure: You can try again at the end of another move action.
• Remaining Hidden: You remain hidden as long as you meet these requirements.
Keep Out of Si8ht: If you no longer have any cover or concealment against an enemy, you don't remain hidden from that enemy. You don't need superior cover, total concealment, or to stay outside line of sight. but you do need some degree of cover or concealment to remain hidden. You can't use another creature as cover to remain hidden.
Keep Quiet: Ifyou speak louder than a whisper or otherwise draw attention to yourself, you don't remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 sq during an action, you must make a new Stealth check with a -s penalty. If you run, the penalty is -10. If any enemy's passive Perception check beats your check result, you don't remain hidden from that enemy.
Don't Attack: If you attack, you don't remain hidden.
• Not Remaining Hidden: 'If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can't become hidden again as part of that same action.
• Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don't make a new check), you don't remain hidden from that enemy. Also, if an enemy tries to enter your space, you don't remain hidden from that enemy.
Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Cha and are well suited for the trickster rogue, and others reward a high Str and appeal to the brawny rogue, but you are free to choose any power you like.
Some powers in this chapter use the new rattling keyword.
**Rattling:** If you are trained in Intimidate and you deal dmg with an attack that has this keyword, tgt takes a –2 penalty to attack rolls EONT. A creature immune to fear is not subject to this penalty.
| AW | Deft StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. Spec You can move 2 sq before the attack. · [L21: 2[W] + Dex] |
| AW | Piercing StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref · Hit 1[W] + Dex dmg. [L21: 2[W] + Dex] |
| AW | Riposte StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg. If tgt attacks you before the SONT, you make your riposte against tgt as an imm interrupt: a Str vs AC attack that deals 1[W] + Str dmg. Increase dmg to 2[W] + Dex and riposte to 2[W] + Str at 21st level. |
| AW | Sly FlourishStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex + Cha dmg. Increase dmg to 2[W] + Dex + Cha at 21st level. |
| AW | Disheartening StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. [L21: 2[W] + Dex] |
| AW | Acrobatic StrikeStd Melee wpnTgt One creature | Req Light blade. · Prereq You must be trained in Acrobatics. · Atk Dex vs AC · Hit 1 [WI + Dex dmg. If you are grabbed, you escape the grab. Eff Before or after the attack, you shift 1 sq. L21 2[W] + Dex dmg. |
| AW | Gloaming CutStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1 [WI dmg. Eff You shift a number of sq equal to your Int, and you can make a Stealth check to become hidden. L21 2[W] dmg. |
| AW | Preparatory ShotStd Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit Dex + Int dmg, and tgt grants CA to you until the end of your next tum. L21 5 + Dex + Int dmg. |
| ENC | Dazing StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt dazed EONT. |
| ENC | King’s CastleStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Ref · Hit 2[W] + Dex dmg. Eff Switch places with a willing adjacent ally. |
| ENC | Positioning StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Will · Hit 1[W] + Dex dmg, and you slide tgt 1 sq. Artful Dodger: You slide tgt a number of sq equal to your Cha. |
| ENC | Torturous StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Brutal Scoundrel: You gain a bonus to the dmg roll equal to your Str. |
| ENC | Fox’s GambitStd Melee wpnTgt One creature | Req Light blade. · Prereq You must be trained in Acrobatics. · Atk Dex vs Ref · Hit 1[W] + Dex dmg, and you negate any marks tgt has applied. The target cannot mark any targets EONT. Eff You can shift 1 sq. Artful Dodger: You can instead shift a number of sq equal to your Dex. |
| ENC | Guarded AttackStd Melee wpnTgt One creature | Req Light blade. · 1°Atk Dex vs AC · 2°Atk Str vs AC · Hit 2[W] + Dex dmg, and if tgt makes a melee attack against you before the SONT, you can make a secondary attack against it as an imm interrupt. · Hit 1[W] + Str dmg, and tgt takes a –2 penalty to the triggering attack roll. |
| ENC | Impact ShotStd Ranged wpnTgt One creature | Req Xbow, light thrown weapon or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you push tgt 1 sq. |
