Basic Abilities
- Fortitude Rating
- +1 every odd level
- Will Rating
- +1 every odd level
- Skill List
- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Assassins and Bards also gain Concentration (Con), Knowledge (arcana) (Int), and Spellcraft (Int).
Special Abilities
Acrobatics
You are naturally fleet of foot and gain the following benefits:
- +1 to Jump checks per level
- +1 to movement speed at 1st level and for every rank of Rogue achieved
- Ignore 10 ft of falling damage per level.
Evasion
You may apply your Dodge chance against area effects, to a maximum of 10% per Rogue level.
Trap Sense
You gain the following benefits:
- +5% avoidance per rogue level (max +50%) against traps
- +1/level to Search checks to find traps and Disable Device checks to disable traps
- The ability to find magical traps without detecting magic
Uncanny Dodge
You may apply your Dodge chance against attackers of whom you are not aware or cannot even perceive, to a maximum of 5% per Rogue level.
Preparation
You gain a bonus of +1 per 2 rogue levels to initiative checks. Rogues of level 3 or higher may take 10 on initiative checks.
The following is true for rogues of level 5 or higher:
- When you begin a combat where you are not surprised, you may automatically enter Stealth at the beginning of the first round; you may move up to half your movement speed instantly to reach a valid location for Stealth.
Sneak Attack
When you have Combat Advantage on a foe, your attacks (weapon and spell) gain bonus damage equal to your normal critical bonus damage. Like critical bonus damage, this damage is subject to avoidance through Fortification. This bonus damage does not preclude you from achieving a Critical Hit.
Example:
- Your dagger normally does 50 damage, and 75 bonus damage on a critical hit (total on crit: 125 damage)
- With a Sneak Attack, your dagger will inflict 125 damage (50 base + 75 sneak attack) on a normal hit, and 200 damage (50 base + 75 sneak attack + 75 critical) on a critical hit.
Tactical Insertion
The following is true for rogues of level 10 or higher:
At the beginning of each combat wherein you are not surprised, you may remove yourself from the battle mat. Upon your first turn, you may insert yourself at any location within Short range, as long as it would have been possible for you to reach that destination through all means of locomotion available to you, and it is not currently occupied by anyone else.
- You must place yourself on the board within the first round of combat, even if you take no other actions afterward.
- Until you place yourself, you may not take actions. You are effectively delaying initiative.
- Until you place yourself, you are immune to all effects and cannot be targeted. Your position cannot be determined.
- If you place yourself in a position with concealment, you may automatically enter Stealth.
- After you appear, you gain Combat Advantage for your first turn. Thereafter, unless you achieve Stealth, all enemies are considered aware of you.
Edge
You have an attribute called "Edge".
Each time you score a hit with a weapon attack, you gain 1 point of Edge. However, each time you suffer damage from any non-ongoing effect, you lose 1 point of Edge.
Your maximum Edge is equal to 4 + Rogue rank.
Edge may be used to deliver lethal blows. At will, you may augment any Rogue spell or maneuver, expending any chosen amount of Edge, and adding +100% damage to the attack per point expended.
Maneuvers
You know 8 maneuvers at 1st level, and learn 2 more of your choice each level. The categories are just for ease of use; you may learn maneuvers from any category.
Duelist
Most duelist maneuvers inflict damage with only a single weapon. The ideal style is to use a medium one-handed weapon. An offhand dagger or mein gauche can be useful for extra parrying.
Rank 1
- Attack
- Lunge: At-will, standard, melee attack; you move up to half your speed toward an enemy, then attack, inflicting normal +50% damage. Must move at least 3 squares.
- Rupture: At-will, standard, melee attack; normal damage plus half ongoing physical damage. Ongoing damage lasts until target is healed to 100%. (Not exclusive)
- Buff
- Feint: At-will, swift, melee range; you make a false attack, inflicting no damage. Your next melee attack gains +20% Hit Chance.
- Defense
- Defensive Posture: At-will, swift; you take a defensive stance, gaining +20% to avoidance against chosen foe until you move or attack.
- Opportunity
- Riposte: Immediate, triggered when you parry an opponent's attack; you make a normal melee attack against the foe you parried.
