Basic
- Numbers
- ?
- 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.
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.
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).