| ENC | Sly LungeStd Melee wpnTgt One creature granting CA to you | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you gain CA against tgt EONT. If you don’t apply your Sneak Attack dmg to this attack, it deals 1d6 extra dmg. Brutal Scoundrel: The attack deals + Str. · SNEAK ATTACK · Is it just a matter of timing, attacking when your foe’s back is turned or defenses down? Is it all about surprise, doing exactly what your enemy least expects? Or is it the surgical precision of your blade, striking right in the most vulnerable places? Sneak Attack dmg isn’t just extra dice you roll; it’s what makes your attacks different from anyone else’s. How can you make it feel unique? |
| ENC | Termination ThreatStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex + Cha dmg. Ruthless Ruffian: If tgt already taking the attack penalty from one of your rattling attacks, tgt also immobilized EONT. |
| ENC | Unbalancing ShotStd Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt slowed EONT. |
| ENC | Acrobat's Blade TrickStd Close burst 1Tgt Each enemy in burst you can see | Req Light blade. · Prereq You must be trained in Acrobatics. · Atk Dex vs AC · Hit 1 [W] + Dex dmg Eff After the attack, you can shift a number of sq equal to the number of enemies you hit with this attack. During the shift, you can move through sq occupied by enemies you hit with this attack. Then the display transforms into a deadly attack. |
| ENC | Distracting ShotStd Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[WI + Dex dmg. Until the EONT, tgt grants CA to one ofyour allies adjacent to it. Cunning Sneak: If you are hidden when you attack, you can make a Stealth check to remain hidden if you have superior cover or total concealment. |
| ENC | One-Two PunchStd Melee wpnTgt One or two creatures | Req Light blade. · Atk Dex vs AC · Hit 1 [W] dmg. If you hit both targets, you can deal your Sneak Attack dmg to each target instead of just one. |
| ENC | Shadow StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC. If you are hidden when you attack, you can make a Stealth check to remain hidden after the attack. Hit: 1 [WI + Dex dmg. Vl ex:: |
| ENC | Skip the RockStd Ranged wpn1°Tgt One creature I.U2°Tgt One creature within 10 sq of the primary target | Req Sling. · 1°Atk Dex vs AC · 2°Atk Dex vs AC · Hit 1[WI + Dex dmg. Make a secondary attack. · Hit Dex dmg, and the secondary target is dazed EONT. Cunning Sneak: The secondary attack deals + Int. |
| DLY | Blinding BarrageStd Close blast 3Tgt Each enemy in blast you can see | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt blinded EONT. Miss Half dmg, and tgt not blinded. |
| DLY | Easy TargetStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit Dex dmg, and tgt slowed and grants CA to you (save ends both). Miss Dex dmg, and tgt grants CA to you EONT. |
| DLY | Trick StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you slide tgt 1 sq. Eff Until the end of the encounter, each time you hit tgt you slide it 1 sq. |
| DLY | Checking JabStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt slowed (save ends). You have CA against tgt while it is slowed by this attack. Miss Half dmg, and tgt not slowed. |
| DLY | Confounding AttackStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff As a free action, tgt makes a MBA against a creature of your choice adjacent to it. If you or tgt has CA against the creature and you haven’t dealt your Sneak Attack dmg during this round, you can deal your Sneak Attack dmg against the creature. |
| DLY | Handspring AssaultStd Melee wpnTgt One creature | Req Light blade. · Prereq You must be trained in Acrobatics. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you can shift 2 sq. Spec When charging, you can use this power in place of a MBA. |
| DLY | Pommel SmashStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt takes a –2 penalty to attack rolls (save ends). Miss Half dmg, and tgt takes a –2 penalty to attack rolls until the end of its next turn. |
| DLY | Precise IncisionStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref · Hit 3[W] + Dex dmg. |
| DLY | Press the AdvantageFree Melee wpnTgt The triggering enemy | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Trig You bloody an enemy with a melee attack · Miss Half dmg. |
| DLY | Hounding AssaultStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff Until the end of the encounter, your melee attacks have the rattling keyword. Miss Half dmg. |
| DLY | Scattering ShotStd Ranged wpnTgt One creature | Req Xbow, light blade, or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff Each enemy adjacent to tgt takes a -2 penalty to attack rolls (save ends). In addition, each enemy adjacent to tgt pushed 1 sq away from tgt. Miss You do not expend this power if you were hidden from tgt when you made the attack. |