- Swordcatcher: Immediate, triggered when you parry an opponent's attack, requires an offhand weapon; you lock the opponent's weapon, rendering him unable to use it or move away (Fort ends, foe can drop weapon to end). You are unable to use your offhand weapon or move away unless you break the lock or drop your offhand weapon.
Rank 2
- Attack
- Hemorrhage: Recharge 33%, standard, target must be suffering a bleed effect; normal damage +50% per bleed effect.
Skirmisher
Skirmishers benefit from dual wielding and high mobility.
Rank 1
- Attack
- Blade Dance: At-will, standard; you move up to half your movement rate, attacking once in each square (optionally). Each attack must be against a different target. Each attack alternates: main hand, then offhand, then main hand, etc.
- Fan of Knives: Recharge 33%, standard, close burst 3, must be wielding light weapons; normal weapon damage with both weapons.
- Buff
- Blade Flurry: At-will, free; each of your melee attacks with light weapons (in either hand) becomes a chain 1/1. However, while active, you suffer a 20% weapon damage penalty.
- Control
- Sweep Kick: Recharge 33%, swift, forward arc 1; you trip all targets in area (Fort negates).
- Mobility
- Quick Step: Recharge 33%, swift; you move up to half your normal movement rate, without provoking attacks of opportunity.
Trickster
Trickster maneuvers are not specific to either combat style.
Rank 1
- Buff
- Eviscerate: At-will, swift, melee range, target must be below 50% hp; you gain +50% physical damage against target until he is dead, or until his hp rise above 50%.
- Control
- Sap: At-will, swift, requires Combat Advantage, melee range; subject is stunned for 3 rounds (Fort ends).
- Debuff
- Blind: Recharge 33%, swift, short range; you throw sand or grit into subject's eye. Subject is blinded (Fort ends).
- Expose Armor: At-will, swift, melee range; you cut straps, pry open holes, and otherwise mess with target's armor. Target suffers -10% penalty to Block and any DR or physical resistance, as well as a 50% penalty to Fortification for 3 rounds. All penalties stackable. Subject may spend a standard action to remove 1 stack by readjusting his armor. On a critical hit, applies 3 stacks.
- Hogtie: Recharge 33%, swift, reagent (costs 25 cp, recoverable), melee range; subject is rooted (Fort ends). If done as a sneak attack, subject does not know he is rooted, and next time he moves, he instead falls over. Standard action can replace Fort save to end.
- Defense
- Smokescreen: Recharge 33%, immediate, reagent (costs 10 cp), close burst 1; smoke grants concealment through 1 square and total concealment through 2. Dissipates after 1 round.
- Opportunity
- Kick: Immediate, triggered when opponent casts a spell; you kick as a melee attack inflicting light damage, imposing 100% spell failure for the spell being cast if you hit (or 200% on a critical hit).
Spells
By default, rogues have no access to spells. However, both Assassins and Bards do, so the following serves as their spell list.
Shared Spells
Some Rogue spells are available to either Assassins or Bards. You may learn rank 1 shared spells instead of any Assassin or Bard spell. To determine what rank of shared spell you may access, add your Assassin and Bard levels together.
Rank 1
- Control
- Sleep: At-will, swift, short range, subject must be out of combat; subject falls asleep (Will negates).
- Debuff
- Silence: At-will, swift, emanation 3, reserve; all sound is nullified in the area; lost when you speak.
- Defense
- Feather Fall: At-will, swift, short range, reserve; subject's falling speed caps at a gentle 20 feet per round, negating falling damage.
Rank 2
- Defense
- Invisibility: Encounter, swift; you become invisible for up to 3 rounds, or until you attack.
Glyphs
'''No, rogues don't have glyphs. However, I'm leaving these here for ideas, until I've harvested them.'
Martial
Rank 1
- Major
- Glyph of Backstab: Your Backstab gains +50% bonus damage if you are both flanking the target and he is unaware of you.
- Glyph of Lunge: Your Lunge gains +10% bonus damage per square moved.
- Glyph of Rupture: Your Rupture is a swift action, but does no instant damage.
- Minor
- Glyph of Riposte: When Riposte is triggered, your counterattack gains +50% damage.
