http://wizards.com/default.asp?x=dnd/dramp/20080222a
This month, we're granting everyone a surprise round before the actual
launch of the 4th Edition of Dungeons & Dragons. During this surprise
round, a bunch of my staff is heading to the D&D Experience in Virginia
to play 4E with people, show off the latest art, unveil the rest of the
year's slate of products, and provide a new look at the elements of D&D
Insider. It's an exciting time!
Not only are we in the midst of seeing finished galleys of the core
books here in the office, but we're about to enter the final stage
before the launch of 4E. To me, this last sprint kicks off with D&D
Experience. At the show, fans and players get to mingle with Chris
Perkins, Andy Collins, Rob Heinsoo, James Wyatt, Mike Mearls, and Chris
Youngs from my R&D team, as well as with The Rouse and Sarah Girard from
the Brand Team, Didier Monin, and the great folks in Organized Play. It
should be a wonderful event.
At the event, everyone will get to see the new game system in action.
Games will be played, secrets will be revealed, and amazing D&D Insider
features will take center stage. I'm sure the various tidbits that get
revealed will be reported here and elsewhere as they happen, but I want
to kick off the festivities with my own surprise round.
What better way to get everyone excited and talking than to show off one
of the class write-ups from the new Player's Handbook? And what class
more typifies the surprise round than the rogue? What follows is the
opening spread for the rogue class, as well as a few of the powers
available to rogue characters.
You're going to see something called "builds" in the information that
follows. Builds present themes that you can use to guide you as you
select powers and other abilities. You can follow the advice of a build,
or you can ignore it. It's not a constraint, but instead provides
information to help you make informed choices as you create your
character. Using a class build isn't required; builds exist to help
guide your decisions through the process of character creation and each
time you level up.
If you're going to attend D&D Experience, say hello to the gang for me.
In the meantime, enjoy this surprise peek at the rogue. Hurry, though.
You know how sneaky the rogue can be.
Rogue
"You look surprised to see me. If you'd been paying attention, you might
still be alive."
CLASS TRAITS
Role: Striker. You dart in to attack, do massive damage, and then
retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training
and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Training: Leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short
sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Stealth and Thievery plus four others. From the
class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha),
Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis),
Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)
Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent,
Sneak Attack
Rogues are cunning and elusive adversaries. Rogues slip into and out of
shadows on a whim, pass anywhere across the field of battle without fear
of reprisal, and appear suddenly only to drive home a lethal blade.
As a rogue, you might face others' preconceptions regarding your
motivations, but your nature is your own to mold. You could be an agent
fresh from the deposed king's shattered intelligence network, an accused
criminal on the lam seeking to clear your name, a wiry performer whose
goals transcend the theatrical stage, a kid trying to turn around your
hard-luck story, or a daredevil thrill-seeker who can't get enough of
the adrenaline rush of conflict. Or perhaps you are merely in it for the
gold, after all.
With a blade up your sleeve and a concealing cloak across your
shoulders, you stride forth, eyes alight with anticipation. What worldly
wonders and rewards are yours for the taking?
ROGUE OVERVIEW
Characteristics: Combat advantage provides the full benefit of your
powers, and a combination of skills and powers helps you gain and keep
that advantage over your foes. You are a master of skills, from Stealth
and Thievery to Bluff and Acrobatics.
Religion: Rogues prefer deities of the night, luck, freedom, and
adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues
often favor Lolth or Zehir.
Races: Those with a love for secrets exchanged in shadows and change for
its own sake make ideal rogues, including elves, tieflings, and halflings.
Creating a Rogue
The trickster rogue and the brawny rogue are the two rogue builds, one
relying on bluffs and feints, the other on brute strength. Dexterity,
Charisma, and Strength are the rogue's most important ability scores.
Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and
also stun, immobilize, knock down, or push your foes. Your attacks use
Dexterity, so keep that your highest ability score. Strength should be a
close second—it increases your damage directly, and it can determine
other effects of your attacks. Charisma is a good third ability score,
particularly if you want to dabble in powers from the other rogue build.
Select the brutal scoundrel rogue tactic, and look for powers that pack
a lot of damage into every punch.
Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth,
Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target
Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and
out of the fray in combat, dodging your enemies' attacks or redirecting
them to other foes. Most of your attack powers rely on Dexterity, so
that should be your best ability score. Charisma is important for a few
attacks, for Charisma-based skills you sometimes use in place of
attacks, and for other effects that depend on successful attacks, so
make Charisma your second-best score. Strength is useful if you want to
choose powers intended for the other rogue build. Select the artful
dodger rogue tactic. Look for powers that take advantage of your high
Charisma score, as well as those that add to your trickster nature.
Suggested Feat: Backstabber (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth,
Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike
Rogue Class Features
All rogues share these class features.
First Strike
At the start of an encounter, you have combat advantage against any
creatures that have not yet acted in that encounter.
Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm
and cunning trickery to deceive foes. Others rely on brute strength to
overcome their enemies.
Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma
modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to
your Strength modifier.
The choice you make also provides bonuses to certain rogue powers.
Individual powers detail the effects (if any) your Rogue Tactics
selection has on them.
Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size.
When you wield a dagger, you gain a +1 bonus to attack rolls.
Sneak Attack
Once per round, when you have combat advantage against an enemy and are
using a light blade, a crossbow, or a sling, your attacks against that
enemy deal extra damage. As you advance in level, your extra damage
increases.
Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6
Rogue Powers
Your powers are daring exploits that draw on your personal cunning,
agility, and expertise. Some powers reward a high Charisma and are well
suited for the trickster rogue, and others reward a high Strength and
appeal to the brawny rogue, but you are free to choose any power you like.
Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your
Charisma modifier.
Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy
howl in pain.
Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your
Strength modifier.
Tumble
Rogue Utility 2
You tumble out of harm's way, dodging the opportunistic attacks of your
enemies.
Encounter ✦ Martial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a
shark, you circle in for the kill.
Daily ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing
damage equal to 5 + your Strength modifier and grants combat advantage
to you (save ends both).
Miss: Half damage, and no ongoing damage.
About the Author
Bill Slavicsek is the R&D Director for Roleplaying Games, Miniatures,
and Book Publishing at Wizards of the Coast. All of the game designers,
developers, editors, book editors, and D&D Insider content managers
working on Dungeons & Dragons, Star Wars, and the WotC Publishing Group
report into Bill's R&D team.