| DLY | Spinning Blade LeapStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[WI + Dex dmg. Eff Before and after the attack, you shift your speed. Miss Half dmg. |
| DLY | Twilight Menace Rogue Attac k 1Std Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W) + Dex dmg, and tgt treats you as having concealment (save ends). Miss Half dmg, and tgt treats you as having concealment EONT. |
| AW | Fleeting GhostMove Pers | Prereq Stealth. Eff You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check. |
| AW | Great LeapMove Pers | Prereq Athletics. Eff Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed. |
| ENC | Master of DeceitFree Pers | Prereq Bluff. Eff Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result. Trig You roll a Bluff check and dislike the result |
| ENC | Quick FingersMinor Pers | Prereq Thievery. Eff Make a Thievery check as part of this action, even if the check is normally a standard action. |
| ENC | TumbleMove Pers | Prereq Acrobatics. Eff You can shift up to your speed.* |
| ENC | Adaptable FlankerMinor Pers | Req You and an ally must be adjacent to the same enemy. Eff You gain CA against the enemy SONT. |
| ENC | Double TakeMinor Pers | Prereq Perception. Eff Make a Perception check with a bonus equal to your Cha. |
| ENC | Hop UpImm React Pers | Prereq Acrobatics. Eff You stand up and can shift 1 sq. Trig You are knocked prone |
| ENC | Marked EscapeMinor Pers | Req Be marked. Eff The marked condition ends on you. |
| DLY | Reap the RattledMinor Pers | Prereq Intimidate. Eff Select an enemy within line of sight that is taking the penalty from one of your rattling attacks. You gain CA against that enemy EONT. |
| ENC | Sneak inMinor Melee 1Tgt One creature | Eff Until the SONT, the next ally who hits tgt and has CA against it deals extra dmg against it equal to your Sneak Attack dmg. |
| DLY | Arm and Edge | |
| DLY | Cunning StepMinor Pers | Eff Until the stance ends, you gain a pwr bonus speed equal to half your Int. |
| ENC | Deadly Knowledge | Eff The triggering attack deals + Int to the enemy. |
| ENC | lurker's Cloak | |
| AW | SwitcherooMove Close burst 1Tgt You and one ally in burst | Eff The targets swap places. |
| ENC | Bait and SwitchStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Will · Hit 2[W] + Dex dmg. In addition, you switch places with tgt and can then shift 1 sq. Artful Dodger: You can shift a number of sq equal to your Cha. |
| ENC | Setup StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt grants CA to you EONT. |
| ENC | Topple OverStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt knocked prone. Brutal Scoundrel: You gain a bonus to the attack roll equal to your Str. |
| ENC | Trickster’s BladeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Add your Cha to your AC SONT. |
| ENC | Blade VaultStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg. For every sq you shifted as part of this power, the attack deals + Str. Eff Before the attack, you can shift 2 sq. If you are trained in Athletics, ignore difficult terrain during the shift. |
| ENC | Defender’s CohortStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. If tgt marked by an ally of yours, the attack deals + Cha. |
| ENC | Enforced ThreatStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Ruthless Ruffian: If tgt taking the attack penalty from one of your rattling attacks, you gain CA against tgt for this attack. |
| ENC | Flamboyant StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex + Cha dmg. Artful Dodger: You can shift 1 sq. |
| ENC | Low SlashMinor Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref · Hit 1[W] + Dex dmg, you slide tgt 1 sq, and tgt slowed EONT. If you’re flanking tgt, the attack deals + Str or Cha. |
| ENC | Nasty BackswingFree Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC. You have CA for this attack. · Hit 1[W] + Dex dmg, and you can shift 1 sq. Trig You miss with a melee attack · Brutal Scoundrel: The attack deals + Str. |
| ENC | Brutal TrickStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC. This attack provokes an OA from tgt-If tgt misses with the OA, you target the lower of its AC or Reflex. Ruthless Ruffian: If tgt misses or does not make the OA, you can target the lower of its AC, Fortitude, or Reflex. · Hit 3[W) +Dex dmg. |
| ENC | Flailing Shove Rogue AttJck 3Std Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[W) + Dex dmg. You push tgt 1 sq, and after the push, each enemy adjacent to tgt takes 3 dmg. Brutal Scoundrel: Each enemy instead takes dmg equal to 2 + your Str. |