- Glyph of Smokescreen: Your Smokescreen burns the eyes of those who are not ready for it (read: enemies only), inflicting blindness (Fort ends) on initial exposure or turn start. However, its casting time is free, not immediate.
Rank 2
- Major
- Glyph of Hemorrhage: Your Hemorrhage also increases the damage of all bleed effects on the target by 50%.
Skirmisher
Rank 1
- Major
- Glyph of Fan of Knives: You may use Fan of Knives as a swift action.
- Minor
- Glyph of Blade Dancing: When you critically hit with a Blade Dance attack, you gain a bonus square of movement (complete with an extra attack). Critical hits on bonus attacks do not grant additional bonus squares.
Trickster
Rank 1
- Major
- Glyph of Eviscerate: When you hit a foe with the bonus of Eviscerate, you apply 50% physical vulnerability for 3 rounds.
- Minor
- Glyph of Expose Armor: Your Expose Armor can critically hit; when it does so, it applies 3 stacks at once.
Assassin
Rank 1
- Major
- Glyph of Death Attack: Your Death Attack gains a +10% chance of success per stack of Shadow Strike ongoing damage, and inflicts bonus medium (SP) shadow damage per said stack.
- Glyph of Shadow Strike: Your Shadow Strike may be used as a swift action, but inflicts damage based on your offhand weapon.
- Minor
- Glyph of Pain Absorption: When you activate Pain Absorption, you absorb up to 3 attacks within 1 round, but only 25% of the damage suffered is applied as bonus damage.
Paths
Assassin
Level | Benefit |
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1 | Poisoner |
2 | Death Attack |
3 | Spellthief |
4 | Hunger for Blood |
5 | Death Eater |
6 |
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7 |
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8 |
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9 |
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10 | Angel of Death |
11 |
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12 |
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13 |
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14 |
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15 |
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16 |
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17 |
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18 |
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19 |
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20 |
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Assassin Spells
Assassins learn spells from secret scrolls, written in cryptic code in strange languages. Only a studied assassin can comprehend them. Assassins often leave their training with many scrolls they do not yet comprehend; only after much training and contemplation do they grasp the meaning within and gain their knowledge.''
In other words: you may learn Assassin spells in place of normal maneuvers, and you may learn more from scrolls, like all other casters.
- Rank 1
- Assault
- Shadow Strike: Recharge 33%, standard, melee attack; 150% damage with one weapon as shadow damage plus same ongoing for 3 rounds.
- Buff:
- Swift and Silent: At-will, swift, reserve, short range; subject gains +4 movement speed and the ability to use the caster's Stealth check while simultaneously using Stealth and remaining within Short range.
- Control
- Shadow Pin: At-will, swift, medium range; subject is rooted (Fort ends), exclusive.
- Debuff
- Assassin's Mark: At-will, free, long range; you and allies gain +10% to hit and critical chance against target. At will, as a channeled spell, you may locate the exact position of your marked target (if within long range), or the bearing and relative distance if outside. Mark lasts 24 hours, and can only be removed as a curse. You may have only one active Assassin's Mark at a time.
- Phantasmal Darkness: Recharge 33%, swift, close burst 5; enemies behave as if in darkness (Will ends).
- Phantom Foe: Recharge 33%, swift, medium range; subject perceives a shadow of you who is always behind him. You are considered flanking the target, even if none of your allies threaten him.
- Defense
- Pain Absorption: Encounter, immediate; you absorb 50% of one attack and gain +50% to weapon damage for 3 rounds.
- Vanish: Recharge 33%, immediate; you become invisible and make no sounds for 1 round.
- Mobility
- Shadow Jump: Recharge 33%, move, medium range; you teleport to a location that is in dimness or darkness. Must be standing in such a location already.
- Utility
- Infravision: Reserve; subject can see heat sources clearly, even in darkness. Living foes gain no concealment from darkness against subject. Does not aid in navigating through darkness.
- Oath of Murder: Immediate; you swear to murder a given target. This grants you various benefits that you may "cash in" either immediately or at any time prior to the deed. Whether or not you ever cash it in, you must actually fulfill the vow, either by personally murdering the target, or overseeing his murder. If you don't, this ability never cools down; if you do, it cools down in 24 hours. Certain expensive rituals exist to allow you to remove the oath, but only have a small chance of success, and even then only if you perform many deeds to hinder the target. The following are the uses that may be cashed in; each may be used once prior to the deed:
- Fantastic Evasion: Immediate; you gain 90% avoidance against all of target's actions for 1 round.
