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Rogue

“You look surprised to see me. If you’d been paying attention, you might still be alive.”

Player’s Handbook, Martial Power & Martial Power 2 — Combined

⚅ ⚄ ⚃ ⚂ ⚁ ⚀
Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (MP Martial Power, MP2 Martial Power 2, PHB Player’s Handbook) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Prereq prerequisite  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleStriker. 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 SourceMartial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key AbilitiesDexterity, Strength, Charisma
Armor ProficienciesCloth, leather
Weapon ProficienciesDagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense+2 Reflex
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day6 + Constitution modifier
Trained SkillsStealth and Thievery. From the class skills list below, choose four more trained skills at 1st level.
Class SkillsAcrobatics (Dexterity), Athletics (Strength), Bluff (Charisma), Dungeoneering (Wisdom), Insight (Wisdom), Intimidate (Charisma), Perception (Wisdom), Stealth (Dexterity), Streetwise (Charisma), Thievery (Dexterity)
Build OptionsAerialist rogue, brawny rogue, cutthroat rogue, shadowy rogue, trickster rogue
Class FeaturesFirst Strike, Rogue Tactics, Rogue Weapon Talent or Sharpshooter Talent, Sneak Attack

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?

“Many learn to break legs; a few learn to break wills. Some master deception, others agility. Me? I’ve got it all. Just tell me what you need done.”

The word “rogue” has many meanings, and those who fall into this class are as varied. Plenty of rogues grow up on the street, honing their talents to become hard-nosed toughs or sharp grifters. Others—foppish nobles or venturesome rakes with more cunning with a blade and the tongue than scruples—come from the opposite end of the social ladder.

Many rogues grow up connected to the underworld and absorb those values. Some come from noncriminal backgrounds, developing skills that serve well in risky ventures. A few are or were spies or scouts for other powerful people or creatures.

“You can talk of honor ’til you’re blue in the face, but buddy, it’s about winning. At the end of the day, what matters is that you’re breathing.”

THE ROGUE is a scoundrel who is not above using dishonorable tactics and deception to defeat foes. You might be a shadowy killer who lies in wait, looking for an opportune time to strike. Or you could unnerve enemies through threats or cutting wit before delivering on your cruel promises.

You are an expert at spotting enemy weaknesses. What separates rogues from other adventurers is their ability to exploit opportunities and vulnerabilities. You might find your moment when an enemy focuses its attention on a defender, or perhaps you instead lurk unseen until an enemy lowers its guard. When the opportunity finally arises, you dispatch the unwary creature with a quick slip of the knife or a twang of your crossbow.

Creating a Rogue

Dexterity, Charisma, and Strength are the rogue’s most important ability scores. The Player’s Handbook presents the brawny rogue and the trickster rogue; Martial Power adds the aerialist rogue and the cutthroat rogue, and Martial Power 2 adds the shadowy rogue.

Aerialist Rogue

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. Dexterity is your primary ability score, because you rely on it for your attacks and acrobatic stunts. Charisma is secondary for you, useful in avoiding opportunity attacks if you employ the Artful Dodger tactic. Strength serves you well as a tertiary ability, helping your Athletics checks in particular.

**New option presented in Martial Power.*

Brawny Rogue

You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma 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 damage into every punch.

Cutthroat Rogue

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 Dexterity, so that should be your highest ability score. Charisma follows as a close second, essential for getting your way by using Intimidate. Strength comes in third; it’s useful in delivering brutal attacks if you employ the Ruthless Ruffian tactic.

**New option presented in Martial Power.*

Shadowy Rogue

As your allies charge into battle, you hang back and take cover. While 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 use 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 of your attack are excellent choices, because they can help you become hidden using the Cunning Sneak class feature.

As with other rogue builds, Dexterity is your most important ability score, because it boosts the accuracy and the potency of your ranged attacks. Powers for the build also gain benefits from Intelligence, so it should be your next highest ability score. If you plan to take any powers related to the brawny rogue build, make Strength your tertiary choice; otherwise, you should choose Charisma.

**New option presented in Martial Power 2.*

Trickster Rogue

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 Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength 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 Charisma score, as well as those that add to your trickster nature.

Class Features

All rogues share these class features.

First Strike

At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics

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 Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. 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 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 Strength modifier to the damage roll.
Cunning Sneak: You don’t take a penalty to Stealth checks for moving more than 2 squares, and you take a -5 penalty instead of a -10 penalty to Stealth checks for running.

If you end a move action at least 3 squares 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.

Ruthless Ruffian is a Rogue Tactics option from Martial Power; Cunning Sneak is from Martial Power 2.

Rogue Weapon Talent

When you wield a shuriken, your weapon damage die increases by one size. In addition, you gain a +1 bonus to weapon attack rolls with daggers.

Sharpshooter Talent

This class feature replaces the Rogue Weapon Talent class feature.

Sharpshooter Talent: Choose crossbows or slings. You gain a +1 bonus to attack rolls with any weapon of the chosen group.

You gain Far Shot (Player’s Handbook, page 195) as a bonus feat, even if you don’t meet the prerequisites.

Sharpshooter Talent is a class feature from Martial Power 2 that can replace Rogue Weapon Talent.

Sneak Attack

When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn. If you have dealt Sneak Attack damage since the start of your turn, you cannot deal it again the start of your next turn. You decide whether to apply the extra damage after making the damage roll.

As you advance in level, your extra damage increases.

Sneak Attack Damage
Level Extra Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6

Stealth (Revised Rules)

The following Stealth rules replace the Stealth rules on page 188 of the Player’s Handbook. These rules were first printed in Player’s Handbook 2 and are provided here for your convenience.

Stealth: At the end of a move action.

Rogue Lore

Avandra’s Luck

The swashbuckler’s creed—“Luck favors the bold”—is part of Avandra’s teachings. Daring rogues are more likely to thank her for good luck received than ask for it in advance. Through decisive action, they claim her luck as their own.

Crime

By their nature, rogues sometimes become involved in illicit activities. The class automatically grants access to Thievery, a skill that allows a character to pick pockets, unlock locks, and disable traps. Rogues also have access to Stealth, which helps them to move unseen in places they aren’t supposed to be. Even if a rogue focuses on other aspects of the class, the abilities granted by Thievery and Stealth provide a skill set that is perfect for criminal pursuits.

Adventurers who are new to an area might be unaware of that region’s laws. However, it’s more likely that they do know the legal customs in their location. They should be aware of what sorts of punishments they might face—maiming, execution, imprisonment, slavery, or other possibilities. Some societies have complex bureaucracies and codified laws. Others have few or no laws and are subject to the whims of the local warlord or bandits. Characters might be involved with outlaws or tyrants, or they might fight against them. The law of a society, or lack thereof, could be used as a great campaign vehicle for involving both principled and corrupt characters in the game.

Iconic Rogues

The rogue is a popular striker for good reason. Adaptable to a broad range of situations, whether taking on demons or dismantling traps, the rogue is an asset to any adventuring group. Although rogues have plenty of advantages, your race choice can make your character even better.

Drow Rogues: Drow (Forgotten Realms Player’s Guide, page 8) have bonuses to both Dexterity and Charisma, and they have racial bonuses to Intimidate and Stealth. These bonuses make them an exceptional fit for the cutthroat rogue build. A drow also works well as a trickster rogue or an aerialist rogue. The drow’s primary advantage is the lolthtouched racial trait. Both of the powers it grants (cloud of darkness and darkfire) let you create combat advantage, though cloud of darkness is your best choice because you don’t have to make an attack roll to gain it, and it makes foes struggle to hit you.
Gnome Rogues: The gnome is an excellent shadowy rogue due to its bonuses to Charisma and Intelligence. Gnomes have a knack for keeping out of their enemies’ sight, with a racial bonus to Stealth checks combined with the Reactive Stealth racial trait. Even if a gnome is cornered, he or she can use fade away and attack with combat advantage next turn. These traits combined with the rogue’s Cunning Sneak class feature make gnome rogues extremely effective at eliminating enemies before they have the chance to react.
Half-Orc Rogue: Although half-orcs make great barbarians and fighters, members of the race also excel as brawny rogues. Strength and Dexterity are important abilities for this build, and the half-orc has bonuses to both. A high Strength means the half-orc’s Sneak Attack damage is already punching holes through people, even without the Backstabber feat. A half-orc can close in on foes at the start of combat, combining a high initiative modifier with an improved speed when charging.
Halfling Rogue: Few combinations are more iconic than the halfling rogue. Halflings make the best trickster rogues. Halflings have bonuses to Dexterity and Charisma, both of which are ideal for the build. With a considerable boost to AC against opportunity attacks combined with second chance, a halfling can maneuver about the battlefield with impunity.

Principled Rogues

Not all rogues are thieves. Some have noble intentions and only happen to have a set of skills that could be used for personal gain. Thievery can be used to explore ancient ruins and discover lost treasures. Stealth can be used to find out enemy secrets and avoid combat and bloodshed.

Although walking the path of a noble rogue can be difficult, it’s not impossible. Such characters can find a place in a lawful civilization. Being a rogue is more about living on the periphery of society than about having a particular skill set. Rogues might work as troubleshooters, dealing with problems for nobles. They can use their contacts to cover up scandals or to spy for their patrons. They might become involved in semilegal or legitimate business endeavors. Rogues also sometimes take up jobs as spies in armies or scouts for patrols. They might even stalk the night as vigilantes.

Sehanine’s Blessing

Fickle Sehanine is the trickster of the gods, relying on misdirection and deceit to pursue her goals. Rogues who work in the shadows often ask her blessing while gazing at the moon, and then act quickly before her attention wanders.

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 damage 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?

The Swashbuckler

The rogue is an ideal class for the swashbuckler famed in fiction. You could opt for cloth armor instead of leather, using a parrying dagger (see Adventurer’s Vault) to help your AC. Pick a mix of acrobatic and trickster powers, relying on Dexterity and Charisma. It’s worth a feat to get proficiency with the rapier, which is the best light blade.

Thieves’ Guilds

The presence of thieves’ guilds offers a way to involve rogues in the intrigues of cities. The members of such organizations are often grouped by profession, such as assassin, trapsmith, or pickpocket. A guild is sometimes segmented based on its members’ fighting styles or other dominant characteristics. It might be easiest to represent this sort of division in terms of builds. Specific guilds use similar fighting styles to rogue builds, such as the brutal scoundrel or artful dodger.

Another way to differentiate guilds is based on combat styles. A number of the combat styles in this book are appropriate for rogues, including Harrowing Swarm, Leaf Runner, Midnight Blade, Mountain Thunder (for the cutthroat build), Red Cloak, and Silent Shot.

Harrowing Swarm practitioners serve as mercenaries, brandishing their bows as crowd control. Their guilds work closely with city governments or powerful merchants. Leaf runners act as forest bandits or guards who escort illicit caravans through rival territories in the wild. Midnight Blade had its origin in the Shadowfell, and the guilds associated with this style that have sprung up also have their roots tied back to that plane. Members of these guilds travel in pairs and fight using teamwork. Mountain Thunder guilds fill their [ranks] with enforcers who aren’t afraid to break a couple legs for whoever hires them. Red Cloak is more of a lifestyle than a guild, and its participants are clearly identified by their crimson attire. They work in guilds by day and run the rooftops by night. Silent Slayers join assassins’ guilds, using stealth and ranged attacks to kill assigned targets.

Unusual Rogues

Some races fit well with the rogue class, making character building easy and intuitive, while other combinations require more work.

Ability Scores: Races that provide a bonus to Dexterity allow you to stick a 16 in your attack ability (which becomes an 18 after your racial adjustment), leaving you with plenty of points to invest in your class’s secondary ability scores. For a race that doesn’t provide such a boost, you can reduce other abilities to keep your accuracy on par. Luckily, most rogue builds depend on two abilities: Dexterity plus Strength, Intelligence, or Charisma. If a race doesn’t grant a bonus to Dexterity, odds are the race will boost your secondary ability, which helps offset the cost of placing an 18 in your primary ability.

You can go with any ability array, but two stand out as the best for unusual rogues. The 18, 13, 13, 10, 10, 8 array is good for rogues who gain a boost to a secondary ability, while 18, 14, 11, 10, 10, 8 does the job for races that offer no bonus to any rogue abilities. For example, a dwarf brawny rogue, after modifiers from race, would have Str 14, Con 13, Dex 18, Int 10, Wis 11, Cha 8, while a dragonborn rogue would have Str 15, Con 10, Dex 18, Int 10, Wis 8, Cha 15. In both cases, the character doesn’t suffer from reduced accuracy and still has a good secondary ability to use for Rogue Tactics.

Racial Traits: The traits of some races complement your rogue’s tactics or open up new avenues for you to do what rogues are best at. An overview of some overlooked races for rogues follows.
Deva: At first glance, a deva seems to make an unlikely rogue, but the race does provide one significant advantage. Memory of a thousand lifetimes can mean the difference between wasting Sneak Attack during one round and slaying an enemy outright.
Dwarf: Slow, solid, and resilient, dwarves lend themselves to the defender role. However, with the right ability scores and careful attention to feat selection, you can make an effective dwarf rogue. Remember that even though your character functions as a striker, he or she has resilience like a defender. Your dwarf rogue enjoys balanced defenses, higher hit points, and isn’t likely to be pushed around. You can combine two dwarf feats to increase your damage output: Choose Tunnel Stalker from Martial Power at 1st level since it lets you use one-handed axes, hammers, and picks as light blades. Then at [2nd] level, Dwarven Weapon Training gives you proficiency with the craghammer (Adventurer’s Vault, page 9).
Goliath: Although unsubtle, a goliath rogue can be terrifying on the battlefield. With a high Strength and Constitution, your goliath can deliver punishing attacks while maintaining enough staying power to stand alongside the defenders. Stone’s endurance lets your rogue shrug off enemy attacks as he or she maneuvers to land the killing blow.

Rogue Powers

Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.

A rogue thrives on audacious exploits that keep the enemy guessing. An aerialist rogue, perhaps even more than other sorts of rogues, relies on powers that focus on skill and movement. If you’re a cutthroat, you like exploits that focus your dark personality, especially those that have the rattling keyword. Nothing stops any rogue from dabbling in the new powers here. In fact, if you’re a rogue worth your salt, one or more of these powers is bound to be just the trick you need to round out your repertoire.

Rogues employ a mix of guile, luck, and audacity to defeat their enemies. The following powers expand your rogue’s arsenal in new and exciting ways. In addition to powers tailored for the shadowy rogue, this chapter provides powers that support builds from the Player’s Handbook and Martial Power.

New Keyword: Rattling

Rattling: If you are trained in Intimidate and you deal damage with an attack that has this keyword, the target takes a -2 penalty to attack rolls until the end of your next turn. A creature immune to fear is not subject to this penalty.

If you are trained in Intimidate and deal damage with a power that has the rattling keyword, the target takes a -2 penalty to attack rolls until the end of your next turn. A creature that is immune to fear is not subject to this penalty.

Level 1 At-Will Exploits

AWAcrobatic StrikeRogue Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
You flip and twist as you attack, confounding your foe.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg. If you are grabbed, you escape the grab.
Eff Before or after the attack, you shift 1 sq.
Prereq You must be trained in Acrobatics. · Level 21 2[W] + Dex dmg.
AWDeft StrikeRogue Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
Spec You can move 2 sq before the attack. · Scaling Increase dmg to 2[W] + Dex at 21st level.
AWDisheartening StrikeRogue Attack 1 · MPStd Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
The bite of your weapon is deepened by the sting of your ire.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. Increase dmg to 2[W] + Dex at 21st level.
AWGloaming CutRogue Attack 1 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
From the shadows you strike, and into the shadows you flee.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] dmg.
Eff You shift a number of sq = Int, and you can make a Stealth check to become hidden.
Level 21 2[W] dmg.
AWPiercing StrikeRogue Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg.
Scaling Increase dmg to 2[W] + Dex at 21st level.
AWPreparatory ShotRogue Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You feint and nick the target, inhibiting its movement to set up an even deadlier attack.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit Dex + Int dmg, and tgt grants CA to you until the end of your next tum.
Level 21 5 + Dex + Int dmg.
AWRiposte StrikeRogue Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg. If tgt attacks you before SONT, you make your riposte against tgt as an immediate interrupt: a Str vs AC attack that deals 1[W] + Str dmg.
Scaling Increase dmg to 2[W] + Dex and riposte to 2[W] + Str at 21st level.
AWSly FlourishRogue Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex + Cha dmg.
Scaling Increase dmg to 2[W] + Dex + Cha at 21st level.