| ENC | Flattening ShotStd Ranged wpnTgt One creature | Req Sling. · Atk Dex vs AC · Hit 2[W) + Dex dmg, and you push tgt 1 sq and knock it prone. Cunning Sneak: The attack deals + Int. |
| ENC | Fleeting Spirit StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[Wj + Dex dmg. You shift 3 sq. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Eff Before the attack, you shift 3 sq. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. |
| ENC | Jumping Blade AssaultStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff You knock prone. Spec When charging, you can use this power in place of a MBA. · Artful Dodger: If you use this power as part of a charge, you can target Reflex instead of AC. |
| ENC | Maneuvering StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref · Hit 2[W) + Dex dmg, and you slide tgt 1 sq. If you slide tgt, it grants CA to one ally you can see EONT. If you don't slide tgt, it grants CA to you EONT. |
| ENC | Shadow Steel RollStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC. If you are hidden when you attack, you remain hidden after the attack. · Hit 1 [WI + Dex dmg. Eff Before the attack, you shift your speed, and you can make a Stealth check to become hidden. Cunning Sneak: The attack deals + Int. |
| DLY | Clever RiposteStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff Until the end of the encounter, tgt takes dmg = Dex each time it attacks you, and you can shift 1 sq as an imm reaction after such an attack. |
| DLY | Deep CutStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Fort · Hit 2[W] + Dex dmg, and ongoing dmg equal to 5 + your Str (save ends). Miss Half dmg, and no ongoing dmg. |
| DLY | Walking WoundedStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Fort · Hit 2[W] + Dex dmg, and tgt knocked prone. Until the end of the encounter, if tgt moves more than half its speed in a single action, it falls prone at the end of its movement. Miss Half dmg, and tgt not knocked prone. |
| DLY | Compel the CravenStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Will · Hit 2[W] + Dex dmg, and tgt moves away from you a number of sq equal to your Cha, avoiding unsafe sq and difficult terrain if it can. Miss The target moves 1 sq away from you, avoiding unsafe sq and difficult terrain if it can. |
| DLY | Downward SpiralStd Close burst 1Tgt Each enemy in burst you can see | Req Light blade. · Atk Dex vs Ref · Hit 1[W] + Dex dmg. Eff You knock prone. |
| DLY | Driving AssaultStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC, two attacks · Hit 1[W] + Dex dmg per attack, you push tgt 1 sq, and you can shift 1 sq toward tgt. If both attacks hit, knock prone after the second push. Miss Half dmg per attack. |
| DLY | Flashy RiposteImm React Melee wpnTgt The triggering enemy | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff The target grants CA to you and your allies EONT. Trig An enemy makes a melee attack against you |
| DLY | Staggering AssaultStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt slowed (save ends). If tgt not bloodied when you make this attack, the attack deals 1[W] extra dmg. Eff Until the end of the encounter, when you hit tgt, it is slowed (save ends). |
| DLY | Surefooted RetortImm Intr Melee wpnTgt The triggering enemy | Req Light blade. · Prereq You must be trained in Acrobatics. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff If the triggering attack would knock you prone or slow you, negate the condition. Reduce any pull, push, or slide from the triggering attack by a number of sq equal to your Dex. Trig An enemy attacks you · Miss Half dmg. |
| DLY | Bat AsideStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 3[W) + Dex dmg. Eff You slide tgt 5 sq to a sq adjacent to one or more of its allies. You knock prone and also knock prone each one of its allies adjacent to it. |
| DLY | BloodbathStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Fort · Hit 1[WI + Dex dmg, and ongoing dmg equal to any Sneak Attack dmg you deal with this attack (save ends). Eff 1[W) + Dex dmg. |
| DLY | Go for the EyesStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt blinded and can't shift EONT. After Until the end of the encounter, whenever you dmg tgt, it takes a -2 penalty to attack rolls · Miss If you were hidden from tgt before the attack, you do not expend this power. · and can't shift EONT. |
| DLY | HobbleStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff You knock prone. The target can't stand up (save ends). |
