Saturday, July 24, 2010

Classical: Rogues

Greetings and welcome readers, cultists, and otherwise! Today the gaming gods have decided yet another topic for us, see, and today this topic is that which you cannot see. I am of course, not talking about the Duke Nukem release that seems to elude us so, nor am I talking about that one specific point on your back that always seems to itch just slightly more than the rest of your body. No. Today, we speak of rogues. And to do so, we enter into the ruleset of D&D 4th Edition once more.

A rogue (not to be confused with rouge, although they are allowed to wear such) is a Striker in this dastardly game, which means they hit things until they die, generally acting as damage dealers. Their Martial powersource suggests they do so with weaponry rather than magic, because they are cool and practice. Now, the rogue in D&D is one of the few classes that has stayed almost exactly the same throughout editions. That said, they have been changed to usher in the era of D&D 4th, and the 'fixed' balance of wizards.

A Lone Blade in the Night.. and His Friends
Rogues are interestingly enough perhaps the biggest promoters of teamplay in the entire game, despite the usual (and still ever popular) classical concept of one being the lone ranger of conflict and/or happy-go-lucky thief. We'll get to this part soon enough. Firstly, let's look at so called weapon skills. All rogues start with proficiency in:

  1. Daggers
  2. Hand Crossbows
  3. Short Swords
  4. Shuriken
  5. Slings

Badass, right? No. Not precisely. Though most rogues can work off of this, brilliantly so, many rogues (Brutal Scoundrels in particular) may want to waste a few feats for bigger weapons.

All rogues get a +2 to reflex for being trained to evade explosions and fly the Millenium Falcon through an asteroid field. Wait what? You have the standard Striker healthpool, and you have the standard Striker healing surge pool, not too much to complain about. You also know how to wear leather for those impeccable catsuits. If you're male, well.. You can pretend you're an X-man from the movies.

All rogues have something called Rogue Tactics. This works similar to Fighter Talents, in that you can only have a single Tactic, and they give you different bonuses, so choose carefully. I'll try and help you narrow the choice further.

Brutal Scoundrel is our first tactic, and boy, you can just tell right off the bat what this is about, no? If you can't, you might need a moment to go through bandit camp again. Brutal Scoundrels have an easy bonus, they merely add their strength modifier to their Sneak Attack damage. Even muscular orcs and minotaurs can be sneaky, see? Yes, Brutal Scoundrel is the way to go if you want to be a massive damage-dealer as a rogue, or, at least if you want to deal your massive damage up close. Pumping strength alongside dexterity is a good choice. A very solid tactic for the raw scrappy rogue.
Summary: Strength Modifier damage added to sneak attack.

Artful Dodger. Try and guess what this one does. Go on. Take a moment. If you guessed dodge, you win one internet and one somewhat beaten assistant of mine. Artful dodgers merely add their Charisma Modifier to their Armor Class against opportunity attacks, meaning you will have a (much) easier time waltzing around the battlefield. This is a choice you can never go wrong with, if you can't decide what tactic to pick. If your charisma is a dump stat, don't take it, obviously.
Summary: Charisma Modifier added to AC against OA's.

Cunning Sneak. For a class of subletly and sneaking, they sure aren't subtle about these. Cunning Sneak is where the class starts getting somewhat more complicated though. Normally, if you Run during your turn, and then try to stealth, you get a whopping -10 on your attempts to stealth this round. With Cunning Sneak, you get -5. Yes, it still sucks. However, they knew this, so added more. Normally, if you move more than two squares during the round, you get more penalties to stealth. Not so with Cunning Sneak. As a last added bonus, Cunning Sneak allows you to roll stealth automatically if you move three or more squares on your turn, and end the move in cover (your allies don't count, so stop hiding behind the healer). Cunning Sneak is so-so in itself, though does get some powers to help it in the whole movement part. Sadly to use most of them, you need to pump intelligence, so you get to be a smart rogue for once! Cunning sneak is also almost entirely ranged. Attempts at melee inadvisable.

