first stab at WoW Rogue class

Post/Author/DateTimePost
#1

dugfromthearth

Aug 19, 2010 11:35:38
I'm not sure how I want to do this.  Two issues - rogues use combo points and counting them up and making finishing moves effects based on them is a pain (the big issue is durations based on combo points - I am thinking of a save mod of +2 - number of combo points [max 5] so the target would save at +2 - -2).  Also rogues in WoW use stealth in the open and it is required for their openers.  Not sure if I should just make concealment not required?

4e WoW Rogue

CLASS TRAITS
Role: Striker.  Your skills and tricks make you a dangerous foe.
Power Source: Martial
Key Abilities: Agility, Strength, Spirit
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, Short Sword
Bonus to Defenses: +2 Reflex

Hit Points at First Level: 12 + Stamina Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Stamina modifier

Trained Skills: Stealth, Thievery, Choose 3 more from the class skills list: Acrobatics (Agi), Athletics (Str), Bluff (Spi), Insight (Spi), Intimidate (Spi), Perception (Spi), Stealth (Dex), Streetwise (Spi), Thievery (Dex)

Class Features: Combat Style, Combo Points

Combat Style, choose one of:
Deadly Brew: Once per round when you hit with an attack that does weapon damage you can add +2 recurring poison damage to the target, save ends.
Savage Combat: You are proficient with clubs and maces and can use them with rogue powers that require a light blade.
Sinister Calling: You get a +1 to hit with light blades.

Combo Point: Certain Rogue powers puts a combo point on a target.  The combo point remains on the target for the duration of the encounter, until the target or rogue falls unconscious, the rogue puts a combo point on another target, or the rogue uses a power which removes the combo point.  Some powers require that the target have the rogue’s combo point on them and remove the combo point as part of the action.

LEVEL 1 AT-WILL POWERS

Backstab
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade and have combat advantage over target
Target: One creature
Attack: Agility vs AC
Hit: 1[W] + 2d6 + Agility modifier, target gains a combo point.
Sinister Calling: damage is 1[W] +2d8 + Agility

Blade Flurry
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding two light blades
Target: One creature
Attack: Agility vs AC, Two attacks
Hit: 1[W] + Agility modifier damage main hand attack, 1[W] damage offhand.  Target gains a combo point.

Ghostly Strike
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Agility vs AC
Hit: 1[W] + Agility modifier.  Target gains a combo point.  You gain +1 to AC and Reflex until the start of your next turn.
Sinister Calling: Bonus to AC and Reflex is +2 instead of +1.

Gouge
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Agility vs Fortitude
Hit: Agility modifier damage, target is blinded until the end of your next turn.  Target gains a combo point.

Sinister Strike
At-Will * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Agility vs AC
Hit: 1[W] + Agility modifier + Strength modifier damage, target gains one a combo point.
Savage Combat: This power can be used in place of a Basic Melee Attack

LEVEL 1 ENCOUNTER POWERS

Envenom
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade, the target must a combo point
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier damage, the target is slowed, save ends.  Target loses all combo points.

Deadly Throw
Encounter * Martial, Weapon
Standard Action, Range Weapon
Requirement: You must be wielding a light blade, the target must have combo points.
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier, and target is slowed until the end of your next turn.  Target loses all combo points.

Eviscerate
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade, the target must have combo points.
Target: One creature
Attack: Agility vs AC
Hit: 3[W] + Agility modifier damage, target loses all combo points.

Expose Armor
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade, the target must have combo points.
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier, the target suffers a -1 to AC per combo point on target until the end of your next turn.  Target loses all combo points.

Kidney Shot
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade, the target must have combo points.
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier +1 per combo point on target damage, target is dazed, save ends.  Target loses all combo points.

Rupture
Encounter * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade, the target must have combo points.
Target: One creature
Attack: Agility vs AC
Hit: [W] + Agility modifier, and target gains 5 recurring damage, save ends.  Target loses all combo points.