Level 1 Encounter Exploits

ENCAcrobat’s Blade TrickRogue Attack 1 · MP2Std Close burst 1Martial, WeaponTgt Each enemy in burst you can see
You flip into a spinning acrobatic display of flashing blades. Then the display transforms into a deadly attack.
Req You must be wielding a light blade. · 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.
Prereq You must be trained in Acrobatics.
ENCDazing StrikeRogue Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is dazed until EONT.
ENCDistracting ShotRogue Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your attack draws your enemy’s attention long enough to give your ally an opening.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg. Until EONT, tgt grants CA to one of your 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.
ENCFox’s GambitRogue Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature
A distracting stab is all you need to foil your enemy’s focus and step into a better position.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg, and you negate any marks tgt has applied. Tgt cannot mark any targets until EONT.
Eff You can shift 1 sq.
Prereq You must be trained in Acrobatics. · Artful Dodger You can instead shift a number of sq = Dex.
ENCGuarded AttackRogue Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature
Striking quickly, you remain ready to parry.
Req You must be wielding a light blade. · 1° Atk Dex vs AC · Hit 2[W] + Dex dmg, and if tgt makes a melee attack against you before SONT, you can make a secondary attack against it as an immediate interrupt.
2° Atk Str vs AC · Hit 1[W] + Str dmg, and tgt takes a -2 penalty to the triggering attack roll.
ENCImpact ShotRogue Attack 1 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your shot slams your foe backward.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you push tgt 1 sq.
ENCKing’s CastleRogue Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg.
Eff Switch places with a willing adjacent ally.
ENCOne-Two PunchRogue Attack 1 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One or two creatures
You stab your blade into the back of a foe and then plunge it into the chest of another.
Req You must be wielding a 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.
ENCPositioning StrikeRogue Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a 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 = Cha.
ENCShadow StrikeRogue Attack 1 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You emerge from the darkness, delivering a quick strike before retreating back into the shadows.
Req You must be wielding a crossbow, a light blade, or a 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[W] + Dex dmg.
ENCSkip the RockRogue Attack 1 · MP2Std Ranged wpnMartial, Weapon
Your sling stone skips off the first target and smashes into another one.
Req You must be wielding a sling. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 1[W] + Dex dmg. Make a secondary attack.
2° Tgt One creature within 10 sq of the primary target · 2° Atk Dex vs AC · Hit Dex dmg, and the secondary target is dazed until EONT. · Cunning Sneak The secondary attack deals extra dmg = Int.
ENCSly LungeRogue Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature granting CA to you
You dart in to take advantage of lax defenses, and after striking, you’re ready to capitalize on the same opening again.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you gain CA against tgt until EONT. If you don’t apply your Sneak Attack dmg to this attack, it deals 1d6 extra dmg.
Brutal Scoundrel The attack deals extra dmg = Str.
ENCTermination ThreatRogue Attack 1 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Your attack unnerves your foe, possibly freezing it in its tracks.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex + Cha dmg.
Ruthless Ruffian If tgt is already taking the attack penalty from one of your rattling attacks, tgt is also immobilized until EONT.
ENCTorturous StrikeRogue Attack 1 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Brutal Scoundrel: You gain a bonus to the dmg roll = Str.
ENCUnbalancing ShotRogue Attack 1 · MPStd Ranged wpnMartial, WeaponTgt One creature
The impact of your shot leaves your enemy wobbly.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is slowed until EONT.

Level 1 Daily Exploits

DLYBlinding BarrageRogue Attack 1 · PHBStd Close blast 3Martial, WeaponTgt Each enemy in blast you can see
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is blinded until EONT.
Miss Half dmg, and tgt is not blinded.
DLYChecking JabRogue Attack 1 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
You smile callously as your attack lands, cowing your enemy into an overcautious state.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is slowed (save ends). You have CA against tgt while it is slowed by this attack.
Miss Half dmg, and tgt is not slowed.
DLYConfounding AttackRogue Attack 1 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your attack causes your opponent to accidentally wallop his ally.
Req You must be wielding a crossbow, a light blade, or a 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.
DLYEasy TargetRogue Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit Dex dmg, and tgt is slowed and grants CA to you (save ends both).
Miss Dex dmg, and tgt grants CA to you until EONT.
DLYHandspring AssaultRogue Attack 1 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature
Springing forward with feline agility, you lash out, cut deep, and roll away to safety.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you can shift 2 sq.
Prereq You must be trained in Acrobatics. · Spec When charging, you can use this power in place of a MBA.
DLYHounding AssaultRogue Attack 1 · MP2Std Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
Your vicious attack rends flesh and courage alike, leaving your foe quivering.
Req You must be wielding a crossbow, a light blade, or a 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.
DLYPommel SmashRogue Attack 1 · MPStd Melee wpnMartial, WeaponTgt One creature
You pound the pommel of your blade into your enemy’s face.
Req You must be wielding a 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.
DLYPrecise IncisionRogue Attack 1 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature
You target an opening in your foe’s armor and make a vicious cut.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg.
DLYPress the AdvantageRogue Attack 1 · MPFree Melee wpnMartial, WeaponTgt The triggering enemy
Having just wounded your opponent, you follow up with a finishing move.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Trig You bloody an enemy with a melee attack
Miss Half dmg.
DLYScattering ShotRogue Attack 1 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Enemies flee from the target of your attack, each fearing it will be your next victim.
Req You must be wielding a crossbow, a light blade, or a 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 is pushed 1 sq away from tgt.
Miss You do not expend this power if you were hidden from tgt when you made the attack.
DLYSpinning Blade LeapRogue Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
You leap into the air, landing atop your foe. You stab down and then leap off.
Req You must be wielding a light blade.
Eff Before and after the attack, you shift your speed. · Atk Dex vs AC · Hit 2[W] + Dex dmg. · Miss Half dmg.
DLYTrick StrikeRogue Attack 1 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a 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.
DLYTwilight MenaceRogue Attack 1 · MP2Std Melee wpnMartial, WeaponTgt One creature
Your assault menaces your foe, causing it to flinch and look away as you continue your relentless attack.
Req You must be wielding a 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 until EONT.

Level 2 Utility Exploits

ENCAdaptable FlankerRogue Utility 2 · MPMinor PersMartial
The mere presence of an ally gives you all the advantage you need.
Req You and an ally must be adjacent to the same enemy.
Eff You gain CA against the enemy until SONT.
DLYArm and EdgeRogue Utility 2 · MP2Minor PersMartial, Stance
You sharpen your aim and flex your arm, preparing to hurl your dagger at a distant foe.
Eff Until the stance ends, whenever you make a ranged attack with a thrown weapon or a sling, you double the normal range and the long range.
DLYCunning StepRogue Utility 2 · MP2Minor PersMartial, Stance
You cut corners and dodge obstacles, making it seem as though you move with unnatural speed.
Eff Until the stance ends, you gain a pwr bonus to speed equal to half Int.
ENCDeadly KnowledgeRogue Utility 2 · MP2Free PersMartial
You twist your weapon or adjust your aim, hurting your foe a little more than usual.
Trig Your attack bloodies an enemy or scores a critical hit against an enemy · Eff The triggering attack deals extra dmg = Int to the enemy.
ENCDouble TakeRogue Utility 2 · MPMinor PersMartial
Suspecting something is hidden, you concentrate your will on spotting it.
Eff Make a Perception check with a bonus = Cha.
Prereq You must be trained in Perception.
AWFleeting GhostRogue Utility 2 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
Eff You can move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.
AWGreat LeapRogue Utility 2 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
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.
ENCHop UpRogue Utility 2 · MPImm React PersMartial
Rolling with a blow that knocked you down, you hop up just a few steps away.
Trig You are knocked prone · Eff You stand up and can shift 1 sq.
Prereq You must be trained in Acrobatics.
ENCLurker’s CloakRogue Utility 2 · MP2Minor PersMartial
You maximize the benefit of the obstacle or shadows hiding you.
Eff Until EONT, you gain a +2 pwr bonus to all defenses while you have any concealment or any cover.
ENCMarked EscapeRogue Utility 2 · MPMinor PersMartial
Through your subtlety, you end your enemy’s mark.
Req You must be marked.
Eff The marked condition ends on you.
ENCMaster of DeceitRogue Utility 2 · PHBFree PersMartial
Condensed entry — flavor text not included in source.
Trig You roll a Bluff check and dislike the result · Eff Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.
ENCQuick FingersRogue Utility 2 · PHBMinor PersMartial
Condensed entry — flavor text not included in source.
Eff Make a Thievery check as part of this action, even if the check is normally a standard action.
DLYReap the RattledRogue Utility 2 · MPMinor PersMartial
Rattled foes are ripe fodder for your attacks.
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 until EONT.
Prereq You must be trained in Intimidate.
ENCSneak inRogue Utility 2 · PHBMinor Melee 1MartialTgt One creature
Condensed entry — flavor text not included in source.
Eff Until SONT, the next ally who hits tgt and has CA against it deals extra dmg against it equal to your Sneak Attack dmg.
ENCSneak in the AttackRogue Utility 2 · MPMinor Melee 1MartialTgt One creature
You give your ally the advantage she needs to inflict a devastating attack.
Eff Until SONT, the next ally who hits tgt and has CA against it deals extra dmg against it equal to your Sneak Attack dmg.
AWSwitcherooRogue Utility 2 · MP2Move Close burst 1MartialTgt You and one ally in burst
You pull the old switcheroo to put your enemies off guard.
Eff The targets swap places.
ENCTumbleRogue Utility 2 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
Eff You can shift up to your speed.

Level 3 Encounter Exploits

ENCBait and SwitchRogue Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a 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 = Cha.
ENCBlade VaultRogue Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature
You bound into the air, driving your blade home as you land.
Req You must be wielding a light blade.
Eff Before the attack, you can shift 2 sq. If you are trained in Athletics, ignore difficult terrain during the shift. · Atk Dex vs AC · Hit 1[W] + Dex dmg. For every sq you shifted as part of this power, the attack deals extra dmg = Str.
ENCBrutal TrickRogue Attack 3 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One creature
You create an opening that lulls your foe into a false sense of security. Then you unleash a devastating attack.
Req You must be wielding a 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. · Hit 3[W] + Dex dmg.
Ruthless Ruffian If tgt misses or does not make the OA, you can target the lower of its AC, Fortitude, or Reflex.
ENCDefender’s CohortRogue Attack 3 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Another warrior’s vigilance is all you need to find the soft spot in your enemy’s defenses.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg. If tgt is marked by an ally of yours, the attack deals extra dmg = Cha.
ENCEnforced ThreatRogue Attack 3 · MPStd Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
Your weapon backs up your threats, extracting its toll in blood.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Ruthless Ruffian If tgt is taking the attack penalty from one of your rattling attacks, you gain CA against tgt for this attack.
ENCFlailing ShoveRogue Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature
The enemy recoils from your slashing blade and accidentally strikes its allies.
Req You must be wielding a 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 + Str.
ENCFlamboyant StrikeRogue Attack 3 · MPStd Melee wpnMartial, WeaponTgt One creature
By distracting your foe with a colorful flourish, you manage to attack from an unexpected angle.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex + Cha dmg.
Artful Dodger You can shift 1 sq.
ENCFlattening ShotRogue Attack 3 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your sling’s stone careens toward an enemy and hits with a crack, knocking it over.
Req You must be wielding a 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 extra dmg = Int.
ENCFleeting Spirit StrikeRogue Attack 3 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You dart from shadow to shadow, striking out along the way.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff Before the attack, you shift 3 sq. · Cunning Sneak After the shift, you can make a Stealth check to become hidden. · Atk Dex vs AC · Hit 2[W] + Dex dmg. You shift 3 sq. · Cunning Sneak After the shift, you can make a Stealth check to become hidden.
ENCJumping Blade AssaultRogue Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature
You deliver a flying kick to the face of your foe, knocking it to the ground. You then plunge your blade into its vitals.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff You knock tgt prone.
Artful Dodger If you use this power as part of a charge, you can target Reflex instead of AC. · Spec When charging, you can use this power in place of a MBA.
ENCLow SlashRogue Attack 3 · MPMinor Melee wpnMartial, WeaponTgt One creature
Your blade bites your enemy’s legs, momentarily hobbling him.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg, you slide tgt 1 sq, and tgt is slowed until EONT. If you’re flanking tgt, the attack deals extra dmg = Str or Cha.
ENCManeuvering StrikeRogue Attack 3 · MP2Std Melee wpnMartial, WeaponTgt One creature
Ducking to the side, you drive your weapon upward. You force your opponent to step away or face a devastating follow-up attack.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg, and you slide tgt 1 sq. If you slide tgt, it grants CA to one ally you can see until EONT. If you don’t slide tgt, it grants CA to you until EONT.
ENCNasty BackswingRogue Attack 3 · MPFree Melee wpnMartial, WeaponTgt One creature
You follow a missed attack with a surprising strike and a hasty sidestep.
Req You must be wielding a 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 extra dmg = Str.
ENCSetup StrikeRogue Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt grants CA to you until EONT.
ENCShadow Steel RollRogue Attack 3 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You roll from shadow to shadow, your blade carving a path through your foes.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff Before the attack, you shift your speed, and you can make a Stealth check to become hidden. · Atk Dex vs AC. If you are hidden when you attack, you remain hidden after the attack. · Hit 1[W] + Dex dmg. · Cunning Sneak The attack deals extra dmg = Int.
ENCTopple OverRogue Attack 3 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is knocked prone. Brutal Scoundrel: You gain a bonus to the attack roll = Str.
ENCTrickster’s BladeRogue Attack 3 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg. Add Cha to your AC until SONT.

Level 5 Daily Exploits

DLYBat AsideRogue Attack 5 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One creature
You ram into your foe, sending it flying into one of its allies.
Req You must be wielding a 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 tgt prone and also knock prone each one of its allies adjacent to it.
DLYBloodbathRogue Attack 5 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You slice your foe’s artery, inflicting a gushing wound.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Fortitude · Hit 1[W] + Dex dmg, and ongoing dmg equal to any Sneak Attack dmg you deal with this attack (save ends).
Eff 1[W] + Dex dmg.
DLYClever RiposteRogue Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a 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 immediate reaction after such an attack.
DLYCompel the CravenRogue Attack 5 · MPStd Melee or Ranged wpnFear, Martial, Rattling, WeaponTgt One creature
Your unnerving attack forces your foe to run away from you, heedless of its enemies.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Will · Hit 2[W] + Dex dmg, and tgt moves away from you a number of sq = Cha, avoiding unsafe sq and difficult terrain if it can.
Miss Tgt moves 1 sq away from you, avoiding unsafe sq and difficult terrain if it can.
DLYDeep CutRogue Attack 5 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and ongoing dmg equal to 5 + Str (save ends).
Miss Half dmg, and no ongoing dmg.
DLYDownward SpiralRogue Attack 5 · MPStd Close burst 1Martial, RattlingTgt Each enemy in burst you can see
You spin about with your weapon, toppling your enemies.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg.
Eff You knock tgt prone.
DLYDriving AssaultRogue Attack 5 · MPStd Melee wpnMartial, WeaponTgt One creature
The force of your rapid attacks throws your enemy from its feet.
Req You must be wielding a 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, you knock tgt prone after the second push.
Miss Half dmg per attack.
DLYFlashy RiposteRogue Attack 5 · MPImm React Melee wpnMartial, Rattling, WeaponTgt The triggering enemy
Under attack, you elegantly whirl and let your blade give a sharp reply, leaving your foe off balance.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Trig An enemy makes a melee attack against you · Eff Tgt grants CA to you and your allies until EONT.
DLYGo for the EyesRogue Attack 5 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You strike at your foe’s face, attempting to blind the creature. If you miss, the creature would do well to find you before you repeat your attack.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is blinded and can’t shift until EONT.
After Until the end of the encounter, whenever you dmg tgt, it takes a -2 penalty to attack rolls and can’t shift until EONT. · Miss If you were hidden from tgt before the attack, you do not expend this power.
DLYHobbleRogue Attack 5 · MP2Std Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
You slash at your foe with a brutal attack that cripples it.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff You knock tgt prone. Tgt can’t stand up (save ends).
DLYLurker’s AssaultRogue Attack 5 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
Shadows mask your movement, helping you to shuffle into position and deliver a wicked attack.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff If you are hidden from tgt, you can shift a number of sq = Int before the attack. You remain hidden during this movement. · Atk Dex vs AC · Hit 2[W] + Dex dmg. You shift a number of sq = Int. · Cunning Sneak After the shift, you can make a Stealth check to become hidden. · Miss Half dmg.
DLYMocking StrikeRogue Attack 5 · MP2Std Melee wpnMartial, WeaponTgt One creature
You mimic your foe’s movements, causing the creature to second-guess itself.
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).
DLYStaggering AssaultRogue Attack 5 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You deal a savage strike that staggers your adversary.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is slowed (save ends). If tgt is 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).
DLYSurefooted RetortRogue Attack 5 · MPImm Intr Melee wpnMartial, WeaponTgt The triggering enemy
Lessening the impact of an incoming attack, you swivel away from your foe and deliver a slash as you come about.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Trig An enemy attacks you · 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 = Dex.
Prereq You must be trained in Acrobatics. · Miss Half dmg.
DLYWalking WoundedRogue Attack 5 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and tgt is 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 is not knocked prone.