Summary: No Stealth Penalty for moving. Halved penalty for running. Auto-stealth when moving 3 or more squares in total during your turn. (if in cover)

Ruthless Ruffian. Ohoho. Somewhere down the line, we'd have to meet him. Much like the brawler style of Fighters, Ruthless Ruffian is the 'Blessed with Suck' option of Rogues. Let's get started. You, as a Ruthless Ruffian, are proficient with the club (bad) and the mace (slightly better). You can use a club or a mace for any power that normally needs a light blade (great). You can also Sneak Attack with clubs and maces (also good). On top of this, you get to add your Strength Modifier straight to damage if you attack the enemy with a Rattling* Power. This sounds great, but it really isn't. First there's the fact that your attacks still key off of Dexterity. Then there's the fact that your damage bonus comes from Strength. If you want to be a successful Ruffian, you'll need Intimidate highly trained (Charisma). And if you want to be good with those weapons, you need to invest yourself in some Constitution. That's four Attributes. You can divide in them all equally, and be sub-par. You can also neglect one or two slightly, and be sub-par because of that. We've not even gotten to the fact that both Maces and Clubs are terrible weapons for a damage focused character. Do yourself a favour, choose from the three above unless you really really want to use clubs or maces.

Summary: Proficiency with the Club and Mace Keyword weapons, and you can use them for any Rogue attack powers or rogue paragon path powers that normally requires a Light Blade (Short sword or dagger). Sneak attack with same weapons. Add strength to damage if the attack has the Rattling* Keyword.

* Rattling: Whenever a power you use has this keyword, if you are trained in Intimidate, you also impose a -2 penalty to hit on the enemy until the end of your next turn. This is one of the few redeeming features for Ruthless Ruffian. Sadly, you can work this with any type of rogue.

Talents of a Grinning Thief
More Talents? I'm having nightmares from the Fighter, still. Oh well, it's not this bad this time around. You have two to choose from, and you used to only have one. Another was added for Ranged rogues who prefer not to use daggers. Let's get into it!

  • Rogue Weapon Talent. Yes, this is what it is called. When you wield a Shuriken, your weapon damage increases by one die size, in this case from 1d4 to 1d6. Also, when you use daggers, you get a static +1 to hit. This supposedly makes both of them great, but the fact is that 1d2 extra damage does not make up for 5% hitchance. Not to mention the shuriken are ranged -only-, despite being Light Blades. If you really want to use them though, this is your thing. Also the cookie-cutter for melee rogues.

  • Sharpshooter Talent. When you grab this Talent, you get a static +1 increase forever to hit with either Slings or Crossbows. Yes, you have to choose. Still makes it great for both of them. Pure ranged rogues should see to take this, and pick the weapon they want to use.


The Best of Them All
So you've decided if you're a angry misfit or if you're a graceful escape artist, and you've also decided fairly much what sort of weapons you're into. But what makes you you? Well, I can't answer that, I'm afraid your now mysteriously dead parents and that prophecy you were strangely introduced to has to help you with that, but I can tell you what makes the rogue the best at his thing!

First Strike
Rogues like hitting first. To go back to the Star Wars reference, Han did in fact, shoot first. And do you know why? Because Rogues automatically get combat advantage against enemies that have yet to make their first round in a combat! Combat Advantage! Yay! Wait, you think. Why is +2 to hit so Yay? Well, I answer, because of my telepathic powers and clear monitoring of your mindwaves. Because rogues get to:

Sneak Attack! Sneak attack is a lovely feature. It works like this. Whenever you have combat advantage, you can add Sneak Attack damage to one attack of your own during an entire round, resetting at the start of your next turn. This damage starts out as an extra 2d6 damage at low levels, jumps to 3d6 at paragon tier, and boosts itself to 5d6 (!) at Epic tier. Since you are allowed to do this every turn you have combat advantage, you should be looking to get that -every- turn.

This is why rogues are so teamplay happy. The easiest way of getting combat advantage is to prop up your friend on the other side of an enemy, and thusly flank your opponent for easy extra damage. This is also why we get such crappy weapons to work with. Because Sneak Attack does add what they lack. Sneak Attack every round, and you'll find the barbarian and sorcerer crying at your imba killing skills, and make them question their manhood/cleavage.


Skills Are What We Live For
Rogues used to get a sick amount of skills in every edition. Had something you needed to do? Hire a rogue. From everything to toe-nail clipping to drake egg omelets, rogues could do it. They were taken down a key, and the job of skill mule was given to the Bard (owned).

Rogues still get Thievery, automatically, because taking things that aren't yours is cool. Thievery also works on traps and locks these days, and goes so far as to work for most dextrous tasks, like tying knots on ships to fasten the sails. I suppose you.. steal the problem away.

