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Rogue

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The cunning hero relies on guile and subterfuge to survive. He is the assassin, the acrobat, the thief, the bard: the ultimate con-man and ne'er-do-well.


Rogue Class Features

All Rogues, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Rogue Theme:


Weapon Proficiencies

The rogue gains training with blades, bludgeons, thrown weapons, and crossbows.


Armor Proficiencies

The rogue gains training with light armor.


Magic Proficiencies

The rogue cannot perform magic.


Skill Proficiencies

The rogue gains training in Bluff and Stealth.


Starting Feats

The Essential Rogue

This chapter presents many different options for creating a Cunning Hero, also known as a Rogue. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Cutthroat (Essential Assassin)

Dancer (Essential Acrobat)

Spy (Essential Thief)

Skald (Essential Bard)

The Complete Rogue

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Fighter, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Fighter starting points:

Assassin (Cunning Striker)

The Assassin focuses their cunning prowess into slaying the unaware. Striking from shadow, the Assassin is the master of the surprise attack. With stealth, with poison, and with an unparalleled understanding of where and how to strike to take down an unsuspecting opponent, the Assassin's best work is done where none will know they were ever there.

Acrobat (Cunning Defender)

The Acrobat focuses her cunning prowess into daring feats, keeping her opponent off-balance, enraged and distracted, focusing on taking her down rather than striking at her comrades. Wearing little armor and wielding light weapons, the Acrobat relies on her agility and cunning to escape unscathed from any onslaught.

Thief (Cunning Controller)

The Thief focuses their cunning prowess into stealth, guile, and unparalleled situational awareness. Whether disarming traps, luring the enemy into an ambush, or sneaking their companions past an unsuspecting army, the Thief knows how to get in, get the job done, and get out again.

Bard (Cunning Leader)

The Bard focuses his cunning prowess into a charming presence, an unparalleled understanding of drama and stagecraft, and an uncanny sway over the hearts and minds of others. By keeping his enemies unsettled and his allies cheerful and encouraged, he ensures that the party lives to tell the tale of their adventures.

Rogue (Cunning Generalist)

You can easily choose to create a generalist Rogue as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Talents

A Talent is a collection of tricks and techniques that Rogues may learn as part of their class training.


Dirty Fighting Talent

(cunning class feature)

Light Blade Fighting Style
Blunt Weapon Fighting Style
Archery Fighting Style
Thrown Weapon Fighting Style
Two-Weapon Fighting Style
  • When you choose your at-will tricks, you may choose one at-will maneuver from that fighting style.
  • When you choose your Ranked tricks, you may choose one Ranked maneuver from that fighting style.

Poison Master

(Rogue class feature)

Basics

(Level 0)

  • You gain Training with the Heal and Nature skills.
  • Whenever you take an Extended Rest, you may expend 25cp worth of materials to brew a number of doses of poison or antidote equal to your Intelligence modifier; you may use this poison to coat weapons when making attacks granted by this Class Feature. This poison remains viable for approximately 24 hours, or until used. Each dose of antidote may be used to counteract one dose of your applied poison.

Class Trick

  • You gain the following trick:

Built-Up Immunity

(per-encounter automatic reactiondefensive trick)

Prerequisites:

Poison Master

Trigger:

You are hit by a poison attack, or begin your turn while poisoned.

Effect:

You may make a Heal or Endurance save with a +5 feat bonus. If you succeed, you shrug off the poison without taking ongoing damage or suffering any other symptoms or effects.

Relic Hunter

(Rogue class feature)

Basics

(Level 0)

Class Trick

  • You gain the following trick:

Activate Magic Item

(per-encounter immediate actionutility trick)

Prerequisites:

Relic Hunter

Effect:

You regain the use of one wondrous item’s expended encounter power.

Sapper

(Rogue class feature)

Basics

(Level 0)

Class Trick

  • You gain the following trick:

Expert Throw

(per-encounter standard actionweapon attack trick)

Prerequisites:

Sapper

Effect:

You make a basic ranged attack with a caltrop, bomb or grappling hook. The attack gains a feat bonus to its range and attack roll equal to your Intelligence modifier, and the attack's burst or cone size (if any) increases by 1.

Sneak

(Rogue class feature)

Basics

(Level 0)

Class Trick

  • You gain the following trick:

Attack from Shadow

(per-encounter standard actionattack trick)

Prerequisites:

Sneak

Target:

One creature that cannot see or hear you.

 
 

Effect:

You may shift a number of paces equal to your Dexterity modifier, then make a basic melee attack or basic ranged attack against the target. The target grants you advantage for this attack.



Leveling Up

At each level, you gain new features and bonuses to increase your cunning prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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