Level 6 Utility Exploits

ENCBlind Spot AdvantageRogue Utility 6 · MP2Minor PersMartial
You take advantage of your enemy’s blind spot to ensure that you won’t be hit.
Eff You gain concealment against one enemy you can see until EONT.
AWChameleonRogue Utility 6 · PHBImm Intr PersMartial
Condensed entry — flavor text not included in source.
Trig You are hidden and lose cover or concealment against an enemy · Eff Make a Stealth check. You remain hidden from the triggering enemy if your check beats its passive Perception check. Until EONT, you can remain hidden without needing any cover or concealment.
ENCFerret Out FrailtyRogue Utility 6 · MPMinor PersMartial
You can always spot easy prey.
Eff Until the beginning of your next turn, you gain CA against one target within line of sight. If tgt is taking the attack penalty from one of your rattling attacks, you instead gain CA until EONT.
Prereq You must be trained in Insight.
DLYFortuitous DodgeRogue Utility 6 · MPImm React Melee 1MartialTgt One creature other than the attacker
You duck out of the way of an incoming attack, and it strikes another target.
Trig A melee or a ranged attack misses you · Eff Tgt is also targeted by the triggering attack. You can then shift 1 sq.
ENCIgnoble EscapeRogue Utility 6 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
Eff If you are marked, end that condition. You can shift a number of sq equal to your speed.
ENCMob MentalityRogue Utility 6 · PHBStd Close burst 10MartialTgt You and each ally in burst
Condensed entry — flavor text not included in source.
Eff The targets gain a +2 pwr bonus to Charisma-based skill and ability checks until EONT.
Prereq You must be trained in Intimidate.
AWNimble ClimbRogue Utility 6 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
Eff Make an Athletics check to climb a surface. You gain a +4 pwr bonus to speed during this climb.
ENCPerfect FeintRogue Utility 6 · MP2Minor Close burst 1MartialTgt Each enemy in burst you can see
Your feint takes everyone by surprise.
Eff Each target grants CA to you until EONT.
Prereq You must be trained in Bluff.
DLYSidestep StanceRogue Utility 6 · MPMinor PersMartial, Stance
You go on the defensive against a particular opponent, watching carefully for its attacks.
Eff Choose one enemy within 5 sq of you that you can see. Until the stance ends, you gain a +2 pwr bonus to 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.
Prereq You must be trained in Acrobatics.
ENCSlippery MindRogue Utility 6 · PHBImm Intr PersMartial
Condensed entry — flavor text not included in source.
Trig You are hit by an attack against your Will defense · Eff Gain a +2 pwr bonus to your Will defense against the triggering attack.
ENCThreatening GlareRogue Utility 6 · MPMinor PersFear, Martial
Your hostile visage warns enemies to beware your wrath.
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 until EONT.
Prereq You must be trained in Intimidate.
DLYUgly FinishRogue Utility 6 · MP2Free Close burst 5Fear, MartialTgt Each enemy in burst
A bloody display of force rattles nearby enemies.
Trig You score a critical hit against an enemy with a melee attack or reduce an enemy to 0 HP with a melee attack · Eff Each target takes a -2 penalty to attack rolls and grants CA until EONT.
Prereq You must be trained in Intimidate.
DLYVault PositionRogue Utility 6 · MPMinor PersMartial, Stance
You assume a balanced pose, ready to leap away from danger at a moment’s notice.
Eff Until the stance ends, you gain a +1 pwr bonus to Reflex. As a minor action, you can make an Athletics check to jump, but doing so ends the stance.
Prereq You must be trained in Acrobatics and Athletics.
ENCVexing FlankerRogue Utility 6 · MPImm React PersMartial
Nimble feet and intense focus keep you on your foe.
Trig An ally enters a sq adjacent to an enemy adjacent to you · Eff You can shift to any other sq adjacent to the enemy.

Level 7 Encounter Exploits

ENC[Double Fall]Rogue Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One or two creatures
With a flourish of your weapon, you strike at two foes, attempting to bring each down.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you knock tgt prone.
Artful Dodger You shift 2 sq.
ENCCircling PredatorRogue Attack 7 · MPStd Melee wpnMartial, WeaponTgt One creature
You wheel around your foe, attacking mercilessly.
Req You must be wielding a light blade. · 1° Atk Dex vs AC · Hit 1[W] + Dex dmg.
Eff You can shift 1 sq and must end adjacent to tgt. Then make a secondary attack against it.
2° Atk Dex vs AC · Hit 1[W] + Dex dmg, and you gain CA against tgt until EONT.
ENCCloud of SteelRogue Attack 7 · PHBStd Close blast 5Martial, WeaponTgt Each enemy in blast you can see
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
ENCDismaying SlashRogue Attack 7 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Your ripping strike saps your foe’s determination.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt takes a -2 penalty to saving throws until EONT.
ENCDouble Fa[…]Rogue Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One or two creatures
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and knock prone. Artful Dodger: You shift 2 sq.
ENCFrom the ShadowsRogue Attack 7 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You spring from the shadows to strike, and then you fade away as if you were never there.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff Before the attack, you can shift 2 sq. If tgt could not see you before the shift, you gain CA for this attack. · 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. · Artful Dodger Before the attack and after the hit, you can instead shift a number of sq equal to 1 + Cha.
ENCHectoring StrikeRogue Attack 7 · MPStd Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
You deliver a strong attack, dampening your opponent’s fighting spirit.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex + Str dmg.
Brutal Scoundrel You slide tgt 1 sq, and tgt grants CA to you until EONT.
ENCImperiling StrikeRogue Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 1[W] + Dex dmg, and tgt takes a –1 penalty to AC and Reflex defense until EONT. Brutal Scoundrel: The penalty to AC and Reflex defense is = Str.
ENCKiller’s AmbushRogue Attack 7 · MP2Std Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature from which you are hidden
Your enemy doesn’t see you until it’s too late, and by then, you’ve left it a gaping wound to remember you by.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. You shift 1 sq.
Cunning Sneak You shift a number of sq = Int, and you can make a Stealth check to become hidden.
ENCLeg-BreakerRogue Attack 7 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One creature
You deliver a crushing strike to your enemy’s limb that causes it to crumple in pain.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 2[W] + 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 Str + Dex.
ENCPainful ShotRogue Attack 7 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You hit your foe in a vital spot, causing it to reel in pain.
Req You must be wielding a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Cunning Sneak Tgt grants CA to you until EONT.
ENCPinning BladeRogue Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature
You jam your weapon into your foe’s foot, pinning it to the ground.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is restrained until EONT.
ENCRogue’s LuckRogue Attack 7 · PHBStd Melee or Ranged wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
2° Atk Dex vs AC · 2° 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 = Cha.
ENCSand in the EyesRogue Attack 7 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg, and tgt is blinded until EONT.
ENCShadow BoxerRogue Attack 7 · MP2Std Melee wpnMartial, WeaponTgt One creature
You attack from your foe’s shadow, confounding the creature as you slip in and out of sight.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and until 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 = Int.
ENCSnap ShotRogue Attack 7 · MPMinor Ranged wpnMartial, WeaponTgt One creature
You strike as quickly as a coiled viper.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
ENCSpring the TrapRogue Attack 7 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
You’re surrounded—just as you planned.
Req You must be wielding a 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.

Level 9 Daily Exploits

DLYAerial AssaultRogue Attack 9 · MP2Std Melee wpnMartial, WeaponTgt One creature
You launch yourself at your foe in a display of aerial finesse. The creature stands awestruck until you sink your weapon into it.
Req You must be wielding a light blade.
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. · Atk Dex vs Reflex. Tgt grants CA to you for the attack if you jumped 3 sq or more before the attack. · Hit 3[W] + Dex dmg. · Miss Half dmg.
DLYAgonizing ShotRogue Attack 9 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your precise aim finds a weak spot.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs Reflex · Hit 1[W] + Dex dmg, and tgt is slowed and takes ongoing 10 dmg (save ends both).
After Tgt is slowed and takes ongoing 5 dmg (save ends both). · Miss Half dmg, no ongoing dmg, and tgt is slowed (save ends).
DLYBewildering AssaultRogue Attack 9 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature from which you are hidden
You attack from the darkness and deliver a blow that unbalances your foe. You then retreat to the shadows.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC ’ · Hit 2[W] + Dex dmg, and you slide tgt 2 sq. Tgt gains vulnerable 5 to all dmg (save ends).
Cunning Sneak If you have total concealment or superior cover, you remain hidden after the attack. · Miss Half dmg, and you slide tgt 1 sq.
DLYBurst FireRogue Attack 9 · MPStd Area burst 1 within 10 squaresMartial, WeaponTgt Each enemy in burst you can see
You loose missiles in an unpredictable pattern.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg.
Miss Half dmg.
DLYCrimson EdgeRogue Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and tgt takes ongoing dmg equal to 5 + Str and grants CA to you (save ends both).
Miss Half dmg, and no ongoing dmg.
DLYDeadly PositioningRogue Attack 9 · PHBStd Melee 1Martial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Hit 3[W] + Dex dmg.
Eff You slide tgt 3 sq to a sq adjacent to you, and then make a Dex vs AC attack. · 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.
DLYInto Harm’s WayRogue Attack 9 · MPStd Melee wpnMartial, WeaponTgt One creature
You deliver a slashing feint, causing your enemy to stumble into more danger.
Req You must be wielding a 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.
DLYKnockoutRogue Attack 9 · PHBStd Melee wpnMartial, WeaponTgt One creature
Condensed entry — flavor text not included in source.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and tgt is knocked unconscious (save ends). If the unconscious target takes any dmg, it is no longer unconscious.
Miss Half dmg, and tgt is dazed until EONT.
DLYNot ItRogue Attack 9 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your sly attack directs your foe’s attention to your ally.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and an ally adjacent to you or tgt marks tgt until SONT.
Miss Half dmg, and no mark.
DLYNot Worth My TimeRogue Attack 9 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
With a vicious blow and a callous shove, you judge your foe unworthy of further attention.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you push tgt 1 sq. Tgt is then immobilized (save ends).
Miss Half dmg, no push, and tgt is immobilized until the end of its next turn.
DLYOne Hundred KnivesRogue Attack 9 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
Your blade blurs as you plunge it into your foe over and over.
Req You must be wielding a light blade. · 1° Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff Make the following secondary attack twice against tgt.
2° Atk Dex vs AC · Hit Dex dmg.
DLYProfit from WeaknessRogue Attack 9 · MP2Imm Intr Melee 1Martial, Rattling, WeaponTgt The triggering enemy
You step aside as the enemy’s attack sweeps toward you. You then slide your blade into a place where the foe is vulnerable.
Req You must be wielding a light blade. · Trig An enemy adjacent to you hits you with a melee attack
Eff You gain a +4 bonus to all defenses against the attack. The triggering enemy grants CA to you until EONT. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg. · Miss Half dmg.
Eff You knock tgt prone.
DLYRaining DeathRogue Attack 9 · MP2Std Ranged 5Martial, WeaponTgt Each enemy from which you are hidden
From the shadows, you send out a barrage of attacks, raining death upon your foes.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
Miss Half dmg.
DLYRogue’s RecoveryRogue Attack 9 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
With a cunning attack, you create a new opportunity for yourself.
Req You must be wielding a crossbow, a light blade, or a 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.
DLYSwift StrikeRogue Attack 9 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your brutal efficiency makes your enemy pay for its lack of initiative.
Req You must be wielding a crossbow, a light blade, or a 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.
DLYVexing EscapeRogue Attack 9 · MPStd Melee wpnMartial, WeaponTgt One creature
Your timely attack allows you to break away from combat, and you remain one step ahead of your foe thereafter.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you can shift a number of sq = Cha.
Eff Until the end of the encounter, each time tgt enters a sq adjacent to you, you can shift 1 sq as an immediate reaction.
Miss Half dmg, and you can shift 1 sq.
DLYVexing StingRogue Attack 9 · MPStd Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
Despite your foe’s armor, you drive your point home, disheartening him.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and tgt takes a -2 penalty to attack rolls (save ends).

Level 10 Utility Exploits

ENCBrisk StrideRogue Utility 10 · MPMove PersMartial
Leaping across minor obstacles, you dart across the battlefield.
Eff You can move your speed + 4. During this movement and until EONT, you can move across difficult terrain at your normal speed.
Prereq You must be trained in Athletics.
DLYCertain FreedomRogue Utility 10 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
Eff You automatically succeed on an Acrobatics check to escape from a grab or to escape from restraints.
DLYClose QuartersRogue Utility 10 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
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 Reflex 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.
ENCCombat TumblesetRogue Utility 10 · MPMove PersMartial
You deftly somersault into position.
Eff You can shift your speed and can shift through sq occupied by enemies during this movement.
Prereq You must be trained in Acrobatics.
ENCDangerous TheftRogue Utility 10 · PHBFree PersMartial
Condensed entry — flavor text not included in source.
Eff On your next action, ignore the –10 penalty when you make a Thievery check to pick a pocket during combat.
ENCDaring GambleRogue Utility 10 · MP2Minor PersMartial
Putting yourself at risk gives you the opening you need to bring this battle to its close.
Eff Until SONT, any enemy that attacks you grants CA to you until the end of the encounter.
DLYDeadly SacrificeRogue Utility 10 · MP2Imm Intr Melee touchMartialTgt The triggering ally
Your threat draws your enemy’s attack. If you survive, you can be certain the foe will pay.
Trig An ally adjacent to you is hit by an enemy’s melee attack · 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 = Int until the end of the encounter.
DLYExecutioner’s MienRogue Utility 10 · MPMinor PersMartial, Stance
Every one of your attacks exudes a murderous intent that unnerves your adversaries.
Eff Until the stance ends, all your attacks gain the rattling keyword.
Prereq You must be trained in Intimidate.
DLYGap in the ArmorRogue Utility 10 · MPMinor PersMartial
You take a moment to find a weak point in your opponent’s defenses.
Eff Choose an enemy within 5 sq of you. You gain a +2 pwr bonus to attack rolls against that enemy until the end of the encounter.
Prereq You must be trained in Perception.
DLYPeripheral ConcealmentRogue Utility 10 · MPStd PersMartial
You slip away, and others briefly lose track of where you are.
Req No creature is within 3 sq of you.
Eff You become hidden until you attack or until EONT.
Prereq You must be trained in Stealth.
AWShadow StrideRogue Utility 10 · PHBMove PersMartial
Condensed entry — flavor text not included in source.
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.

Level 13 Encounter Exploits

ENCBounding EscapeRogue Attack 13 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You attack and then jump away from your foe without leaving yourself open to counterattack.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff You can jump horizontally a number of sq = Str or jump vertically half that number of sq. This movement does not provoke OAs from tgt.
Prereq You must be trained in Athletics. · Artful Dodger This movement does not provoke OAs from any enemy.
ENCCunning CycloneRogue Attack 13 · MPStd Close burst 1Martial, Rattling, WeaponTgt Each enemy in burst you can see
A series of lightning-fast attacks does devastating work to your opponents.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
Spec If you have CA against more than one target, you can deal one die of Sneak Attack dmg to each target that you have CA against, rather than dealing all your Sneak Attack dmg to one target. This counts as one use of Sneak Attack, regardless of the number of targets.
ENCDaunting AttackRogue Attack 13 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Your attack resonates with your cold-blooded intent, overwhelming your enemy’s resolve.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is dazed until EONT.
Ruthless Ruffian If tgt is already taking the penalty to attack rolls from one of your rattling attacks, instead of being dazed, tgt is stunned until EONT.
ENCFitting DemiseRogue Attack 13 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature from which you are hidden
You emerge from the shadows to deliver a deadly attack. You then retreat back to the darkness, as if you had been there all along.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. You can make a Stealth check to remain hidden after the attack.
Cunning Sneak The attack deals extra dmg = Int.
ENCNumbing ShotRogue Attack 13 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your sling bullet strikes a nerve, causing your enemy to crumple.
Req You must be wielding a sling. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, you knock tgt prone, and tgt is weakened until EONT.
ENCPowerful ShotRogue Attack 13 · MPStd Ranged wpnMartial, WeaponTgt One creature
The sharp force of your shot causes your foe to stumble.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, you push tgt 1 sq, and tgt is slowed until EONT.
ENCSkip ShotRogue Attack 13 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your missile careens off your foe and grazes another enemy.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg, and an enemy within 3 sq of tgt takes dmg = Dex.
ENCStrike of Dancing ShadowsRogue Attack 13 · MP2Std Melee wpnMartial, WeaponTgt One creature
The shadows seem to swirl around you as your blades rip through your foes.
Req You must be wielding a light blade and be hidden.
Eff Before the attack, you shift 1 sq and remain hidden during the shift. · Cunning Sneak Add Int to the number of sq you shift. · Atk Dex vs AC · Hit 2[W] + Dex dmg. You shift 1 sq and remain hidden during the attack and the shift. · Cunning Sneak Add Int to the number of sq you shift.
ENCToppling SlashRogue Attack 13 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Your decisive cut forces your opponent to stumble and fall.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you push tgt 1 sq and knock it prone.
Brutal Scoundrel The attack deals extra dmg = Str, and you push tgt 1 extra sq.
ENCVeiled MissileRogue Attack 13 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your weapon flies through the air, catching your foe in the head and causing blood to obscure its vision.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg. You gain concealment against tgt until EONT.
Cunning Sneak You can make a Stealth check to become hidden.
ENCWicked ReminderRogue Attack 13 · MP2Std Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
Each time the enemy feels the bite from your allies’ attacks, it recalls the injury you dealt it last.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 1[W] + Dex dmg.
Eff Tgt gains vulnerability to weapon attacks = Str until EONT.
Ruthless Ruffian If tgt is already suffering the effect of the rattling keyword, this attack targets Reflex instead of AC.