| DLY | Lurker's AssaultStd Melee or Ranged wpnTgt One creature Attack: Dex vs AC Hit: 2[W) + Dex dmg. You shift a number of sq equal to your Int. | Req Xbow, light blade or sling. Eff If you are hidden from tgt, you can shift a number of sq equal to your Int before the attack. You remain hidden during this movement. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Miss: Half dmg. |
| DLY | Mocking StrikeStd Melee wpnTgt One creature | Atk Dex vs Will · Hit 2[W] + Dex dmg, and tgt takes a -3 penalty to all defenses against your attacks until the end of the encounter. Miss Half dmg, and tgt takes a -3 penalty to all defenses against your attacks (save ends). |
| AW | ChameleonImm Intr Pers | Prereq Stealth. Eff Make a Stealth check. You remain hidden from the triggering enemy if your check beats its passive Perception check. Until the EONT, you can remain hidden without needing any cover or concealment. Trig You are hidden and lose cover or concealment against an enemy |
| ENC | Ignoble EscapeMove Pers | Prereq Acrobatics. Eff If you are marked, end that condition. You can shift a number of sq equal to your speed. |
| ENC | Mob MentalityStd Close burst 10Tgts You and each ally in burst | Prereq You must be trained in Intimidate. Eff The targets gain a +2 pwr bonus Charismabased skill and ability checks EONT. |
| AW | Nimble ClimbMove Pers | Prereq Athletics. Eff Make an Athletics check to climb a surface. You gain a +4 pwr bonus speed during this climb. |
| ENC | Slippery MindImm Intr Pers | Prereq Bluff. Eff Gain a +2 pwr bonus your Will defense against the triggering attack. Trig You are hit by an attack against your Will defense |
| ENC | Ferret Out FrailtyMinor Pers | Prereq Insight. Eff Until the beginning of your next turn, you gain CA against one target within line of sight. If tgt taking the attack penalty from one of your rattling attacks, you instead gain CA EONT. |
| DLY | Fortuitous DodgeImm React Melee 1Tgt One creature other than the attacker | Eff The target is also targeted by the triggering attack. You can then shift 1 sq. Trig A melee or a ranged attack misses you |
| DLY | Sidestep StanceMinor Pers | Prereq Acrobatics. Eff Choose one enemy within 5 sq of you that you can see. Until the stance ends, you gain a +2 pwr bonus AC against that enemy’s melee attacks and ranged attacks if you can see the enemy. You can choose a new enemy as a minor action. |
| ENC | Threatening GlareMinor Pers | Prereq Intimidate. Eff Until the end of your turn, OAs against you deal half dmg, and if an enemy makes an OA against you, you gain CA against that enemy EONT. |
| DLY | Vault PositionMinor Pers | Prereq You must be trained in Acrobatics and Athletics. Eff Until the stance ends, you gain a +1 pwr bonus Reflex. As a minor action, you can make an Athletics check to jump, but doing so ends the stance. |
| ENC | Vexing FlankerImm React Pers | Eff You can shift to any other sq adjacent to the enemy. Trig An ally enters a sq adjacent to an enemy adjacent to you |
| ENC | Blind Spot AdvantageMinor Pers | Eff You gain concealment against one enemy you can see EONT. |
| ENC | Perfect FeintMinor Close burst 1Tgt Each enemy in burst you can see | Prereq You must be trained in Bluff. Eff Each target grants CA to you EONT. |
| DLY | Ugly FinishFree Close burst 5Tgt Each enemy in burst | Prereq You must be trained in Intimidate. Eff Each target takes a -2 penalty to attack rolls and grants CA EONT. Trig You score a critical hit against an enemy with a melee attack or reduce an enemy to 0 hit points with a melee attack |
| ENC | Cloud of SteelStd Close blast 5Tgt Each enemy in blast you can see | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. |
| ENC | Imperiling StrikeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Fort · Hit 1[W] + Dex dmg, and tgt takes a –1 penalty to AC and Reflex defense EONT. Brutal Scoundrel: The penalty to AC and Reflex defense is equal to your Str. |
| ENC | Rogue’s LuckStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · 2°Atk Dex vs AC · Hit 2[W] + Dex dmg. · Hit 1[W] + Dex dmg. Miss Make a secondary attack against tgt. · Artful Dodger: You gain a bonus to the attack roll for the secondary attack equal to your Cha. |
| ENC | Sand in the EyesStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref · Hit 1[W] + Dex dmg, and tgt blinded EONT. |
| ENC | Circling PredatorStd Melee wpnTgt One creature | Req Light blade. · 1°Atk Dex vs AC · 2°Atk Dex vs AC · Hit 1[W] + Dex dmg. · Hit 1[W] + Dex dmg, and you gain CA against tgt EONT. Eff You can shift 1 sq and must end adjacent to tgt. Then make a secondary attack against it. |
