| Post/Author/DateTime | Post |
|---|---|
| #1dugfromthearthAug 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 |