Level 15 Daily Exploits

DLYArterial SliceRogue Attack 15 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You nick one of your enemy’s major arteries, creating a wound that spurts blood.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and ongoing dmg equal to any Sneak Attack dmg you deal with this attack (save ends).
Miss Half dmg.
DLYBold FeintRogue Attack 15 · MPImm Intr Melee wpnMartial, Reliable, WeaponTgt The attacking enemy
With a rakish flourish of your weapon, you misdirect your foe’s thrust into his ally.
Atk Cha vs Will · Hit Choose an enemy within tgt’s reach. That enemy is instead tgt of the triggering attack.
Trig An enemy hits you with a melee attack and another enemy is within its reach
Prereq You must be trained in Bluff.
DLYCourage BreakerRogue Attack 15 · MP2Std Melee or Ranged wpnFear, Martial, Rattling, Reliable, WeaponTgt One creature
You strike a crippling blow to an enemy, inspiring fear in that creature’s allies.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is slowed (save ends). Until tgt is no longer slowed by this power, any enemy adjacent to tgt takes a -2 penalty to attack rolls.
DLYFinish ItRogue Attack 15 · MPStd Melee wpnMartial, WeaponTgt One bloodied creature
A lethal stab hastens your foe’s demise.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and ongoing 5 dmg. The ongoing dmg lasts until the creature is no longer bloodied.
Miss Half dmg, and no ongoing dmg.
DLYLurker’s ThreatRogue Attack 15 · MP2Std Melee wpnFear, Martial, Weapon
You emerge from hiding like a ghost. You stab your foe and send it careening toward nearby enemies.
Req You must be wielding a light blade. · 1° Tgt One creature from which you are hidden · 1° Atk Dex vs AC · Hit 3[W] + Dex dmg, you slide the primary target 2 sq, and the primary target is dazed (save ends). Make a secondary attack that is a close burst 3.
2° Tgt Each enemy in burst · 2° Atk Dex vs Will · Hit The secondary target grants CA until EONT. · Miss Half dmg, and the primary target is dazed until EONT.
DLYMind-Boggling OnslaughtRogue Attack 15 · MPStd Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
Your fearsome attack shakes your enemy to the core—a situation you can later take advantage of.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff Whether or not this rattling attack deals dmg, tgt takes the -2 penalty to attack rolls until EONT.
Sust Minor The penalty to attack rolls lasts until EONT, or you can end the penalty and daze tgt until EONT.
DLYRipple EffectRogue Attack 15 · MPStd Melee wpnMartial, Weapon
Your tumbling swipe sends your foe headlong into another enemy, which sends it stumbling.
Prereq You must be trained in Acrobatics. · Req You must be wielding a light blade. · 1° Tgt One creature · 1° Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and you slide the primary target 4 sq. · Miss Half dmg, and you slide the primary target 1 sq.
Eff Make a secondary attack after the slide.
2° Tgt One enemy adjacent to the primary target · 2° Atk Dex vs Reflex · Hit 1d6 + Dex dmg, and you slide the secondary target 1 sq.
DLYVicious CooperationRogue Attack 15 · MPStd Melee wpnMartial, WeaponTgt One creature you’re flanking
Your attack gives your comrade the perfect opening to thump your opponent.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff An ally flanking tgt with you can make a MBA against it as a free action. You can deal Sneak Attack dmg to tgt if either you or the ally hit it.
DLYVicious SlashRogue Attack 15 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
Your vicious assault overcomes your foe with pain, leaving it unable to attack accurately.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. Tgt takes a -2 penalty to attack rolls and ongoing 10 dmg (save ends both).
Miss Half dmg, and tgt takes a -2 penalty to attack rolls until EONT.
DLYWhirlwind of BladesRogue Attack 15 · MP2Std Melee wpnMartial, WeaponTgt One creature
You leap and spin past your foe, nicking it with dozens of cuts.
Req You must be wielding a light blade.
Eff Before and after the attack, you move your speed. This movement does not provoke OAs from tgt. · Atk Dex vs AC · Hit 3[W] + Dex dmg. · Miss Half dmg.
DLYWounding StrikeRogue Attack 15 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You strike, intending to inflict grave injury.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. If tgt is not bloodied before you make this attack, the attack also deals ongoing 10 dmg (save ends).
Miss Half dmg.

Level 16 Utility Exploits

ENCAnticipate AttackRogue Utility 16 · MPImm Intr PersMartial
You sense the attack before it comes.
Req You must be trained in Insight.
Trig You are hit by an attack · Eff You gain a +4 bonus to all defenses until EONT.
ENCClever MoveRogue Utility 16 · MP2Imm React PersMartial
An explosion momentarily dazzles your opponents so you can make a quick getaway.
Trig An enemy makes an area or a close attack against you · Eff You shift your speed. You must end this shift in a sq where you have cover, superior cover, concealment, or total concealment against the triggering enemy. After this shift, you can make a Stealth check to become hidden.
ENCDefensive RollRogue Utility 16 · MPImm React PersMartial
As you evade an attack, you tumble into a better spot.
Trig You are missed by an attack · Eff You can shift your speed.
Prereq You must be trained in Acrobatics
DLYDenying StanceRogue Utility 16 · MPMinor PersMartial, Stance
The attacks of your enemies allow you to better size them up and avoid future blows.
Eff Until the stance ends, each time an enemy misses you with a melee or a ranged attack, that enemy takes a —2 penalty to its next attack roll against you.
ENCDishonorable TacticsRogue Utility 16 · MP2Free Pers
After your attack, you duck back under cover and hide.
Trig You make an attack roll against an enemy from which YOll are hidden · Eff You remain hidden from the enemy until EONT or until you no longer have superior cover or total concealment from the enemy.
ENCGrasshopper LeapRogue Utility 16 · MPFree PersMartial
You jump, covering a jaw-dropping distance.
Trig You make an Athletics check to jump · Eff Treat the Athletics check as if you had rolled a 20.
Prereq You must be trained in Athletics.
DLYMagpie FilchRogue Utility 16 · MPFree Melee 1MartialTgt The triggering creature
You covertly snatch something from a foe distracted by your successful attack.
Req You must have a hand free.
Trig You hit a creature with a melee attack · Eff You take a small object from tgt as if you had made a successful Thievery check to pick pocket.
Prereq You must be trained in Thievery.
ENCOpportunistic RelocationRogue Utility 16 · MPMove PersMartial
You capitalize on the distraction caused by downing a foe, slyly repositioning for your next maneuver.
Req You must have reduced an enemy to 0 HP during this turn.
Eff You can shift your speed.
AWTrap MasterRogue Utility 16 · MP2Minor PersMartial
You have learned the ways of locks and traps, so when presented with one, you can disable it with extraordinary speed.
Eff You make a Thievery check to open a lock or disable a trap.
Prereq You must be trained in Thievery.
DLYVigilant FootworkRogue Utility 16 · MPMinor PersMartial, Stance, Weapon
You parry and dodge close-quarters attacks with amazing focus, never hampering your offense.
Req You must be wielding a light blade.
Eff Until the stance ends, you gain a +1 pwr bonus to AC and Reflex against melee attacks.
ENC[Name missing in source]Rogue Utility 16 · MP2Minor Pers
Careful movements and deft positioning keep your enemies’ attention elsewhere.
Eff Until EONT, you can make a Stealth check to become hidden if you have any concealment or any cover except that provided by intervening allies.

Level 17 Encounter Exploits

ENCAudacious StrikeRogue Attack 17 · MPStd Melee wpnMartial, WeaponTgt One creature
You lunge forward recklessly, then roll defensively to the side.
Req You must be wielding a light blade.
Eff Before the attack, you can move 4 sq. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff You can shift 2 sq.
ENCBlistering OutburstRogue Attack 17 · MPStd Close burst 1Martial, WeaponTgt Each creature in burst you can see
In a flurry of lunges and strikes, you leave nearby foes unable to give decisive counterattacks.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 1[W] + Dex dmg, and tgt takes a -2 penalty to attack rolls until EONT.
ENCEscape Artist’s GambitRogue Attack 17 · MPStd Melee wpnMartial, Weapon
You take a parting shot as you wriggle free and scramble away.
Atk Dex vs AC · Hit 2[W] + Dex dmg, and you can shift 1 sq. If you are immobilized, slowed, or both, those conditions end before you shift, and you automatically escape if you are grabbed.
Prereq You must be trained in Acrobatics. · Artful Dodger You can instead shift a number of sq equal to 1 + Dex.
ENCExcruciating ReminderRogue Attack 17 · MP2Std Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
You strike your foe, leaving a painful reminder that if it attacks you or an ally again, it will pay the price.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. If tgt misses with an attack before SONT, you can make a ranged or a MBA against tgt with CA as an opportunity action.
Ruthless Ruffian If you hit with the basic attack, tgt grants CA to you until EONT.
ENCGuerrilla BlitzRogue Attack 17 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
The speed and accuracy displayed during your daring assault causes your enemies to momentarily overcompensate when attacking you.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff Before the attack, you can move your speed. · Atk Dex vs AC · Hit 2[W] + Dex dmg. · Brutal Scoundrel The attack deals extra dmg = Str.
Eff Until SONT, you gain a +1 pwr bonus to AC and Reflex for every 2 sq you moved as part of this power.
ENCLeaping Dagger KickRogue Attack 17 · MP2Std Melee wpnMartial, WeaponTgt One creature
You leap through the air, crashing into your foe and slashing at it.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg.
Eff You knock tgt prone.
Artful Dodger If you charged tgt, it is dazed until EONT. · Spec When charging, you can use this power in place of a MBA.
ENCNo EscapeRogue Attack 17 · MPImm Intr Ranged wpnMartial, WeaponTgt The triggering enemy
Your enemy tries to escape, but you leave it lying in its tracks.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you knock tgt prone.
Trig An enemy leaves a sq adjacent to you or enters a sq where it has cover or concealment against you
ENCStinging SquallRogue Attack 17 · MPStd Close burst 1Martial, Rattling, WeaponTgt Each enemy in burst you can see
Spooked by your flurry of jabs, nearby adversaries are unable to make anything but feeble retaliatory strikes against you.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and tgt is weakened when making attacks against you until EONT.
Ruthless Ruffian The attack deals extra dmg = Cha, and tgt is weakened when making any attack (not just against you).
ENCSurprising AssaultRogue Attack 17 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You deliver a swift smash to your opponent’s head, surprising the foe with the brutality of your attack.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is dazed until EONT.
Cunning Sneak Tgt is stunned instead of dazed if you were hidden from tgt when you made the attack.
ENCUnerring ShotRogue Attack 17 · MP2Std Ranged wpnMartial, WeaponTgt One creature
From your hiding place, you deliver an attack. If you miss, you feel assured you’ll strike your target next time.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Miss You do not expend this power if you were hidden from tgt when you made the attack.

Level 19 Daily Exploits

DLYBlood SquallRogue Attack 19 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
Your blade flashes like lightning, and fountains of blood erupt from the foes around you.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and ongoing 10 dmg (save ends).
Miss Half dmg, and no ongoing dmg.
DLYBloodbath AttackRogue Attack 19 · MPStd Melee wpnMartial, WeaponTgt One creature
Your vicious attack leaves the enemy lying in a pool of his own blood.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, you knock tgt prone, and it takes ongoing dmg = Str (save ends).
Eff Until the end of the encounter, whenever you hit tgt, tgt takes ongoing dmg = Str (save ends).
DLYBlurring AssaultRogue Attack 19 · MP2Std Melee wpnMartial, Weapon
Your blades lash out to strike anyone you pass as you dart across the battlefield.
Req You must be wielding a light blade.
Eff You shift half your speed. Make the following attack against each enemy you move adjacent to. No enemy can be attacked more than once from a single use of this power. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you knock tgt prone. · Miss Half dmg.
Eff You slide tgt 1 sq.
DLYDaunting BarrageRogue Attack 19 · MPStd Close blast 5Martial, Rattling, WeaponTgt Each enemy in blast you can see
A blistering volley of projectiles knocks your enemies for a loop.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt is dazed (save ends).
Miss Half dmg, and tgt is not dazed.
DLYDemoralizing ShotRogue Attack 19 · MP2Std Ranged wpnMartial, Rattling, WeaponTgt One creature
Your shot strikes with such potency and accuracy that you daunt foes near the target of your attack.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff Each enemy within 3 sq of tgt grants CA until EONT and is pushed 1 sq away from tgt.
Miss Half dmg.
DLYHilt SlamRogue Attack 19 · MP2Std Melee wpnMartial, WeaponTgt One creature
You brutally slam the blunt end of your weapon into your foe’s head, sending the creature staggering.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt is stunned (save ends). You push tgt 5 sq, and you grant CA until EONT.
Miss Half dmg, and tgt is dazed (save ends). You push tgt 3 sq.
DLYMaiming StrikeRogue Attack 19 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You deliver a crippling strike that promises to leave your opponent hampered for a while.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff You knock tgt prone. Tgt is slowed, cannot shift, and cannot charge (save ends all).
DLYMarked BeatingRogue Attack 19 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature marked by an ally
Using the distraction caused by an ally, you brutalize your foe, leaving it off kilter.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 5[W] + Dex dmg, and tgt is dazed and takes a -2 penalty to all defenses (save ends both).
Miss Half dmg, tgt is dazed until EONT, and no penalty to defenses.
DLYMerciless CutRogue Attack 19 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
You slip up behind your enemy and slash across its back.
Req You must be wielding a light blade.
Eff Before the attack, you shift your speed. · Atk Dex vs Reflex · Hit 4[W] + Dex dmg, and ongoing 10 dmg (save ends).
DLYStolen VitalityRogue Attack 19 · MPStd Melee wpnMartial, WeaponTgt One creature
Your vicious assault leaves your enemy unable to move quickly, and you gain a burst of confidence from the deed.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is slowed (save ends). You gain temp HP equal to 10 + Cha.
Miss Half dmg, tgt is slowed until EONT, and no temp HP.
DLYStrong-Arm LoyaltyRogue Attack 19 · MPStd Melee wpnMartial, WeaponTgt One bloodied creature
You browbeat your wounded foe with a cruel attack, forcing compliance for a short time.
Req You must be wielding a light blade. · Atk Dex vs Will · Hit 2[W] + Dex dmg, and tgt is dominated until SONT or until it is attacked.
Prereq You must be trained in Intimidate. · Miss Half dmg, and tgt is immobilized until SONT or until it is attacked.
DLYUncanny RicochetRogue Attack 19 · MPStd Ranged wpnMartial, Weapon
Your attack has such force that if it fails to hit one opponent, it might careen into another.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · 1° Tgt One creature · 1° Atk Dex vs Reflex · Hit 4[W] + Dex dmg. · Miss Make a secondary attack with CA.
2° Tgt One creature within 3 sq of the primary target · 2° Atk Dex vs Reflex · Hit 4[W] + Dex dmg. · Miss Half dmg.

Level 22 Utility Exploits

ENCClinging ShadowsRogue Utility 22 · MP2Minor PersMartial
The shadows seem to follow your every step.
Req You must have concealment or total concealment.
Eff Your concealment or total concealment lasts until EONT.
DLYIndomitable AgilityRogue Utility 22 · MP2Free PersMartial
When you want to be free, no force can stop you.
Eff You are no longer dazed, grabbed, immobilized, marked, restrained, or slowed. In addition, you shift your speed and can move through enemies’ sq during the shift.
ENCKiller’s InstinctRogue Utility 22 · MP2Imm React PersMartial
Sensing weakness in your foe, you close the gap between you and it.
Trig An enemy you can see becomes bloodied · Eff You shift your speed and must end this shift closer to the triggering enemy. If you end this shift adjacent to the triggering enemy, it grants CA to you until EONT.
ENCMountebank’s FlightRogue Utility 22 · MPImm React PersMartial, Teleportation
You steal a bit of magic to stow away on another creature’s teleportation.
Trig A creature within 5 sq of you teleports · Eff You teleport to any sq adjacent to the triggering creature.
DLYScoundrel’s EpiphanyRogue Utility 22 · MPFree PersMartial
The answer is on the tip of your tongue.
Trig You make a Dungeoneering or a Streetwise check to remember or discover a useful bit of information · Eff If you are trained in the skill, don’t roll for the check; you are considered to have rolled a 25 and then add your skill check bonus. If you are not trained in the skill, you gain a +5 bonus to the check.
Prereq You must be trained in Dungeoneering or Streetwise.
DLYSeize the MomentRogue Utility 22 · MPNo Act PersMartial
It’s time to make your move.
Trig You make an initiative check at the beginning of an encounter · Eff You gain a +20 bonus to your initiative check. Until the end of your first turn in the encounter, you gain a +2 pwr bonus to attack rolls and a +4 pwr bonus to speed.
AWSomersault DodgeRogue Utility 22 · MP2Imm React PersMartial
You flip away from your foe as its attack flies wide.
Trig An enemy misses you with a melee or a ranged attack · Eff You shift 2 sq.
Prereq You must be trained in Acrobatics.
DLYThief of FortuneRogue Utility 22 · MPNo Act PersMartial
You make your own luck by stealing it from others.
Req You must be able to see another creature.
Trig Your attack misses or you fail a saving throw · Eff Reroll the triggering attack roll or saving throw and use the new result. One creature you can see takes a -2 penalty to attack rolls and saving throws until EONT.
ENCUncanny AimRogue Utility 22 · MP2Minor PersMartial
Everything around you fades away momentarily as you focus on a distant target.
Eff You increase the normal range and the long range of your next ranged attack before the end of your turn by 20 sq.
DLYUnnerving FootworkRogue Utility 22 · MPMinor PersMartial, Stance
Your amazing footwork shows you to be a superior combatant, disheartening enemies that draw near.
Eff Until the stance ends, any creature that ends its turn adjacent to you takes a -2 penalty to attack rolls against you until the end of its next turn.
Prereq You must be trained in Intimidate.
AWWall CrawlRogue Utility 22 · MPMove PersMartial
You scramble upward with preternatural speed.
Eff You climb a number of sq equal to your speed minus your armor’s check penalty.
Prereq You must be trained in Acrobatics and Athletics.

Level 23 Encounter Exploits

ENCBlindsideRogue Attack 23 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your attack comes from such an unexpected angle that your adversary is taken aback.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and if you have CA against tgt, it is dazed until SONT.
ENCCollapsing RiposteRogue Attack 23 · MPImm React Melee wpnMartial, WeaponTgt The triggering enemy
When your enemy overreaches to attack you, you cut his legs out from under him.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you knock tgt prone.
Trig An enemy misses you with a melee attack
Artful Dodger Tgt is also dazed until EONT.
ENCCrack ShotRogue Attack 23 · MPStd Area burst 1 within 10 squaresMartial, WeaponTgt Each enemy in burst you can see
Your lightning-fast shots send your opponents sprawling.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you knock tgt prone.
ENCCutthroat’s RebukeRogue Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One creature
You slash at your foe and take up a defensive posture. You assure your foe that it will suffer dire consequences if it attacks you again.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff The next time tgt makes a melee attack against you before EONT, you can make a MBA against it as a free action. If your MBA hits, you knock tgt prone.
Ruthless Ruffian This power gains the rattling keyword.
ENCDazing Double ShotRogue Attack 23 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One or two creatures
A pair of carefully placed attacks causes your foes to hesitate.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and tgt is dazed until EONT.
Artful Dodger You shift 2 sq.
ENCDeath DanceRogue Attack 23 · MPStd Close burst 1Martial, WeaponTgt Each enemy in burst you can see
Masterfully lunging and weaving, you deliver a series of powerful attacks and then slip to a new location.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff You can shift 2 sq.
Brutal Scoundrel The attack deals extra dmg = Str.
ENCFell the StrongRogue Attack 23 · MP2Std Ranged wpnMartial, WeaponTgt One creature
Your shot sinks into your foe, causing excruciating pain.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg. The next time tgt attacks before EONT, it takes dmg equal to twice Int.
Cunning Sneak Tgt grants CA until EONT if you were hidden from it when you made the attack.
ENCFelling GashRogue Attack 23 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
You cut the legs out from under your foe so brutally that its head hits the ground before its feet do.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 4[W] + Dex dmg, and you knock tgt prone.
Ruthless Ruffian Tgt is also dazed until EONT.
ENCFettering ShotRogue Attack 23 · MPStd Ranged wpnMartial, WeaponTgt One creature
With a clever shot, you pin your target to the spot.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is immobilized until EONT.
ENCKiller’s RetreatRogue Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One creature
You jab your weapon into tender flesh, forcing the opponent to let you slip away.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and if you were marked, you are no longer marked. You shift 2 sq.
Cunning Sneak You instead shift a number of sq equal to 1 + Int, and you can make a Stealth check to become hidden after the shift.
ENCTendon TearRogue Attack 23 · MP2Std Melee wpnMartial, WeaponTgt One creature
You run your weapon across your foe’s tendons, crippling the creature.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg. You knock tgt prone, and it is restrained until EONT.