| ENC | Dismaying SlashStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt takes a –2 penalty to saving throws EONT. |
| ENC | From the ShadowsStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you can shift 2 sq. If you have any cover or concealment after this shift, you can make a Stealth check as a free action. Eff Before the attack, you can shift 2 sq. If tgt could not see you before the shift, you gain CA for this attack. Artful Dodger: Before the attack and after the hit, you can instead shift a number of sq equal to 1 + your Cha. |
| ENC | Hectoring StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex + Str dmg. Brutal Scoundrel: You slide tgt 1 sq, and tgt grants CA to you EONT. |
| ENC | Snap ShotMinor Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. |
| ENC | Spring the TrapStd Close burst 1Tgt Each enemy in burst you can see | Req Light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you can shift 1 sq. Ruthless Ruffian: This power gains the rattling keyword. |
| ENC | Double Fa"Std Melee wpnTgt One or two creatures | Req Light blade. · Atk Dex vs AC · Hit 1 !W] + Dex dmg, and knock prone. Artful Dodger: You shift 2 sq. |
| ENC | Killer's AmbushStd Melee or Ranged wpnTgt One creature from which you are hidden | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 3!W] + Dex dmg. You shift 1 sq. Cunning Sneak: You shift a number of sq equal to your Int, and you can make a Stealth check to become hidden. |
| ENC | Leg-BreakerStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Fort · Hit 2!Wj + Dex dmg. If tgt moves 2 sq or more during its next turn, it takes dmg = Dex. Brutal Scoundrel or Ruthless Ruffian: The dmg tgt takes for moving equals your Str + your Dex. |
| ENC | Painful ShotStd Ranged wpnTgt One creature Attack: Dex vs AC | Req You must be wielding a sling. · Hit 3[W) + Dex dmg. Cunning Sneak: The target grants CA to you EONT. |
| ENC | Pinning BladeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1[WI + Dex dmg, and tgt restrained EONT. |
| ENC | Shadow BoxerStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 1 [WI + Dex dmg, and EONT, tgt grants superior cover to you while you are adjacent to it. Eff You can make a Stealth check to become hidden. Cunning Sneak: You gain a bonus to the Stealth check equal to your Int. |
| DLY | Crimson EdgeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Fort · Hit 2[W] + Dex dmg, and tgt takes ongoing dmg equal to 5 + your Str and grants CA to you (save ends both). Miss Half dmg, and no ongoing dmg. |
| DLY | Deadly PositioningStd Melee 1Tgt One creature | Req Light blade. · Atk You slide tgt 3 sq to a sq adjacent to you, and then make a Dex vs AC attack. · Hit 3[W] + Dex dmg. Eff Until the end of the encounter, as long as you are adjacent to tgt, you slide tgt 1 sq before making a melee attack against it. |
| DLY | KnockoutStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Fort · Hit 2[W] + Dex dmg, and tgt knocked unconscious (save ends). If the unconscious target takes any dmg, it is no longer unconscious. Miss Half dmg, and tgt dazed EONT. |
| DLY | Agonizing ShotStd Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Ref · Hit 1[W] + Dex dmg, and tgt slowed and takes ongoing 10 dmg (save ends both). After The target is slowed and takes ongoing 5 dmg (save ends both). · Miss Half dmg, no ongoing dmg, and tgt slowed (save ends). |
| DLY | Burst FireStd Area burst 1 within 10 sqTgt Each enemy in burst you can see | Req Xbow, light blade or sling. · Atk Dex vs Ref · Hit 2[W] + Dex dmg. Miss Half dmg. |
| DLY | Into Harm’s WayStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Will · Hit 2[W] + Dex dmg, and you slide tgt 2 sq. Then an ally of yours can make a MBA against tgt as a free action. Miss Half dmg. |
| DLY | Not ItStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and an ally adjacent to you or tgt marks tgt SONT. Miss Half dmg, and no mark. |
| DLY | Not Worth My TimeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you push tgt 1 sq. The target is then immobilized (save ends). Miss Half dmg, no push, and tgt immobilized until the end of its next turn. |
| DLY | Rogue’s RecoveryStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Eff If you have used all your encounter attack powers, you regain the use of a rogue encounter attack power you have used during this encounter. Or if you have CA against tgt, you can instead deal 2[W] extra dmg with the attack. |
| DLY | Swift StrikeStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. If tgt has not taken an action during this encounter, the attack deals 1[W] extra dmg. Miss Half dmg. |