You also get Stealth as a trained skill, no questions asked. Stealthing is and has always been important both for scouting, and for hiding like a coward when the big baddie decides it's time to pick on the squishy dude sticking daggers into his thighs.

You also get to choose four skills out of:
  • Acrobatics
  • Athletics
  • Bluff
  • Dungeoneering
  • Insight
  • Intimidate
  • Perception
  • Streetwise

Take what you want, really. You -should- take either Perception or Insight, or both, because if you don't, you will be absolutely ungodly in finding anything yourself. Eventually it will punish you greatly. Humans take what they want here. Just go wild with what you want, really. Might not want to take Athletics if you don't have bonuses to strength. You might not want to take Streetwise. At all. No really.

The Powers That Be
Once again there are so many powers it's not even slightly funny. I thought I might quickly point out a couple of good ones to set you on your way. You can't -really- go wrong though. There are some trap choices, but they're usually easy to spot, unless you're my assistant and also blind.

Sly Flourish (At-Will) A simple attack. You can use it as both a melee and ranged attack, and it works with every weapon in the rogues' arsenal. The greatness of this attack comes from the fact that it adds charisma modifiers to the damage, on top of other added damage, making it a staple for any form of charisma rogue. If you boost charisma, you want this in your repertoire.

Piercing Strike (At-Will) At first glance, perhaps not that good. Standard action. Only Melee range. Standard mediocre rogue power damage. Why is it good? It attacks Reflex. This might not seem like a great thing to start with, but believe me, those big guys lumbering around are -much- easier to hit with this attack than anything that attacks armor class. Ever so much sweeter if you get Sneak Attacks in.

King's Castle (Encounter lvl1) So much to love with this power. High damage for a low-level rogue power. Attacks Reflex. Melee and Ranged compatible. Works with all weapons. As bonus topping on the delicious cake that is this power, it also lets you switch places with a willing adjacent ally. Sprint out of stealth for a sick sneak attack, and put the defender in front of you. (or funnier, the leader)

The Many Feats of a Scoundrel
Again, too many to mention. There is a single one I will mention, because most rogues will find their way to what they want, there is a veritable cherrypicking available for your leisure. The feat I -will- mention here is Backstabber. What does it do, you wonder. It increases your Sneak Attack Damage from d6's to d8's. Yes. Yes it is even sicker during gaming than it looks on paper, too. 5d8's during Epic Tier. Every turn. Even rangers will stare at you in disbelief.

I'm Not a Rascist, I Hate Everyone
The lovely subject of race. Now I'm not here to bash anyone in particular, like I would after a bad stroll through the squares. Humans especially. Damn those humans. Ahem. Either way, most races actually make pretty alright rogues. I decided to pick some out of the fold.

Half-Orc Wait what? A Half-Orc rogue? Sure! This is the 21st century pal! These brutish non-stealthy dudes make quite the show as flash lads and sneaky gits! +2 to both Strength and Dexterity make them great Brutal Scoundrels, not to mention extra damage feats and help against beatings. You want to pick a fight? Do it like a Half-Orc would.

Drow I admit, I hate Drow. I really really do. Cliché, over-the-top emo society of cruel yet 'misunderstood' elves make me wince almost as much as sparkly vampires. However, I can't deny that they make excellent cowards. Cowards? I mean rogues. They have the stats where it counts, powers to grant them combat advantage to set up that attack, and disgustingly strong racial feats for this purpose. Buy your own cliché today. Bonus points if you're an outcast.

Halfling These guys are Small, which usually hurts their choice of weapons. Not so with rogue! Because we only get shitty weapons to start with, Halflings are big enough to use most of them! You have everything where it counts, and special powers to make sure you stay alive to boot, an extra plus for the fragile scoundrels. Coupled with the fact that halflings are often seen as playful thieves, you too can play your version of an awesome stereotype today!

Deva I'm just kidding. Out of all the races, the Deva is one of the very few that makes an absolutely terrible rogue. Even with the advent of Cunning Sneak to utilize those smarts, they really have nothing in the slightest to help them in a career as a rogue. Go reincarnate as a bard and heal, noob.


That is it for today, I hope I have been able to shine some form of sickly green light on the class as a whole, time lords know it needs clarification from time to time. This is obviously a silent urging for people to play rogues. Less sorcerers. Ahem. Anyway. I shall be going to barbeque my assistant. Expect more classes soon! Well, sooner rather then later, anyway. Tara.

SRM

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