Level 25 Daily Exploits

DLYAcrobatic AssaultRogue Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature
With tumbling lunges, you deliver a sharp blow to each nearby enemy and return to your starting position.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff You can shift 4 sq and repeat the attack against a second target. You can then shift 4 sq and repeat the attack against a third target.
Prereq You must be trained in Acrobatics. · Miss Half dmg.
DLYAstounding AssaultRogue Attack 25 · MP2Std Melee wpnMartial, Reliable, WeaponTgt One creature
Your prowess shocks your foe into hesitation and indecision.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 5[W] + Dex dmg, and you slide tgt 5 sq. In addition, either tgt takes a -10 penalty to attack rolls until the end of its next turn, or it is restrained (save ends).
DLYBounding AssaultRogue Attack 25 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature
You dash across the battlefield, ducking under and leaping over foes’ attacks. Then you deliver a brutal attack against your enemy.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 6[W] + Dex dmg.
Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. The charge’s movement does not provoke OAs.
DLYCruel PursuitRogue Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature
Your initial probing attack makes your enemy lurch to one side, allowing you to move up and finish with a wounding strike.
Req You must be wielding a light blade. · 1° Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and you slide tgt a number of sq equal to 1 + Cha. You can then shift a number of sq equal to 3 + Cha to a sq adjacent to tgt. · Miss Half dmg, you slide tgt 2 sq, and you can then shift 3 sq to a sq adjacent to tgt.
Eff Make a secondary attack against tgt.
2° Atk Dex vs Reflex · Hit 3[W] + Dex dmg. · Miss Half dmg.
DLYGory SlashRogue Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature
Your bladed savagery opens a gushing wound that cripples your foe with pain.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt takes ongoing 10 dmg and is immobilized (save ends both).
Miss Half dmg, and ongoing 5 dmg (save ends). Tgt is immobilized until SONT.
DLYMagnetic ShotRogue Attack 25 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You distract your adversary just long enough to deliver a shot that bypasses armor.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 6[W] + Dex + Str + Cha dmg.
Miss Half dmg.
DLYPerfect ShotRogue Attack 25 · MP2Std Ranged wpnMartial, WeaponTgt One creature granting CA to you
With time and preparation, you can’t miss.
Req You must be wielding a crossbow, a light blade, or a sling.
Eff You hit tgt and deal 4[W] dmg.
DLYPersistent MenaceRogue Attack 25 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One creature
Slashing and stabbing, you haunt your enemy’s every move.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and ongoing 20 dmg (save ends).
Eff Until the end of the encounter, whenever you deal dmg to tgt, it takes a -2 penalty to saving throws until EONT.
Miss Half dmg, and ongoing 10 dmg (save ends).
DLYRicocheting StrikeRogue Attack 25 · MP2Std Melee or Ranged wpnMartial, Weapon
Your attack is so powerful that it reverberates against nearby foes.
Req You must be wielding a crossbow, a light blade, or a sling. · 1° Tgt One creature granting CA to you · 1° Atk Dex vs AC · Hit 5[W] + Dex dmg. · Miss Half dmg.
Eff Make a secondary attack of the same attack type as the primary attack.
2° Tgt One creature adjacent to the primary target · 2° Atk Dex vs Reflex · Hit Dex dmg, plus any Sneak Attack dmg you dealt to the primary target.
DLYRogue’s ResurgenceRogue Attack 25 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You strike with murderous exactness and then pull a deadly exploit back out of your bag of tricks.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[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 4[W] extra dmg with the attack.
DLYShocking ExecutionRogue Attack 25 · MPStd Melee wpnMartial, Rattling, WeaponTgt One bloodied creature
You viciously lunge for a wounded enemy’s throat and shock its allies.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 4[W] + Dex dmg, and each enemy within 3 sq of you takes a -2 penalty to attack rolls (save ends).
Prereq You must be trained in Intimidate. · Miss Half dmg, and each enemy within 3 sq of you takes a -2 penalty to attack rolls until SONT.
DLYVisceral StrikeRogue Attack 25 · MPStd Melee wpnMartial, WeaponTgt One creature
You cut open your foe across the middle, drastically hampering her actions.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is stunned (save ends).
After Tgt is weakened and slowed (save ends both). · Miss Half dmg, and tgt is weakened and slowed until EONT.

Level 27 Encounter Exploits

ENCDeflected StrikeRogue Attack 27 · MP2Imm React Melee 1Martial, WeaponTgt The attacking enemy
The enemy’s attack misses you and hits an adjacent enemy instead as you dodge nimbly out of the way.
Req You must be wielding a light blade. · Atk Dex vs Will · Hit The attack hits an enemy adjacent to you other than tgt. You can add your Sneak Attack dmg to the attack’s dmg, even if you have already used your Sneak Attack during this round.
Trig An enemy misses you with a melee attack, and a different enemy is adjacent to you
Cunning Sneak Both enemies grant CA to you until EONT. From
ENCHurling PounceRogue Attack 27 · MPStd Melee wpnMartial, Weapon
As you send one foe staggering away from you, you spring on another.
Req You must be wielding a light blade. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 3[W] + Dex dmg, and you push the primary target 2 sq. You can then shift 2 sq and make a secondary attack. · Brutal Scoundrel You can instead push the primary target a number of sq equal to 1 + Str.
2° Tgt One creature other than the primary target · 2° Atk Dex vs AC · Hit 2[W] + Dex dmg.
ENCKiller’s GiftRogue Attack 27 · MP2Std Melee or Ranged wpnMartial, WeaponTgt One creature from which you are hidden
Your brutal attack sends your enemy staggering away from you.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and you slide tgt 1 sq. Tgt is stunned until EONT.
Cunning Sneak The number of sq you slide tgt equals Int.
ENCPebble to BoulderRogue Attack 27 · MP2Std Ranged wpnMartial, WeaponTgt One creature
A stone from your sling strikes your foe between the eyes, causing it to fall to the ground, senseless.
Req You must be wielding a sling. · Atk Dex vs Fortitude · Hit 2[W] + Dex dmg, and you knock tgt prone. Tgt is stunned until EONT.
ENCPerfect SniperRogue Attack 27 · MP2Std Ranged wpnMartial, WeaponTgt One creature from which you are hidden
From the darkness, you carefully aim your shot and fire. Your foe glances around, but you’re too well hidden for it to spot you.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC. If you have superior cover or total concealment, you remain hidden after the attack. · Hit 5[W] + Dex dmg.
Cunning Sneak You remain hidden after the attack if you have any cover or any concealment.
ENCSafe BetRogue Attack 27 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
With an initial strike, you set yourself up to spring at your enemy if she dares to attack again.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg. If tgt makes an attack before SONT, you can shift a number of sq = Dex and make a basic attack against tgt as an immediate interrupt.
ENCSheathe the BladeRogue Attack 27 · MP2Std Melee wpnMartial, WeaponTgt One creature
You sheathe your weapon in your foe’s flesh and then shove it away for your allies to finish off.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you push tgt 1 sq. Tgt gains vulnerable 10 to all dmg until SONT.
ENCSkirmishing StrikeRogue Attack 27 · MPMinor Melee wpnMartial, WeaponTgt One creature
You move hastily to take your shot and then depart.
Req You must be wielding a light blade. · Atk Dexterity — 2 vs. AC · Hit 3[W] + Dex dmg, and you can shift 1 sq.
Artful Dodger You can instead shift a number of sq = Cha.
ENCStunning AssistRogue Attack 27 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
The fighter distracts him, and you shut him down.
Req You must be wielding a crossbow, a light blade, or a sling · Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt is dazed until EONT. If tgt is marked by any of your allies, it is stunned instead of dazed.
ENCStupefying ViolenceRogue Attack 27 · MPStd Melee or Ranged wpnMartial, Rattling, WeaponTgt One creature
Your enemy reels from your shocking belligerence.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and you slide tgt 2 sq.
Ruthless Ruffian You instead slide tgt a number of sq equal to 2 + Cha.

Level 29 Daily Exploits

DLYA Murder of OneRogue Attack 29 · MPStd Melee wpnMartial, Weapon
You flip and flit, stab and slash, as if flying among your foes.
Prereq You must be trained in Acrobatics. · Req You must be wielding a light blade. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 4[W] + Dex dmg.
Eff You can shift 3 sq and can shift through sq occupied by enemies during this movement. Make a secondary attack.
2° Tgt One creature other than the primary target · 2° Atk Dex vs AC · Hit 3[W] + Dex dmg. If the primary attack hit, this attack deals 1[W] extra dmg.
Eff You can shift 3 sq and can shift through sq occupied by enemies during this movement. Make a tertiary attack.
3° Tgt One creature other than the primary and secondary targets
3° Atk Dex vs AC · Hit 2[W] + Dex dmg. If the primary or the secondary attack hit, this attack deals 1[W] extra dmg.
DLYCagey KillerRogue Attack 29 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You smile and flick your weapon; your enemy stares unmoving at the deep wound.
Req You must be wielding a crossbow, a light blade, or a sling · Atk Dex vs AC · Hit 3[W] + Dex dmg, and tgt is stunned (save ends).
After Tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed (save ends).
DLYDeathweaving StrikeRogue Attack 29 · MPStd Melee wpnMartial, Reliable, WeaponTgt One creature
Your attack sends the enemy lurching past your comrades, who take advantage by making attacks of their own.
Req You must be wielding a light blade. · Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and you slide tgt a number of sq equal to 1 + Cha. Each of your allies adjacent to tgt at any point during this forced movement can make a basic attack against tgt as an opportunity action. Each ally’s attack has CA and deals extra dmg = Cha on a hit.
DLYKilling StormRogue Attack 29 · MP2Std Area burst 2 within 10 squaresFear, Martial, WeaponTgt Each enemy in burst you can see
Your attacks rain down upon unsuspecting enemies, planting terror among your foes’ ranks.
Req You must be wielding a crossbow or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt moves its speed away from the burst’s origin sq. Tgt grants CA (save ends).
Miss Half dmg.
DLYKiss of DeathRogue Attack 29 · MP2Minor PersMartial, Stance
You promise death to a nearby foe. Then you take advantage of your allies’ attacks to deliver it.
Req You must be wielding a light blade.
Eff Choose one creature adjacent to you. Until the stance ends, whenever the chosen creature is adjacent to you and takes dmg from a melee or a ranged attack while you are wielding a light blade, you can make a MBA against it as a free action. In addition, your basic attacks against tgt gain the rattling keyword.
DLYSight-Stealing ShotRogue Attack 29 · MPStd Ranged wpnMartial, WeaponTgt One creature
You attack your foe in the eyes, leaving him dumbfounded and temporarily unable to see.
Req You must be wielding a crossbow, a light thrown weapon, or a sling. · Atk Dex vs Reflex · Hit 4[W] + Dex dmg, and tgt is blinded and dazed (save ends both).
Miss Half dmg, and tgt is dazed until the end of its next turn.
DLYSteel Nettle RainRogue Attack 29 · MP2Std Melee wpnMartial, WeaponTgt One creature
You dance deftly around your foe and deliver an attack that is like a thousand metal nettles against its flesh.
Req You must be wielding a light blade.
Eff Before and after the attack, you move your speed. This movement does not provoke OAs from tgt. · Atk Dex vs AC · Hit 6[W] + Dex dmg. · Miss Half dmg.
DLYThroat CutRogue Attack 29 · MP2Std Melee wpnMartial, WeaponTgt One creature from which you are hidden
You come out of hiding to inflict a fatal wound on your foe.
Req You must be wielding a light blade. · Atk Dex vs Fortitude · Hit 5[W] + Dex dmg, and ongoing 15 dmg (save ends).
Miss Half dmg, and ongoing 5 dmg (save ends).
DLYTreachery’s RewardRogue Attack 29 · MP2Std Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
You throw out the notion of a fair fight when you launch a devastating attack from your hiding place.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC. You can make two attack rolls and use the higher result if you are hidden from tgt before the attack. In addition, if you are hidden and have superior cover or total concealment when you attack, you remain hidden after the attack. · Hit 6[W] + Dex dmg.

Paragon Paths

At 11th level a rogue may take one of these paragon paths. The Player’s Handbook rogue paragon paths are not included in the source files.

Arcane Trickster

“My tricks come from tool and spell.”

Prerequisite: Rogue, trained in Arcana

You’ve never been content to stick to one path. Magic and larceny, spell and trap, dweomer and shadow—for you, all came easy. You learned to fuse your knowledge into one style, both in and out of battle.

When you were a child, you dreamed of grand achievements. You enjoyed the shows of illusionists and magicians, and you reveled in the skill of pickpockets and burglars. You followed two divergent paths that eventually came together in your mind as a way of life and a cohesive style of attack. You don’t separate the martial from the magical, and you are mildly scornful of anyone who is so shortsighted as to make this division.

You never sought a position in an arcane order or a thieves’ guild; you didn’t want to limit yourself. Instead, you learned to recognize that each adventure is an opportunity to test your mettle, sharpen your skills, enhance your magic, and discover treasures.

Eladrin are naturals for this path because of their agility and keen intellect. Arcane tricksters are found among gnomes, changelings, and drow as well. Some use their knowledge and power for adventure, and others use it for theft, torture, and deception.

Arcane Trickster Path Features

Arcane Burglary (11th level): You can use a dagger as an implement. However, you don’t gain the weapon’s proficiency bonus when using it for implement attacks.

In addition, whenever you make an Athletics check, you can use your Arcana skill modifier in place of your Athletics skill modifier.

Fading Action (11th level): When you spend an action point to make an attack, one creature of your choice that you attack treats you as invisible (save ends).
Dagger Spell (16th level): When making an arcane attack, you can treat a ranged power as having a range of melee weapon while using your dagger as an implement.

Arcane Trickster Exploits

ENCBlinding FlareArcane Trickster Attack 11 · MP2Minor Close burst 1Arcane, ImplementTgt Each creature in burst
You create a burst of blinding flame that robs your enemies of their sight long enough for you to slip around behind them.
Atk Dex vs Fortitude · Hit Tgt is blinded until EONT.
Eff You shift your speed.
DLYCat Burglar’s VeilArcane Trickster Utility 12 · MP2Minor Area wall 8 within 10 squaresArcane
You sweep a curtain of arcane energy across the battlefield, creating a veil you can hide behind.
Eff You conjure a wall of arcane energy that only you can see. The wall can be up to 6 sq high, and it lasts until the end of the encounter. The wall blocks enemies’ line of sight to you and your allies but does not prevent you and your allies from seeing through it.
DLYConfounding TeleportArcane Trickster Attack 20 · MP2Std Melee wpnArcane, Teleportation, WeaponTgt One creature
You quickly pop around the battlefield, keeping your foes confused by seeming to be everywhere at once.
Req You must be wielding a light blade.
Eff Before the attack, you teleport your speed. · Atk Dex vs AC. You gain CA against tgt if you teleported adjacent to it during this turn. · Hit 4[W] + Dex dmg. · Miss Half dmg.
Eff Until the end of the encounter, you gain a teleport speed equal to your speed, and whenever you teleport adjacent to an enemy, it grants CA to you until the end of your turn.

Blade Bravo

“You think armor will protect you? Come here, and we’ll see about that.”

Prerequisite: Rogue

Most knaves are little more than ruffians who have a talent for swordplay. These individuals prowl city streets and pit their skills against each other, trying to prove themselves. Most of these so-called bravos have more courage than common sense. They have short life spans and usually wind up in shallow graves. You, however, have proved you’re different from them.

You never had formal training or studied under a master. Instead, you developed a haphazard style born of necessity and emboldened by your grit. You quickly learned that survival demands toughness, so you cultivated the ability to keep scrapping even with your back pressed to the wall.

In battle, your attacks lack the finesse and artfulness exhibited by other rogues, yet they are equally effective. Just because you don’t have a fancy flourish doesn’t make you any less dangerous.

Blade Bravo Path Features

Cocksure Menace (11th level): Whenever you hit an enemy granting combat advantage to you with a melee attack, you can mark that enemy until the end of your next turn.
Riposte Action (11th level): When an enemy misses you with a melee attack, you can spend an action point to make a melee basic attack against that enemy. The enemy grants combat advantage to you for this attack, and if you hit, the attack deals 1[W] extra damage. If the enemy is marked by you, the attack instead deals 2[W] extra damage.
Back Alley Bravo (16th level): Whenever you shift, you gain a +1 bonus to AC and Reflex until the start of your next turn.