| DLY | Vexing EscapeStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you can shift a number of sq equal to your Cha. Eff Until the end of the encounter, each time tgt enters a sq adjacent to you, you can shift 1 sq as an imm reaction. Miss Half dmg, and you can shift 1 sq. |
| DLY | Vexing StingStd Melee or Ranged wpnTgt One creature | Req Xbow, light blade or sling. · Atk Dex vs Ref · Hit 3[W] + Dex dmg, and tgt takes a –2 penalty to attack rolls (save ends). |
| DLY | Aerial AssaultStd Melee wpnTgt One creature | Req Light blade. · Atk Dex vs Ref. The target grants CA to you for the attack if you jumped 3 sq or more before the attack. · Hit 3[WJ + Dex dmg. Eff Before the attack, you move your speed and can make an Athletics check to jump with a +10 bonus to the check. You do not provoke OAs during the jump. Miss Half dmg. |
| DLY | Bewildering AssaultStd Melee or Ranged wpnTgt One creature from which you are hidden | Req Xbow, light blade or sling. · Atk Dex vs AC ' · Hit :2[w1 + Dex dmg, and you slide tgt :2 sq. The target gains vulnerable 5 to all dmg (save ends). Miss Half dmg, and you slide tgt 1 sq. · Cunning Sneak: If you have total concealment or superior cover, you remain hidden after the attack. |
| DLY | One Hundred KnivesStd Melee wpnTgt One creature Primary | Req Light blade. · Atk Dex vs AC · 2°Atk Dex vs AC · Hit 2[W] + Dex dmg. · Hit Dex dmg. Eff Make the following secondary attack twice against tgt. |
| DLY | Profit from WeaknessImm Intr Melee 1Tgt The triggering enemy Attack: Dex vs Ref | Req Light blade. · Hit 2[W] + Dex dmg. Eff You gain a +4 bonus to all defenses against the attack. The triggering enemy grants CA to you EONT. · Eff You knock prone. Trig An enemy adjacent to you hits you with a melee attack · Miss Half dmg. |
| DLY | Raining DeathStd Ranged 5Tgt Each enemy from which you are hidden | Req Xbow, light blade or sling. · Atk Dex vs AC · Hit 1 [W] + Dex dmg. Miss Half dmg. |
| DLY | Certain FreedomMove Pers | Prereq Acrobatics. Eff You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints. |
| DLY | Close QuartersMove Pers | Prereq Acrobatics. Eff Move into the space of an adjacent creature larger than you and at least Large in size. (It gets its usual OA against you as you leave an adjacent sq.) You gain CA against the creature, and it takes a –4 penalty to attack rolls against you. When the creature moves, you move along with it, staying in the same portion of the creature’s space. The creature can make a Str or Dex vs Ref attack (as a standard action with no penalty) to slide you 1 sq into an adjacent sq and end this effect. Spec Allies of tgt creature can attack you without penalty. |
| ENC | Dangerous TheftFree Pers | Prereq Thievery. Eff On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat. |
| AW | Shadow StrideMove Pers | Prereq Stealth. Eff You must be hidden to use this power. You can move your speed and must end your movement in a space where you can remain hidden. Then make a Stealth check with no penalty for moving. If the check succeeds, you remain hidden during the movement, even if you have no cover or concealment during it. |
| ENC | Brisk StrideMove Pers | Prereq Athletics. Eff You can move your speed + 4. During this movement and EONT, you can move across difficult terrain at your normal speed. |
| ENC | Combat TumblesetMove Pers | Prereq Acrobatics. Eff You can shift your speed and can shift through sq occupied by enemies during this movement. |
| DLY | Executioner’s MienMinor Pers | Prereq Intimidate. Eff Until the stance ends, all your attacks gain the rattling keyword. |
| DLY | Gap in the ArmorMinor Pers | Prereq Perception. Eff Choose an enemy within 5 sq of you. You gain a +2 pwr bonus attack rolls against that enemy until the end of the encounter. |
| DLY | Peripheral ConcealmentStd Pers | Req No creature is within 3 sq of you. · Prereq You must be trained in Stealth. Eff You become hidden until you attack or EONT. |
| ENC | Daring GambleMinor Pers | Eff Until the SONT, any enemy that attacks you grants CA to you until the end of the encounter. |
| DLY | Deadly SacrificeImm Intr Melee touchTgt The triggering ally | Eff You and tgt swap places. The attack hits you instead of tgt. The enemy grants CA to you until the end of the encounter. In addition, your Sneak Attack deals extra dmg against the enemy equal to your Int until the end of the encounter. Trigger. An ally adjacent to you is hit by an enemy's melee attack |
The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dex, Cha, and Str are the rogue’s most important ability scores.