Slice and Dice
Encounter * Martial, Weapon
Standard Action, Close Burst 1
Requirement: You must be wielding a light blade, one target must have combo points.
Target: All foes within area
Attack: Agility vs AC
Hit: [W] + Agility modifier, target loses all combo points.

LEVEL 1 DAILY POWERS

Ambush
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade and have combat advantage
Target: One creature
Attack: Agility vs AC
Hit: 1[W] + 3d6 + Agility modifier, and target gains a combo point.
Sinister Calling: damage is 1[W] +3d8 + Agility

Blind
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Agility vs Fort
Hit: 2[W] + Agility modifier damage, and target is blinded, save ends.  

Cheap Shot
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade and have combat advantage
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier damage, and target is stunned, save ends.  Target gains a combo points.
Savage Combat: Add Strength modifier to the damage.

Garrote
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must have combat advantage
Target: One creature
Attack: Agility vs AC
Hit: Target takes 10 recurring damage, save ends.  Target gains one combo point.

Killing Spree
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding a light blade
Effect: You shift your speed and can make the following attack against each enemy you move adjacent to during the shift.
Target: One enemy
Attack: Agility vs AC
Hit: 2[W] + Agility modifier damage.
Miss: Half damage

Fan of Knives
Encounter * Martial, Weapon
Standard Action, Close Burst 1
Requirement: You must be wielding a light blade
Target: All foes within area
Attack: Agility vs AC
Hit: 2[W] + Agility modifier

Blade Twisting
Daily * Martial, Weapon
Free Action, Melee Weapon
Trigger: You hit a foe with a melee attack.
Target: One creature
Effect: The target takes Agility modifier damage and is Dazed until the end of your next turn.

Riposte
Daily * Martial, Weapon
Free Action, Melee Touch
Trigger: A foe misses you with a melee attack.
Target: One creature
Attack: Agility vs AC
Hit: 2[W] + Agility modifier damage

Mutilate
Daily * Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding two light blades
Target: One creature
Attack: Agility vs AC, Two attacks
Hit: 2[W] + Agility modifier damage main hand attack, 2[W] damage offhand.  Target gains a combo point.

LEVEL 2 UTILITY POWERS

Kick
Encounter * Martial, Weapon
Immediate Interrupt, Melee Touch
Trigger: A foe within reach makes an attack.
Target: One creature
Attack: Agility vs AC
Hit: The target is Stunned until the end of its turn.

Shiv
Encounter * Martial, Weapon, Poison
Immediate Interrupt, Melee Touch
Requirement: You must be wielding a light blade
Trigger: A foe within reach moves
Target: One creature
Attack: Agility vs AC
Hit: The target is Slowed until the end of its turn.

Sprint
Encounter * Martial
Free Action, Personal
Effect: Your speed is increased by +2 until the end of your next turn.

Premeditation
Encounter * Martial
Free Action, Range 5
Target: 1 enemy within range
Effect: The target gains a combo point.

Evasion
Encounter * Martial
Free Action, Personal
Effect: Your AC and Reflex is increased by +2 until the end of your next turn.

Cloak of Shadows
Encounter * Martial
Free Action, Personal
Effect: You get an immediate saving throw against all effects.

Tricks of the Trade
Encounter * Martial
Free Action, Melee 1
Trigger: You make an attack.
Target: One ally
Effect: All foes you hit with your attack are marked by the target ally until the end of the ally’s next turn.

Shadowstep
Encounter * Martial
Move Action, Personal
Effect: You shift your speed and gain combat advantage against all foes until the end of your turn.

Feint
Distract
Vanish
Shadow Dance - allows use of powers as if stealthed
Cheat Death - triggered when knocked out, defense

LEVEL 3 ENCOUNTER POWERS

LEVEL 5 DAILY POWERS



LEVEL 6 UTILITY POWERS

LEVEL 7 ENCOUNTER POWERS

LEVEL 9 DAILY POWERS

LEVEL 10 UTILITY POWERS

CLASS FEATS