Blade Bravo Exploits

ENCTaunting BarbBlade Bravo Attack 11 · MP2Std Ranged 3Martial, WeaponTgt One creature
Your taunt is as keen as the blade you thrust into your foe.
Req You must be wielding a light blade. · Atk Dex vs Will · Hit 3[W] + Dex dmg, and you pull tgt to a sq adjacent to you and make a melee secondary attack against tgt. You have CA for the attack.
2° Atk Dex vs AC · Hit Str dmg.
ENC[Name missing in source]Blade Bravo Utility 12 · MP2Minor PersMartial
You perform a complex maneuver with your weapon, revealing your skill and daring to your enemy.
Eff Until EONT, your melee attacks gain the rattling keyword.
DLYVicious ParryBlade Bravo Attack 20 · MP2Imm Intr Melee wpnMartial, Rattling, WeaponTgt The triggering enemy
Batting aside your enemy’s attack, you drive your weapon home.
Req You must be wielding a light blade. · Trig An enemy hits you with a melee attack
Eff Tgt is weakened and grants CA until the end of its next turn. · Atk Dex vs AC · Hit 3[W] + Dex + Str dmg. · Miss Half dmg.

Cloaked Sniper

“You tell me—is it better to win with a shot from the dark or to lose up close?”

Prerequisites: Rogue, trained in Stealth

The advantage of getting the drop on an enemy is acknowledged far and wide. Equally prized is the benefit of taking out important targets with little risk. No one is better at accomplishing either task than a trained sharpshooter, and the sharpshooter’s weapon of choice is the crossbow.

Nations and mercenary groups train specialized soldiers to use crossbows in this fashion. Underworld organizations do the same. Any such soldier is essentially an assassin who knows how to use a crossbow to slay from a distance without attracting notice. Dwarves in particular prize this exception to their normally straightforward battle tactics. That race produces fine snipers.

Such shooters don’t shy away from a normal fight. They understand that reconnaissance and a plan, along with the ability to strike unseen from a great distance, are great advantages in a combat situation. A good ambush leaves the enemy weakened and confused, giving any follow-up assault a better chance of working.

You have chosen to hone your skills along these lines. You prefer to strike from hiding with a well-placed shot and to remain unobserved during a confrontation, aiding your allies by picking off foes without ever drawing notice. The hand crossbow is your preferred weapon.

Sniping is the ultimate tactic for you. The sound of a bolt finding its target is the sweet toll of victory. A bolt you fire might take out a sentry in a single hit, as well as sending your enemies scurrying for cover. If you miss, no matter. You can slink back into the shadows until you have a chance to shoot again.

Cloaked Sniper Path Features

Crossbow Savant (11th level): You add 5 squares to the normal range of any crossbow you wield and 10 squares to the long range. Treat a hand crossbow as an off-hand weapon, and treat any crossbow that has the load minor property as having the load free property instead.
Sniper Action (11th level): When you spend an action point to make a ranged basic attack and you have combat advantage against the target of the attack, you can add your Sneak Attack damage even if you have already dealt Sneak Attack damage during this round. If the attack hits, you can shift 1 square.
Versatile Combatant (16th level): When you are armed with a melee weapon in your main hand and a hand crossbow in your off hand, you do not provoke opportunity attacks when attacking with your hand crossbow.

Cloaked Sniper Exploits

ENCSudden BoltCloaked Sniper Attack 11 · MPMinor Ranged wpnMartial, WeaponTgt One creature
From the edge of sight, your well-placed bolt knocks your enemy silly.
Req You must be wielding a crossbow. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg. If you are hidden from tgt when you make this attack, tgt is dazed until the end of your turn.
AWUnseen ShotCloaked Sniper Utility 12 · MPFree PersMartial
They saw your attack but have no idea where it came from.
Trig You miss with a ranged attack while hidden · Eff You remain hidden if you have any cover or concealment. You can also shift 1 sq.
DLYBolt from NowhereCloaked Sniper Attack 20 · MPStd Ranged wpnMartial, Weapon
Your bolt sails across the battlefield and sends your enemies into a panic.
Req You must be wielding a crossbow. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 4[W] + Dex dmg. · Miss Half dmg.
Eff Make a secondary attack, which has the fear keyword.
2° Tgt The primary target and each enemy you can see within 3 sq of it · 2° Atk Dex vs Will · Hit Until EONT, the secondary target takes a -2 penalty to attack rolls and grants CA to you and your allies.

Daring Acrobat

“Agile movement is as much offensive as it is defensive.”

Prerequisites: Rogue, trained in Acrobatics

Acrobatics is a widespread and popular talent. All people, from nobles to peasants, enjoy acrobatics shows, whether amid the finery of court or the debris of the street. A few venturesome religious rites, especially those that pay homage to Avandra or Kord, require the skill. Mastery of the body is part of numerous education philosophies, and acrobatics is unmatched in cultivating fitness and balance. Thieves and burglars use the skill to ply their trade. Training is easy to find and widely accepted. Some youngsters attain a level of mastery well before they reach adolescence.

Not to be underestimated is the value of such proficiency on the battlefield. A combatant who is adept at acrobatics can maneuver like no other. The adroit use of the skill opens up advantages that other warriors can’t attain and allows the acrobat to avoid being pinned down. Movement becomes quicker and smoother as the acrobat uses the whole body as a tool, rather than just relying on the feet and the legs. It’s obvious why some martial training includes instruction in acrobatics.

It’s also clear that the adventurer has even more use for acrobatics than a warrior or a soldier does. Explorers routinely face perils that are best overcome with agility, poise, and a sense of one’s body. More than one fortune seeker owes life and limb to his dedicated schooling in acrobatics.

To say that of you is a gross understatement, however. It doesn’t matter if you came by your skill in a formal academy, from family tradition, or through the school of hard knocks. You have made acrobatics not only an art form, but also a martial style all your own. You flabbergast friend and foe alike with your talent. Using it, you routinely accomplish tricks that seem beyond mortal capacity. With your flamboyant derring-do, you deliver terrible attacks and deftly capitalize on the smallest openings.

Daring Acrobat Path Features

Acrobatic Action (11th level): When you spend an action point to take an extra action, you can take a move action in addition to taking an extra action.
Tumbling Positions (11th level): You do not grant combat advantage to enemies when you are balancing, climbing, or prone.
Agile Charge (16th level): When you begin a charge, you gain a +1 bonus to AC and Reflex until the start of your next turn. Also, after completing a charge, you can take further actions (if you have any left).

Daring Acrobat Exploits

ENCWild Tumble CutDaring Acrobat Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature
With acrobatic flair, you rush in to deliver a vicious cut but are left momentarily off balance.
Req You must be wielding a light blade, and you must charge and use this power in place of a MBA. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt gains CA against you until SONT.
ENCFlawless StuntDaring Acrobat Utility 12 · MPMinor PersMartial
Your concentration and long hours of practice make all the difference in pulling off a trick.
Eff You gain a +5 bonus to Acrobatics and Athletics checks until the end of your turn.
DLYDramatic FinishDaring Acrobat Attack 20 · MPStd Melee wpnHealing, Martial, WeaponTgt One creature
You drive your blade deep into your wounded foe, knowing you have something in reserve as a follow-up.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 4[W] + Dex dmg, or 6[W] + Dex dmg if either you or tgt is bloodied.
Eff If this attack fails to reduce tgt to 0 HP, you can either make a MBA against tgt with a +5 bonus to the attack roll or spend a healing surge.
Spec When charging, you can use this power in place of a MBA.

Daring Slinger

“Two birds with one stone… how about two [drow] with one bullet?”

Prerequisite: Rogue

The sling is a humble weapon, favored by commoners such as shepherds and farmers. It is useful for chasing off predators and bandits, but it lacks the prestige enjoyed by crossbows and light blades. Despite its lowly stature, the sling has its adherents. Among these enthusiasts, the daring slinger is the most dangerous, for these rogues elevate the simple weapon, making it the equal of any other ranged weapon.

As a daring slinger, you appreciate the weapon’s subtle assets. A sling is small. It can be compressed and hidden. Slings are also resistant to the elements. You can dunk one in water, stretch it, or abuse it, and the weapon continues to work—something that can’t be said of bows and crossbows. Best of all, ammunition is never a problem; any small stone will do. Through extensive training, you’ve improved your accuracy, exceeding what archers can do with a longbow. Your range is equal to that of a crossbow, and your bullets pack an equal punch.

Daring Slinger Path Features

Sling Mastery (11th level): You gain a +2 bonus to damage rolls with weapon attacks that use a sling. This bonus increases to +4 at 21st level.
Concussive Action (11th level): When you spend an action point to attack with a sling, and the attack hits, you treat a damage roll of 1 or 2 as a roll of 3. In addition, the target of the attack is dazed until the end of your next turn.
Uncanny Aim (16th level): You ignore the -2 penalty for attacking with a sling at long range, and you ignore cover provided by an enemy’s allies when you attack with a sling.

Daring Slinger Exploits

ENCScattershotDaring Slinger Attack 11 · MP2Std Ranged wpnMartial, WeaponTgt One, two, or three creatures
You hurl several stones at once, knocking your enemies back with each strike.
Req You must be wielding a sling. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and you push tgt 1 sq.
DLYInstructive MissDaring Slinger Utility 12 · MP2Free PersMartial
Your shot goes wide, but now you have your foe in your sights.
Trig You don’t hit with an encounter attack power using a sling · Eff You regain the use of the encounter attack power.
DLYDispersing ShotDaring Slinger Attack 20 · MP2Std Ranged wpnMartial, Reliable, WeaponTgt One creature
You let fly a forceful shot that shatters armor, flesh, and bone, knocking your enemy senseless.
Req You must be wielding a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is dazed and slowed (save ends both). If you have CA against tgt, it is immobilized instead of slowed.
After Tgt grants CA (save ends).

Death Dealer

“Killing’s my game.”

Prerequisite: Rogue

Some people are born killers. That penchant can be channeled in as many ways as there are reasons for slaughter. Some slay for religion or creed, others for power or influence, and still others for money, vengeance, glory, or just plain relief. Many who have a knack for murder take up violent professions, from soldier or town guard to gladiator or assassin. A few, whatever their reasons, make a career out of slaying monsters.

Killing is grim business, no matter who or what ends up dead. Nobody takes going to the grave lightly. Hands-off methods, such as poison, can sometimes work, as can stealthy techniques. Otherwise, direct and bloody conflict is the only way to go about butchery. Strangely, a lot of would-be killers think that combat has rules. You know differently: In battle, fair play, honor, and mercy are for chumps. Fighting is all about dancing with death and being one of those still standing when the music ends. Maybe you came by your “philosophy” while being schooled as an assassin or hired sword. Of course, an adventurer’s life has plenty of object lessons along the same lines: Kill or be killed.

When you start a fight, you take a little time to size up the competition. After that, it’s all bloody business. If someone has the nerve to attack you, you make that fool pay in such a way that anyone watching will think twice about facing you. Nobody escapes you unless they have the ability to take you out of the fight, or you want the story of your prowess to get around.

However you gained your skills, they are honed in accordance with your brutal creed. Those who go up against you risk everything. As proven by the boost you sometimes get from brutalizing our adversaries, you take at least a little pleasure in your work.

Death Dealer Path Features

No Respite (11th level): Enemies adjacent to you take a -2 penalty to saving throws.
Slaying Action (11th level): When you spend an action point to take an extra action, you gain a +2 bonus to each damage die until the start of your next turn.
Unfair Advantage (16th level): When you hit a bloodied foe with a melee attack, you gain temporary hit points equal to your Strength modifier or Charisma modifier (your choice).

Death Dealer Exploits

ENCSizing StrikeDeath Dealer Attack 11 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature
Your attack is only probing, but what you see gives you confidence and your enemy pause.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 1[W] + Dex dmg, and you gain 10 temp HP. If you have CA against tgt, add Str or Cha (your choice) to the dmg roll and to the temp HP gained.
AWGruesome KillDeath Dealer Utility 12 · MPFree PersMartial
You finish off your adversary with efficient butchery, and no other foe wants any part of you.
Trig You reduce an enemy to 0 HP · Eff Each enemy that can see you takes a -2 penalty to attack rolls against you until SONT.
DLYDeath Dealer AssaultDeath Dealer Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature
The wound you open tags your foe as yours.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Eff Tgt takes ongoing 10 dmg (save ends). Until tgt saves against this dmg, you can shift 1 sq toward it as a minor action.

Dread Fang

“You’re caught in my web of shadows, poor little insect. Now it’s time to die.”

Prerequisites: Drow, rogue

Deceive your prey into a weak tactical position. Strike without being seen. Kill without allowing a counterattack. Don’t sever a limb when you can cut off the head. Reward your enemies with death so horrifying that all others fear to oppose you. Live to fight again. All of these are drow rules of warfare, which young drow learn well just to get by in their treacherous society.

The drow are famous for slaughter, murdering all who get in their way. Countless folk have suffered the cruel kiss of a drow priestess’s whip or the vile magic of a drow warlock. Innumerable slaves have lived and died as the wicked and capricious whims of their drow masters demanded. From this world you have come, and like others before you, you have found sanctuary in the arts of death. You learned the rudiments of drow warfare among your school-age peers. You mastered the blade-and-crossbow fighting style of the drow warrior to improve your station among your people. Better to be a valued killer than a slave or a sacrifice.

Maybe you smelled the deceptions and half-truths in your society, put up with the lies of the Spider Queen, until you could take no more. Perhaps the internecine warfare between drow houses left you without allies in the vast Underdark. You abandoned your past. Estranged from your homeland, you joined with other wanderers and continued your training. You have sought to become death incarnate and have succeeded well beyond the normal warriors of your people.

Dread Fang Path Features

Spider Assassin (11th level): You deal one extra die of Sneak Attack damage against a target that could not see you at the start of your turn.
Dread Sneak Action (11th level): When you spend an action point to make an attack against a target granting combat advantage to you, you can deal Sneak Attack damage even if you have already dealt Sneak Attack damage during this round.
Sinister Presence (16th level): When you reduce an enemy to 0 hit points, pick a second enemy within 5 squares of you. You gain combat advantage against the second enemy until the end of your next turn.

Dread Fang Exploits

ENCFang and Web StrikeDread Fang Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One or two creatures
With expert precision, you drive your blade through your opponent and loose a bolt at the same time.
Req You must be wielding a crossbow and a light blade. · Atk Dex vs AC (melee or ranged), two attacks · Hit 2[W] + Dex dmg per attack.
Spec Using this power doesn’t provoke OAs.
ENCSpider FeintDread Fang Utility 12 · MPMinor Close burst 5Martial, WeaponTgt One creature in burst you can see
You feint, causing your opponent to flinch as you slip past.
Eff You gain a +5 bonus to AC against tgt’s OAs until EONT.
DLYVenomous StingDread Fang Attack 20 · MPStd Melee or Ranged wpnMartial, Poison, Reliable, WeaponTgt One creature
Using your dark fey power, you deliver a deep and toxic wound.
Req You must be wielding a crossbow or a light blade. · 1° Atk Dex vs AC · Hit 2[W] + Dex dmg. Make a secondary attack against tgt.
2° Atk Dex vs Fortitude · Hit Tgt is weakened and takes ongoing 5 poison dmg (save ends both).

Flying-Blade Adept

“Any monkey can stab someone. Now, throwing to kill—that’s got style.”

Prerequisites: Rogue, Quick Draw feat

Among common folk, knife and shuriken throwing are forms of entertainment and sport. Competitors throw under calm conditions at stationary targets. At the extreme, carnival throwers toss blades at a moving mark, or sport throwers have to put up with rowdy onlookers and too much drink. It takes a special breed of warrior to specialize in throwing blades in actual combat. The clash of steel, the rush of magical forces, and the screams of the wounded and dying are far more than taproom distractions. Moreover, the idea of tossing away a weapon seems tantamount to suicide. Still, anyone who has mastered the technique of hurling blades in battle knows that doing so helps to keep one out of harm’s way. Being such an expert takes guts, discernment, smarts, and quickness. The hurler must be brave enough to throw away a weapon, and to stand fast when the enemy recognizes the danger that he or she presents. The thrower’s senses must be accurate enough to discern when to move and where. Furthermore, perception is nothing without the good judgment to exploit opportunities and to carry the right array of blades. And all this means little if the wielder lacks the agility or speed to take advantage of whatever battle situation arises. You are such an expert with light thrown blades. Swift enough to draw weapons in rapid succession and to knock an arrow out of the air, you have little to fear when you throw a blade. Your talent allows you to hit with terrifying accuracy, to bounce your blades off one target and into another, and even to punch holes in enemy armor. You have even been known to throw so quickly that you can hit every target in your field of vision.

Flying-Blade Adept Path Features

Deadeye Blade (11th level): When you throw a light blade, it has the high crit property.
Flying-Blade Action (11th level): When you spend an action point to take an extra action, you can also make a ranged basic attack with a light blade as a free action.
Armor-Piercing Blade (16th level): The first time you score a critical hit against a target with a ranged attack using a light blade, that target takes a —2 penalty to AC until the end of the encounter.

Flying-Blade Adept Exploits

ENCRicochet BladeFlying-Blade Adept Attack 11 · MPStd Ranged wpnMartial, WeaponTgt One creature
Your blade wounds, then careens off your target and into a nearby foe.
Req You must be wielding a light blade with the light thrown property. · Atk Dex vs AC · Hit 3[W] + Dex dmg, and an enemy within 3 sq of tgt takes dmg = Dex.
ENCNimble DeflectionFlying-Blade Adept Utility 12 · MPImm Intr Ranged wpnMartial, Weapon
With a practiced eye, you follow a projectile’s path and knock it out of the air.
Req You must be wielding a light blade with the light thrown property.
Trig A creature hits you with a ranged attack · Eff You make a RBA, treating the attacking creature’s attack roll as tgt AC. If your attack hits, the triggering attack misses.
ENCBladed FusilladeFlying-Blade Adept Attack 20 · MPStd Close blast 5Martial, Rattling, WeaponTgt Each enemy in blast you can see
You unleash a volley of thrown blades.
Req You must be wielding a light blade with the light thrown property. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Miss Half dmg.