- Unlikely Dodge: Immediate; you free yourself of all effects caused by target.
- Amazing Endurance: Immediate; you gain the ability to ignore death for one round. You do not enter the disabled or dying state, regardless of hit points. If the subject dies before this effect expires, you are restored to 0 hp.
- Hateful Strike: Immediate; your next attack inflicts +400% damage.
- Shadow Play: At-will, concentration, medium range; you create a figment consisting entirely of shadows.
- Rank 2
- Attack
- Deadly Gambit: Encounter, swift, short range, consumes 1 soul shard; you suffer (1d4+1)*10% of your maximum hp in damage, and the target suffers the same amount (based on his own max hp). Elite and boss resistances apply.
- Poison Bolt: Recharge 33%, swift, short range, consumes 1 soul shard; you fire a bolt of poison, instantly inflicting 3 stacks of any poison currently applied to a weapon on your person (not necessarily one you are wielding).
- Void Strike: At-will, std, melee attack; normal damage plus removes one magic or curse effect of your choice.
- Buff
- Shadow Form: Daily, free, consumes 1 soul shard; you become a being of pure shadow. You gain 20% resistance to all damage types, and are invisible in darkness or dimness. Your features cannot be discerned, even by those familiar with you, or by spells which identify you. You gain immunity to shadow damage, and inflict +50% damage with shadow spells and effects. Lasts 5 rounds.
- Control
- Soul Prison: Encounter, swift, medium range; you capture foe inside a normal soul shard receptacle. His body disappears while his soul languished in the gem. Lasts 5 rounds; when the duration ends, the creature emerges, and the gem shatters. While imprisoned, the shard counts against your soul shard limit.
- Defense
- Cloak of Shadows: Encounter, immediate; you envelop yourself in pure shadow, removing all hostile magic and curse effects and gaining 90% avoidance against any such effects targeting you within the next 1 round.
- Soul Sacrifice: At-will, free, consumes 1 soul shard; you transfer any one hostile effect from yourself to a soul, which dissipates harmlessly.
- Utility
- Shadow Identity: At-will, swift, reserve; you assume a disguise, which is an illusion. Grants +10 to Disguise checks.
- Victim's Reprieve: You may place the subject of an Oath of Murder on a "reprieve", effectively treating the subject like you never made the oath. You may not cash in any benefits while subject is on reprieve. You may place up to 3 subjects on reprieve at once.
- Rank 3
Poisoner
You may use special poisons, which only Assassins know how to make. See Poisoner for details. Also, you gain 20% poison resistance per Assassin level.
Death Attack
You gain a maneuver:
- Prepare Death Attack: At-will, standard, short range, must be concealed; you gain +25% bonus damage on your next Death Attack vs target. If you switch targets, leave short range, or are noticed by target, you lose all bonus. Maximum bonus is 25% per Assassin level.
- Death Attack: At-will, standard, melee attack, requires Combat Advantage; you instantly kill (or subdue) subject. This attack inflicts 0% of subject's max HP in damage; this number can be modified by using Prepare Death Attack. Subject is allowed a Fort save for half damage. Damage is subject to normal forms of mitigation, including Soak, and of course elite/boss resistance applies.
Spellthief
As a rogue who is also a master of magic, you are adept at stealing arcane energies. You gain the following maneuver:
- Steal Spell: Recharge 33%, swift, melee touch; you dispel an ongoing spell affecting the subject, and gain knowledge of the spell, sufficient to cast it yourself, but only once. Alternatively, you target the caster himself, gaining knowledge of one spell of your choice, in the same manner, without dispelling anything.
Hunger for Blood
You inflict 50% bonus damage against bloodied opponents.
Death Eater
You may collect soul shards, like a Warlock. Each time a creature of worth (elite, boss, PC, NPC) dies while affected by Assassin's Mark, you gain a soul shard. Certain Assassin spells consume these, or are optionally empowered by their consumption.