You like powers that deal plenty of dmg, aided by your Str, and also stun, immobilize, knock down, or push your foes. Your attacks use Dex, so keep that your highest ability score. Str should be a close second—it increases your dmg directly, and it can determine other effects of your attacks. Cha is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of dmg into every punch.
Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: piercing strike, riposte strike
Suggested Encounter Power: torturous strike
Suggested Daily Power: easy target
You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dex, so that should be your best ability score. Cha is important for a few attacks, for Cha-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Cha your second-best score. Str is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Cha score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Thievery
Suggested At-Will Powers: deft strike, sly flourish
Suggested Encounter Power: positioning strike
Suggested Daily Power: trick strike
All rogues are known for their agility and daring, but you take both to the next level. Ducking under a giant’s club isn’t enough; you leap over it and cartwheel to safety. You’re a masterful mover and an expert top-story burglar, using your abilities to tumble into the fray, into high openings, and out of all sorts of tight spots. Dex is your primary ability score, because you rely on it for your attacks and acrobatic stunts. Cha is secondary for you, useful in avoiding OAs if you employ the Artful Dodger tactic. Str serves you well as a tertiary ability, helping your Athletics checks in particular.
Suggested Feat: Defensive Mobility (Human feat: Sure Climber)
Suggested Skills: Acrobatics, Athletics, Bluff, Perception, Stealth, Thievery
Suggested At-Will Powers: deft strike, riposte strike
Suggested Encounter Power: fox’s gambit*
Suggested Daily Power: handspring assault*
*New option presented in this book
Leave smiles and misdirection to the tricksters. Instead, you use your animal magnetism in a more beastly way, oozing menace and implying a willingness to allow those who cross you to linger in pain. A friendly manner is for the weak; you achieve your way through tough words, hard looks, and the ability to back up either. Your attacks use Dex, so that should be your highest ability score. Cha follows as a close second, essential for getting your way by using Intimidate. Str comes in third; it’s useful in delivering brutal attacks if you employ the Ruthless Ruffian tactic.
Suggested Feat: Press the Advantage (Human feat: Backstabber)
Suggested Skills: Bluff, Insight, Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: disheartening strike,* sly flourish
Suggested Encounter Power: termination threat*
Suggested Daily Power: checking jab*
*New option presented in this book
As your allies charge into battle, you hang back and take cover. Whik swords swing and spells explode, you carefully choose your target. line up your shot, and fire. The enemy staggers from your deadly attack, and by the time it has begun to look for you, you've vanished. You send death hurtling from your crossbow or sling, relentlessly assaulting your enemies. You pepper your foes with missiles, lending support to your allies without risking your own skin.
Shadowy rogues lIse powers that improve concealment and cover. Shadowy rogues want powers they can use from range, though it's a good idea to pick a few melee powers as well. Any powers that let you move as part ofyour attack are excellent choices, because they can help you become hidden using the Cunning Sneak class feature.
As with other rogue builds, Dex is your most important ability score, because it boosts the accuracy and the potency ofyour ranged attacks. Powers for the build also gain benefits from Int, so it should be your next highest ability score. Ifyou plan to take any powers related to the brawny rogue build, make Str your tertiary choice; otherwise, you should choose Cha.
Suggested Class Features: Cunning Sneak·, Sharpshooter Talent·
Suggested Feat: Swift Footwork·
Suggested Skills: Acrobatics, Athletics, Dungeoneering, Perception, Stealth, Thievery Suggested At-Will Powers: 8!oamina cut,* piercin8 strike
Suggested Encounter Power: di5tractina shot*
Suggested Daily Power: scatterin8 shot*
*New option presented in this book