Guildmaster Thief

“Me and my crew, we’ll get the job done. Top-story jobs to shakedowns—we’re all in.”

Prerequisites: Rogue, trained in Thievery

Whoever says crime doesn’t pay just isn’t good enough to pull it off. For the organized and resourceful, there’s always an angle.

Thieves’ guilds are criminal gangs that crop up mostly in urban areas. A single guild might manage or influence illegal activities such as assassination, blackmail, burglary, espionage, fencing stolen goods, grifting, smuggling, loan sharking, pickpocketing, piracy, racketeering, robbery, thuggery, and so on. A guild might also direct legal enterprises as legitimate business ventures, as cover, or as a way to control the flow of information. For instance, many thieves’ guilds have their fingers in begging, bounty hunting, mercenary work, gambling, prostitution, shipping, and even street cleaning and lamp lighting.

Because a guild’s business can be so varied, and because it often has trouble with legal authorities and rival gangs, it must divide its profitable interests between various centers of control. Those centers have bosses, who report to those higher in the chain of command. Thus, guilds have complicated hierarchies, clear divisions of authority, and codes of behavior that can border on downright law-abiding in some respects. A guildmaster typically leads a portion of a guild, and some guilds have a grand master who oversees a guild’s entire operation.

You might be an actual guildmaster, or maybe you grew up in the criminal world and know what’s what on the street and in a brawl. Your experience has left you able to run a criminal crew on jobs and in fights. You’re a great skirmisher who knows how to get a job done right while helping out your pals with some “world-wise management.”

Guildmaster Thief Path Features

Guildmaster’s Action (11th level): When you spend an action point to take an extra action, instead of deducting the action point from your total you can deduct it from the total of any willing ally you can see. Similarly, as long as you are willing and conscious, any ally who can see you can deduct an action point from your total instead of from his or her total when spending an action point to take an extra action. The normal limit of action points spent during an encounter still applies. Whenever you spend an ally’s action point to take an extra action, you gain a +2 bonus to attack rolls until the start of your next turn.
Thieving Crew (11th level): Allies within 5 squares of you gain a +2 bonus to Stealth checks and Thievery checks.
Thick as Thieves (16th level): Any ally flanking with you gains a bonus to melee damage rolls equal to your Charisma modifier.

Guildmaster Thief Exploits

ENCGuild BeatdownGuildmaster Thief Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You strike your foe, cuing your friend to take a cheap shot.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 2[W] + Dex dmg, and one ally adjacent to tgt can make a MBA against it as a free action. If the ally hits and has CA, that attack deals 1d6 extra dmg.
ENCShifty DirectionGuildmaster Thief Utility 12 · MPImm React Close burst 5MartialTgt The triggering ally in burst
With cutthroat timing, you help your ally carefully maneuver.
Trig An ally within 5 sq of you is missed by an attack · Eff Tgt can shift a number of sq = Cha.
DLYBiting RepositioningGuildmaster Thief Attack 20 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your attack creates just the right opportunity for you and your crew to back off—or to change the flow of the battle.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs AC · Hit 4[W] + Dex dmg, and you and each ally within 5 sq of you can shift a number of sq equal to 1 + Cha.
Miss Half dmg, and you or one ally within 5 sq of you can shift a number of sq equal to 1 + Cha.

Halfling Quickblade

“I told you once, mate. I’m the fastest blade there is. Ain’t braggin’ if it’s true.”

Prerequisites: Halfling, rogue

Halflings have a long tradition of using light blades with great skill. Whether a tool of survival or an implement of battle, the simple dagger has much to recommend it. Even one as small as a halfling can hide a dagger on the body for use in a tight spot. A small body coupled with a small weapon means greater mobility and deadliness enhanced by a better chance for stealthy attacks.

Halflings also have a history of using light blades in their art and performances. Carving, acrobatic blade tricks, knife juggling, dagger throwing, and even dances that incorporate blades are common among halflings. For them, such activities are a natural meeting of physical traits and handy tools. As with almost every other aspect of their life, halflings have a variety of stories that explain their propensity for using blades. Such yarns include the daring tales of Barras Quickblade, whose surname is probably one of convenient fiction.

Barras’s legend begins when he was a lad who provided for his clan by stalking game with nothing but a knife and his wits. The legend grows into a spirited saga of an adventurous halfling who, along with a band of other intrepid characters, confronts ogres, yuan-ti, and worse with a tongue as pointed as his blade.

In the end, most stories have it that Barras sacrificed himself to save his comrades by leading a group of fomorians on a reckless chase through the Feywild. Darker versions say that Barras’s spirit is still trapped, kept prisoner by the twisted fey. Halflings prefer to think that he passed from the world and that he stands at Avandra’s side as her immortal companion. You have the flair and the growing reputation to be a quickblade. Your fighting style is like that of your celebrated forebear. Perhaps, given time, your legend will be even greater.

Halfling Quickblade Path Features

First Cut (11th level): When you have combat advantage due to your First Strike class feature, add 1 to each die of Sneak Attack damage dealt by the attack.
Chancy Action (11th level): You can spend an action point to regain the use of the second chance racial power, instead of taking an extra action.
Ultimate Quickblade (16th level): You gain a bonus to initiative checks equal to your Charisma modifier.

Halfling Quickblade Exploits

ENCSlash and DashHalfling Quickblade Attack 11 · MPStd Melee wpnMartial, WeaponTgt One or two creatures
After delivering two sharp cuts, you scamper to a safe position.
Req You must be wielding a light blade. · Atk Dex vs AC, two attacks · Hit 2[W] + Dex dmg per attack.
Eff If you have CA against every target of the attack, you can shift your speed and must end in a space that is not adjacent to a target of the attack.
DLYQuickblade ScarperHalfling Quickblade Utility 12 · MPMove PersMartial
Your surprising quickness makes it impossible to hit you solidly.
Eff You can shift your speed, and you take half dmg from all attacks until SONT.
DLYQuickblade FormHalfling Quickblade Attack 20 · MPMinor PersMartial, Stance, Weapon
You move quickly, with your dagger poised to retaliate.
Eff When an adjacent enemy makes an OA against you, you can make a MBA with a light blade against that enemy as a free action. Until the stance ends, you can make this attack only once per round.

Jack-of-all-Trades

“Yeah… I can do that, and that… and that.”

Prerequisite: Rogue

You are a jack-of-all-trades; learning new skills comes naturally to you, and you enjoy pitting your abilities against any challenge. Your thirst for knowledge will drive you to learn new skills until the day you die.

Since your youth, you have had an intense yearning to learn more than what books and teachers could provide. You understood from a young age that knowledge and skill can take you places that money and influence can’t. You hoard knowledge the way a dragon covets its treasure, though you are happy to share it with anyone you consider worthy, or when doing so suits your fancy. Folks might consider you a pack rat or a dabbler, but you know that the items you collect and the skills you acquire will help you in the future. And when you’re there to save the day, anyone who derided your habits will realize the mistake and thank you.

Eladrin are a natural choice for this path because of their high Dexterity and Intelligence, as well as the fact that they gain an additional skill of their choice. Humans also excel as jacks-of-all-trades because of their vast variety of experiences and versatility of skill and knowledge.

Jack-of-all-Trades Path Features

Dabbler (11th level): You gain a +2 bonus to all skill checks.
Expert Assault (11th level): When you spend an action point to take an extra action, you gain a +5 bonus to skill checks until the end of your turn.
Advanced Dabbler (16th level): You gain training in three skills.

Jack-of-all-Trades Exploits

ENCScoundrel’s PhilosophyJack-of-all-Trades Attack 11 · MP2Std Melee wpnMartial, WeaponTgt One creature
You humble your foe with your fighting prowess, then befuddle it with your vast knowledge of proper fighting techniques.
1° Atk Dex vs AC · Hit 3[W] + Dex dmg, and make a secondary attack against tgt.
2° Atk Dex vs Will · Hit Tgt is dazed until EONT.
ENCAlways a NaturalJack-of-all-Trades Utility 12 · MP2Free Pers Trigger. You make a skill check and dislike the resultMartial
You are a natural at everything you do.
Eff You reroll the triggering check and use either result.
DLYEvery Trick in the BookJack-of-all-Trades Attack 20 · MP2Std Melee or Ranged wpnMartial, Reliable, WeaponTgt One creature
You attack from all angles, using every technique and bit of knowledge you have to defeat your foe.
Atk Dex vs AC, Fortitude, Reflex, Will. You make one attack roll and compare the result against all four defenses. A target suffers the effect associated with each defense that the attack hits. · Hit (AC) 2[W] dmg. · Hit (Fortitude) 1[W] dmg, and tgt is slowed (save ends). · Hit (Reflex) 1[W] dmg, and you knock tgt prone. · Hit (Will) 1[W] dmg, and tgt is dazed (save ends).
Eff You shift 3 sq + 1 sq for each defense you hit.

Master of Poisons

“The deadliest poison is the one you can’t taste or smell.”

Prerequisite: Rogue

Few people respect the business of poisons. Among the mighty, poison is considered a weapon of the weak and a dishonorable tool at best. Yet to whom do the mighty and the wealthy turn when they are in need of discreet murder? You, of course, and you’re happy to oblige. You never advertise your talents; it wouldn’t do for word to spread about your skills. Through prudent inquiries, people in need have a way of finding you. No problem is too big or well protected for your techniques to work, assuming you have enough time and your client has enough gold.

Along with your success comes a raft of enemies. Your victims leave behind friends and relatives seeking revenge. Do they chase after the one who paid you? It would be simpler if they did. Instead, these pursuers come to the one who caused their comrade’s end, and that person is you.

Poisoning is a subtle and dangerous art, and a few narrow escapes from angry vengeance-seekers have taught you that discretion is key. Even among your companions, you keep a low profile. It’s best to keep your methods of dealing with enemies hidden. However, when you slip a little venom on a blade and the foe falls to the ground, tongue black and neck swollen, your comrades won’t look too closely when that act saves them from harm.

Master of Poisons Path Features

Poison Maven (11th level): Whenever you make a poison weapon attack against an enemy, you gain a bonus to the damage roll equal to your Intelligence modifier. In addition, any enemy suffering a poison effect grants combat advantage to you.
Venomous Action (11th level): When you spend an action point to make a weapon attack and hit, one target of the attack takes ongoing 10 poison damage (save ends).
Acidic Poisons (16th level): Ongoing poison damage you deal ignores resistance to poison.

Master of Poisons Exploits

ENCBlinding DustMaster of Poisons Attack 11 · MP2Std Close blast 3Martial, PoisonTgt Each creature in blast
You spray a handful of poisonous dust into the air, blinding your enemies.
Atk Dex + 4 vs Fortitude · Hit 2d6 + Dex poison dmg, and tgt is blinded until EONT.
Level 21 Dex + 6 vs Fortitude
ENCPersistent PoisonMaster of Poisons Utility 12 · MP2Imm Intr Close burst 10MartialTgt The triggering enemy in burst
Just when an enemy thinks it has beaten your attack, your poison proves effective after all.
Trig An enemy within 10 sq of you saves against a poison effect · Eff Tgt fails the saving throw.
DLYInsidious AttackMaster of Poisons Attack 20 · MP2Std Melee or Ranged wpnMartial, Poison, WeaponTgt One creature
The poison delivered by your weapon fills your enemy with crippling pain that ravages its system when it tries to act.
Req You must be wielding a crossbow or a light blade. · 1° Atk Dex vs Reflex · Hit 3[W] + Dex dmg, and make a secondary attack against tgt.
2° Atk Dex vs Fortitude · Hit Tgt takes ongoing 15 poison dmg, and whenever tgt moves more than 2 sq during its turn or makes an attack, it takes 5 poison dmg after the attack is resolved (save ends both). · Miss 3[W] + Dex dmg.

Master Spy

“I’ve seen the things you never intended me to see, heard whispers meant only for your conspirators. I know you well enough to take you down.”

Prerequisite: Rogue

In halls of power, on the field of battle, and even among those who seek what is long lost, reliable information is king. Those in the know have an advantage over their allies and enemies and readily know the difference between the two. Thus have persons skilled in acquiring secrets always had ample work and reasons to hone their skills. Such agents learn how to conceal their true motives and cover their tracks while focusing on attaining their goals. Any lapse in precision can mean death.

Long ago, you learned how to sneak into places where you’re not welcome. No secret is safe from your expertise and trickery. Subterfuge is your stock-in-trade. You know how best to peer into the intentions of your enemies, and you work undercover with the greatest of ease. Most of your enemies never know that you are in their midst, and you always manage to turn their ignorance against them.

Master Spy Path Features

Cover Action (11th level): Whenever you spend an action point to take an extra action, you gain concealment at the end of that action. Until the end of your next turn, you have concealment and take no penalty to Stealth checks for moving more than 2 squares or for running.
Deadly Bluff (11th level): You can make a Bluff check to gain combat advantage against an adjacent enemy as a minor action instead of as a standard action (Player’s Handbook, page 183). If your check beats the enemy’s Insight check, the enemy grants combat advantage to you and your allies until the end of your next turn.
Double Agent (16th level): Once per encounter, when an enemy you can see targets one of its allies with a power or an ability, you can choose to gain the benefit of that power or ability as if you were one of its targets as well.

Master Spy Exploits

ENCLingering RevelationMaster Spy Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
Your surprising attack slashes open your foe, causing the enemy to leave a trail you easily follow.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Will · Hit 3[W] + Dex dmg, and tgt cannot turn invisible or make Stealth checks until EONT.
Eff You gain a +5 bonus to Insight checks and Perception checks opposed by tgt until the end of the encounter.
ENCQuick ChangeMaster Spy Utility 12 · MPMinor Ranged 5MartialTgt One creature
Your cunning actions plant a seed of doubt. Are you friend or foe?
Eff Make a Bluff check opposed by tgt’s Insight check. If you succeed, tgt considers you an ally for the purpose of auras, OAs, and powers until EONT or until you attack tgt or its allies.
DLYSpymaster’s EdgeMaster Spy Attack 20 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
You slip your weapon past your enemy’s defenses, using your knowledge of its tactics to stay one step ahead.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Will · Hit 3[W] + Dex dmg, and tgt takes a -5 penalty to attack rolls against you (save ends).
Eff Until the end of the encounter, whenever tgt moves, you can move your speed or shift 1 sq as an immediate reaction.
Miss Half dmg, and tgt takes a -2 penalty to attack rolls against you (save ends).

Rakish Swashbuckler

“With a face like that, it’s no wonder your mother loves me best!”

Prerequisite: Rogue

Life is too short to take seriously. Danger lurks in every shadow, and an enemy waits behind every door. Those who spend every waking moment thinking about all the bad things that could happen never leave the house.

Instead of wringing your hands, you throw away all your worries and take a devil-may-care attitude. Sure, some say you will end up raking the coals of the Nine Hells because of your decadent living. In the end, though, who’s the happier: you and your adventurous, libertine ways or the hidebound drudge shuddering under his covers?

On one hand, you’re a charmer. Others find your infectious wit and bravado winsome. But you’re also irreverent, irresponsible, and reckless. What’s worst is that sometimes you have the hardest time keeping your mouth shut. Whether cracking a joke in the middle of a solemn funeral or shouting a barrage of insults at a demon, you can’t help but stir up trouble. Deep down, you know life might be easier if you straightened up, but where’s the fun in that?

When you face a serious challenge, your skill with weapons comes to the fore. Your tongue and your body language become secondary instruments of derision. You seed your exploits with cutting insults and disdain, goading your enemies into overextending or making other mistakes.

When an enemy gives you an opening, you press the advantage. In the end, you stand triumphantly over a fallen foe, showing once again who the greater fool is.

Rakish Swashbuckler Path Features

Incorrigible Action (11th level): Whenever you spend an action point to take an extra action, enemies take a -2 penalty to attack rolls against you until the start of your next turn.
Vexing Foe (11th level): Enemies marked by anyone other than you take a -2 penalty to attack rolls against you (this is in addition to the penalty from being marked). Enemies marked by you grant combat advantage to your allies.
Dastardly Opportunist (16th level): Whenever an ally scores a critical hit against an enemy adjacent to you, you can make a melee basic attack against that enemy as an immediate reaction.

Rakish Swashbuckler Exploits

ENCAbashing StabRakish Swashbuckler Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature
With words or body language, you mock your foe as you deliver a cutting attack.
Req You must be wielding a light blade. · Atk Dex vs AC · Hit 3[W] + Str dmg, and tgt is marked until SONT. Until SONT, tgt takes a -2 penalty to attack rolls against you but gains a +5 bonus to dmg rolls against you.
DLYMocking FootworkRakish Swashbuckler Utility 12 · MPMinor PersMartial, Stance
A derisive combat style keeps foes off balance.
Eff Until the stance ends, each time you hit an enemy that you have CA against, you can either shift 1 sq or slide the enemy 1 sq.
DLYCutting AssaultRakish Swashbuckler Attack 20 · MPStd Melee 1Martial, WeaponTgt One creature
Your scornful manner puts your foe on the defensive, allowing you to make a sharp follow-up.
Req You must be wielding a light blade. · 1° Atk Cha vs Will · Hit Tgt is weakened and slowed (save ends both). · Miss Tgt is slowed until the end of its next turn.
Eff Make a secondary attack against tgt. Tgt is then marked until the end of the encounter, until you are knocked unconscious, or until another mark supersedes this one.
2° Atk Dex vs Reflex. If the primary attack hit, you have CA against tgt. · Hit 2[W] + Dex dmg.

