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Voir la version complète : 4th Edition - Description et Statistique du Rogue


MoonZar
2008-02-23, 16h49
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.

Philousk
2008-02-24, 11h56
En deux mots, c'est bidon !

Healing Surges: 6 + Constitution modifier


Qu'est-ce que c'est ça encore ? Un autre pouvoir à la Wow pour s'autoguérir?? Non franchement, cela n'a aucune logique et c'est juste pour faire "cool" en me permettant ce superlatif employé à profusion dans leurs éditoriaux.

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.


Ha oui ? Même avec un géant de pierre de deux tonnes ??

Autres points qui me déçoivent :

1- Qu'est-ce que le shuriken vient foutre dans la liste des armes du roublard. Ha oui ! Ne faut pas oublier que les concepteurs ont une fixation sur le manga. Ben oui, une arme exotique à l'orientale ça serait bien plus "cool" pour eux...

2- L'attaque sournoise a ridiculement baissé... Les combats risque d'être affreusement long surtout quand le seuil de mort est maintenant à des années lumières de la précédente édition. Sans compter que du niveau 1 à 10, le +2d6 sera une chiure de mouche pour trucider un pecnot du peuple ordinaire ( n'oubliez pas qu'il auront au départ 12+con pv). Comble du marché : l'attaque sournoise n'est utilisable qu'une fois par round maintenant.

3- Vous pouvez m'expliquer pourquoi les pouvoirs de "tortuous stike" et "crimson edge" ne sont utilisables qu'une seule fois par rencontre ou par jour . Encore une fois, cela n'a pas de sens et cela a été mis en place pour le rendre le jeu plus "cool". D'autant plus. le md ou les joueurs seront amenés faire des décomptes fastidieux du nombre d'utilisations de ces pouvoirs. Quand cela repose sur des règles logiques, on a pas besoin de faire ce genre de décompte. Exemple, la charge nécessite un élan d'au moins 2 cases (si on n’avance pas, on ne charge pas...)

4- Où est passée leur capacité de rechercher et désamorcer les pièges ??

5- Au niveau de leur soi-disant souci de simplifier les règles, les bonus se calculent tantôt en synergie avec la force, tantôt avec le charisme et dans d'autres situations, avec la dextérité... J'appelle ça se compliquer la vie, moi ! À moins de confectionner des feuilles de perso adéquates...

6- Ce roublard fait vraiment " rogue old school" de la deuxième édition. Le voilà reclus dans le rôle de démineur ou éclaireur !

Désolé d'avoir dégonfflé votre balloon pour mon premier post pour ce site ^^:rolleyes:

Tenez... une version traduite pour les francophones :

http://www.aidedd.org/perso4_classe_roublard.php

MoonZar
2008-02-24, 22h55
Bonjour,

En fait je fesais que posté l'information sans transmettre mon opinion à ce sujet. Personnellement j'ai l'intension de rester à 3ième édition.

Mais je partage certaine de tes opinions surtout le healing surge qui est effectivement une façon de s'auto guérir pour tout les persos.

Comme mon bon ami Fitzz dit ça va être encore plus un système de hack and slash (combat) que les personnages sont fearless et fonce tête baisé dans toute situation.

Ekiel
2008-02-28, 14h28
Moi je trouve le concept du rogue 4 génial. C'est certains que certaines choses semble bizares, mais l'on peut pas vraiment juger avant d'avoir vue le livre des joueurs et les règles dans leurs ensembles!:rolleyes:

BastienCil
2008-02-28, 16h07
Tu lis dans mes pensés Ekiel.