Raven Herald

“All beings come to an end. Seeing to that is my task.”

Prerequisites: Rogue, must worship the Raven Queen

The transition to death is a holy road on which all living things are pilgrims. Every creature steps onto that road at birth. When fate’s appointed hour comes, every creature steps off into whatever waits beyond the finite and visible path. So it has been, and so it should be. These are the truths of the Raven Queen.

Yet some do not hold to the proper path. Brazen mortals defy the natural order by avoiding that righteous hour of ending. A few do so by magic or other means, the most common of which is to become undead. Undead aren’t, in and of themselves, offensive to the Raven Queen. Still, shambling dead brought back to a mockery of life through foul magic deserve to be destroyed. So do those undead that defy true death by serving other entities, such as Orcus or Vecna. A few bold souls manage to elude death without otherwise blaspheming the Raven Queen’s edicts. Still, demise must come for them in time as well.

It is the duty of any who serve the Raven Queen to bring down the proud, showing them the equality that only death provides. Within temples where the Raven Queen is esteemed above all others, the clergy offers support and training for those who would be her instruments of death. Cults form around the ideal of righteous killing, of becoming heralds of death. Common folk know of the Raven Queen’s heralds and whisper of their mission when sudden loss of life visits the prideful, the wicked, or those cursed by undeath. You have consciously devoted yourself to becoming a tool in the Raven Queen’s wintry hands. Perhaps you came to this commitment on your own, or maybe you have an affiliation with the Raven Queen’s hierarchy in the world. The origin of your connection to the mistress of winter makes little difference. As a harbinger of destiny, you know that every foe who falls before you has met its appropriate end.

Raven Herald Path Features

Death Rites (11th level): You gain the Ritual Caster feat and training in Religion. You also gain a +4 bonus to death saving throws.
Slaying Action (11th level): When you spend an action point to make a melee basic attack against an adjacent enemy that is bloodied or has the undead keyword, you gain a +2 bonus to the attack roll.
Radiant Striker (16th level): Each time you deal Sneak Attack damage, you can choose for that damage to be radiant damage.

Raven Herald Exploits

ENCUnraveling BlowRaven Herald Attack 11 · MPStd Melee wpnMartial, WeaponTgt One creature
You see the threads of fate tying your foe to existence, and you cut them.
Atk Dex vs AC · Hit 2[W] + Dex dmg. If tgt is bloodied when you make the attack or has the undead keyword, the attack deals 1[W] extra dmg and you add one die to Sneak Attack dmg dealt through this attack.
DLYDeath’s VeilRaven Herald Utility 12 · MPImm React PersDivine
With the Raven Queen’s blessing and your nearness to death, you become spiritlike.
Trig An enemy bloodies you · Eff You become invisible and insubstantial until EONT.
DLYHerald the EndRaven Herald Attack 20 · MPStd Melee wpnMartial, WeaponTgt One creature
Your merciless strike shakes your foe to the core of its being. It then sees an end to its existence.
Atk Dex vs AC · Hit 4[W] + Dex dmg, and tgt is dazed (save ends). If tgt is bloodied or has the undead keyword, it is instead stunned (save ends).
Miss Half dmg, and if tgt is bloodied or has the undead keyword, it is dazed until the end of its next turn.

Red Cloak

“Do not run the roof unless you are prepared to fight.”

Prerequisite: Rogue, Red Cloak Student feat

You’re a red cloak, a roof-running scoundrel who tests your wits against other denizens of the night. Your colors reflect your passion and signal danger to anyone who isn’t prepared to fight you.

You might or might not be versed in the history of your art. In the past, the Red Cloaks were a guild of assassins known for their flamboyance. The true secrets of their activities remain a mystery, but their style—both in fighting and in dress—spread to dandy and street fighter alike.

You might have grown up in the streets, idolizing the swaggering red cloak warriors who ran the rooftops at night. You could be the youngest child of a noble seeking excitement by trying your hand in seedy environs. Instead, you might be a remnant of the original Red Cloaks. Regardless of your motivation, you scoff at those who don the cloak without the attitude or the skill. Any who fight you know that you are no common thug or flouncing dandy.

In your adventures, you seek to test your street-honed mettle against the warriors of other domains. You don’t necessarily seek to emulate their style, but you respect it and wish to learn from it. You take every opportunity to challenge the street-runners of other cities, and you will gladly face any enemy that thinks to challenge you.

Red Cloak Path Features

Roof Runner (11th level): Whenever an enemy misses you with an attack, you can shift 2 squares as an immediate reaction.
Crimson Brutality (11th level): When you spend an action point to make an attack that deals Sneak Attack damage, the Sneak Attack damage is maximized.
Red Cloak Reaction (16th level): Whenever you miss every target with an attack that is an immediate action, that action doesn’t count toward your limit of one immediate action per round.

Red Cloak Exploits

ENCDance of the CloakRed Cloak Attack 11 · MP2Imm React Melee wpnMartial, Reliable, WeaponTgt The triggering enemy
You miss with a wicked cut, and when your foe counters, you respond with a stronger attack.
Req You must be wielding a rapier or a short sword. · Atk Dex vs AC · Hit 3[W] + Dex dmg.
Trig An enemy hits you
AWScarlet ManeuverRed Cloak Utility 12 · MP2Imm React PersMartial
You take advantage of each of your enemy’s mistakes.
Trig An enemy misses you with a melee attack · Eff You gain CA against the triggering enemy until EONT.
DLYCrimson RebuttalRed Cloak Attack 20 · MP2Imm React Melee wpnMartial, Reliable, WeaponTgt The triggering enemy
You trick your opponent into overextending its attack and deliver a powerful blow that knocks it to the ground.
Req You must be wielding a rapier or a short sword. · Atk Dex vs Reflex · Hit 4[W] + Dex dmg. You knock tgt prone, and it can’t stand until the start of its next turn.
Trig An enemy misses you with a melee attack

Strong-Arm Enforcer

“This is going to hurt you a lot more than it hurts me.”

Prerequisites: Rogue, trained in Intimidate

The world has no shortage of bullies. In every town and every neighborhood roams a lout with more muscle than sense, and more bravado than backbone. Every gang has an enforcer or a leg breaker. Yet it takes more than a mean streak and a hard head to rise above mere thuggery.

Unlike such roughnecks, who are so often craven at heart, you have cold iron beneath your hardened visage. You have the skill and the mettle to make good on threats you offer. Intimidation, to you, is just fair warning, an omen foretelling the cost of crossing you.

Like most of your kind, you might have started with a criminal outfit or learned how to get along in the harsh training ground of the streets. Such unsavory surroundings taught you to survive. A reputation for handing out grim rewards to your enemies slowly enabled you to avoid fights through the use of your bladed stare. For a few of you, formal training as an interrogator or operative taught you to use fear and pain as a principal means of getting the job done. In any case, fear is as useful in battle as it is outside it. You have set your mind to this harsh fact and have realized that most interactions are all about getting in and getting out on top. If the other guy believes you can and will hurt him if you need to, dealings are much more likely to go in your favor.

Although stealth and subterfuge have uses, combat isn’t a subtle solution. You favor techniques that keep your enemies shaken. A traumatized, fearful, or angry foe is more likely to make a mistake. Encouraging such missteps—gleefully at times—you make yourself a target through your brutality. Then you and your allies capitalize on those slip-ups to win the day.

Strong-Arm Enforcer Path Features

Promise of Pain (11th level): When you spend an action point to take an extra action, attacks you make until the start of your next turn gain the rattling keyword.
Vicious Courage (11th level): When you hit with a rattling attack and have combat advantage against the target, you gain temporary hit points equal to your Charisma modifier.
Strong-Arm Mark (16th level): When you hit with a rattling attack and have combat advantage against the target, you can choose to mark the target until the end of your next turn. Until the end of your next turn, you also gain a bonus to damage rolls against the target equal to your Charisma modifier.

Strong-Arm Enforcer Exploits

ENCPainful ReminderStrong-Arm Enforcer Attack 11 · MPStd Melee wpnMartial, Rattling, WeaponTgt One creature you hit on your previous turn
You thump your adversary one more time, in case he forgot you’re top dog.
Req You must be wielding a light blade. · Atk Dex vs Will · Hit 2[W] + Dex dmg, and tgt is marked until EONT.
Ruthless Ruffian You slide tgt 1 sq.
ENCImplied ThreatStrong-Arm Enforcer Utility 12 · MPMinor PersMartial
Even when you manage to be polite, you have a threatening air.
Eff Until the end of the encounter, you gain a pwr bonus to Intimidate checks = Str.
DLYCallous StrikeStrong-Arm Enforcer Attack 20 · MPStd Melee wpnMartial, Rattling, Weapon
The cruelty of your attack causes other foes to withdraw from you.
Req You must be wielding a light blade. · 1° Tgt One creature · 1° Atk Dex vs AC · Hit 3[W] + Dex dmg. Make a secondary attack, which has the fear keyword.
2° Tgt Each enemy within 1 sq of you · 2° Atk Cha vs Will · Hit The secondary target moves 1 sq away from you. · Miss Half dmg, and no secondary attack.

Tiefling Hellstalker

“Manifestations of the darkest flames of Hell cover me. You’ll see the genuine article soon enough.”

Prerequisites: Tiefling, rogue

Supernatural might comes naturally to a tiefling. Blood tied to the dark history of devils makes the reason for this obvious. In a vestigial form, this power lends vehemence to a tiefling’s retaliation against attackers. History has shown that a tiefling who wishes to do so can reach inward for even more power, manifesting it in a variety of ways.

Those ways are mirrored in devils and their home. When mortals speak of the Nine Hells, they refer to fire, smoke, and the burning wrath of fiends. But the truth is more complex. The hells have ice, storms, and shadow. They even have combinations of these, the elements mixing in strange and unnatural ways to produce oddities such as lightless fire.

Some tieflings prefer to live up to expectations, displaying talent with anger and flame. They evoke terror by playing the devil’s part. But they lack subtlety, which is a devil’s best tool. They fail to acknowledge that mortals most fear what they can’t see.

Drawing on the darkness within, a darkness that extends from the hells, a tiefling can gain uncanny advantages against enemies. Eyes can be dimmed, darkness and invisibility can be pierced, and flesh can be burned without light.

You know this, because you have learned to summon the darkness enshrouding your soul. By coupling it with your deadly martial skills, you become a terror in lightless halls under the earth, as well as on shadowed streets and in moonless wilds. Where light does find you, you snuff it in the sight of your foes. Eventually, the shadows you call up will be able to, at times, burn your enemies like extraplanar blackfire.

Tiefling Hellstalker Path Features

Hell’s Shadows (11th level): When you have concealment or total concealment, you gain a +1 bonus to all defenses.
Hellstalker Action (11th level): You can spend an action point to gain concealment until the end of your next turn, instead of taking an extra action.
Gloom Wrath (16th level): Your infernal wrath racial power also grants combat advantage to you for your next attack roll against an enemy that hit you since your last turn.

Tiefling Hellstalker Exploits

ENCDimming BlowTiefling Hellstalker Attack 11 · MPStd Melee or Ranged wpnMartial, WeaponTgt One creature
To the senses of the one you strike, gloom covers you.
Req You must be wielding a crossbow, a light blade, or a sling. · Atk Dex vs Reflex · Hit 2[W] + Dex dmg, and you become invisible to tgt until EONT.
DLYDevil’s SightTiefling Hellstalker Utility 12 · MPMinor PersMartial
You tap your heritage and gain a piercing vision.
Eff Until the end of the encounter, you gain darkvision and the ability to perceive invisible creatures and objects as if they were visible.
DLYBlackfire WindTiefling Hellstalker Attack 20 · MPStd Close burst 1Fire, Martial, WeaponTgt Each enemy in burst you can see
Shadowy blazes engulf your foes and dim your image as you strike true.
Atk Dex vs Reflex · Hit 2[W] + Dex dmg, and ongoing 10 fire dmg (save ends).
Eff You are invisible to the targets until EONT.

Verdant Stalker

“My steps are as light as a leaf on the wind.”

Prerequisite: Rogue, trained in Stealth

You are a creature of stealth—a warrior who treads so lightly that even the autumn leaves remain silent beneath your step. For you, silence is a way of life and an art.

You’re comfortable in the forest, where your abilities to move quietly and to camouflage your movements are at their best. You prefer to wear out your foe, dancing from shadow to shadow and from tree to tree, peppering your enemy with ranged attacks. No enemy has yet caught you standing still.

You might have grown up among forest-dwelling elves or fey. It’s also possible that you were once a city dweller who has since become one with nature. You still know of and sometimes visit urban areas, but they have become foreign to you. The forest is your home now, and you’re as comfortable in it as a street urchin is in the dock ward of a city. When outsiders invade your territory, you strike back with a furious vengeance, assaulting them with rapid volleys of missiles that kill the intruders or drive them away.

Elves and halflings are most likely to follow this path, but any character who favors stealth and silence, uses ranged attacks with great skill, and is an expert forester can succeed as a verdant stalker.

Verdant Stalker Path Features

Delicate Shot (11th level): Whenever you hit an enemy from which you are hidden with a ranged attack and you then roll Sneak Attack damage dice, you treat a roll of 1 or 2 as a roll of 3.
Vanishing Action (11th level): When you spend an action point to take an extra action, you can make a Stealth check to become hidden after the extra action. If you used the extra action to take a move action, you gain a +5 bonus to the Stealth check.
Light-Footed (16th level): You ignore difficult terrain.

Verdant Stalker Exploits

ENCShadow to ShadowVerdant Stalker Attack 11 · MP2Std Ranged wpnMartial, WeaponTgt One creature
You slide behind cover, attack your foe from a distance, and then slip back into the shadows again.
Req You must be using a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling.
Eff Before and after the attack, you shift 3 sq. After each shift, you can make a Stealth check to become hidden. · Atk De)(terity vs. AC · Hit 3[W] + Dex dmg.
ENCForest SpecterVerdant Stalker Utility 12 · MP2Minor PersMartial
Moving among foliage or around a cavern wall, you blend into your surroundings like a spirit of nature.
Req You must have total concealment or superior cover.
Eff You become invisible until EONT, until you attack, or until you no longer have any cover or any concealment.
DLYLeaves of SteelVerdant Stalker Attack 20 · MP2Std Area burst 2 within weapon rangeMartial, WeaponTgt Each enemy in burst you can see
You slip out of the shadows, firing a volley of shots at your enemies.
Req You must be using a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling.
Eff Before the attack, you shift 3 sq. · Atk Dex vs AC · Hit 4[W] + Dex dmg. · Miss Half dmg.

Whisperknife

“Bring me vengeance, oh gods, and make my enemies pay in blood.”

Prerequisite: Rogue

You have been called different names—killer, murderer, assassin—but none fit as nicely as whisperknife does. You kill, but not for wealth and rarely for sport; you kill for vengeance. In a perfect world, everyone would die from old age, but this isn’t a perfect world. Accidents happen, and wars claim soldiers and innocents alike. Murderers snuff out lives on a whim or with cold calculation, and the world keeps on turning. Souls wriggle free from their meat to find whatever awaits them in the Raven Queen’s frigid embrace. And who stands for these victims? Who protects the people whom justice ignores? You.

You’re a vigilante, taking up the cause of those who can’t find justice. You use your talents to hunt down anyone who perpetrates crimes. You offer no mercy or quarter, only the whispered name of the wronged party and the silent slash of your blade.

Your preferred weapons are daggers, whether thrown or held. You can hide them on your person and retrieve them with ease. A dagger’s short blade allows you to be close enough to your prey to explain why it has to die. And when you’ve said what you need to say, you can watch as the life goes out of your victim’s eyes.

Whisperknife Path Features

Dagger Threat (11th level): You don’t provoke opportunity attacks when you make ranged attacks with a light blade. In addition, you gain Quick Draw (Player’s Handbook, page 200) as a bonus feat, even if you don’t meet the prerequisites.
Razor Action (11th level): When you spend an action point to attack with a light blade, each enemy adjacent to you takes damage equal to your Dexterity modifier.
Advantageous Positioning (16th level): While you are adjacent to a Medium or larger enemy, you gain a +2 bonus to AC against ranged attacks, and you don’t grant combat advantage to creatures flanking you.

Whisperknife Exploits

ENCVengeance’s PursuitWhisperknife Attack 11 · MP2Std Melee wpnMartial, Rattling, WeaponTgt One creature
After slashing your foe, you flip the knife in your hand and prepare to throw it.
Req You must be wielding a dagger. · Atk Dex vs AC · Hit 2[W] + Dex dmg.
Eff The first time tgt moves or makes an attack that doesn’t include you as a target before SONT, you can make a RBA against tgt as a free action. Tgt grants CA to you for this attack.
ENCWhispered VengeanceWhisperknife Utility 12 · MP2Imm React PersMartial
When an ally suffers from an enemy’s attack, your thirst for vengeance impels you to close the distance and make your foe pay for the transgression.
Trig An enemy hits an ally you can see with a melee attack · Eff Until EONT, you gain a +2 pwr bonus to speed and a +2 pwr bonus to attack rolls against the triggering enemy.
DLYHateful KnivesWhisperknife Attack 20 · MP2Std Melee or Ranged wpnFear, Martial, WeaponTgt One creature
Leaping at your foe, you slash it so badly that it stumbles back in fear.
Req You must be wielding a dagger. · 1° Atk Dex vs AC · Hit 4[W] + Dex dmg, and you push tgt 3 sq. You then shift 3 sq to a sq adjacent to tgt and make a secondary attack against it.
2° Atk Dex vs Will · Hit Tgt grants CA to you until the end of the encounter. · Miss Tgt grants CA to you (save ends). · Miss Half dmg.

Rogue (PHB + Martial Power 1 & 2) —