As you may have guessed, I am going through all the classic D&D classes first before moving on to any other favorites. Today is the day of the Rogue, the perennial favorite of scoundrels and sneaks everywhere. The job of the Rogue used to be to scout ahead, check for traps, maybe lay a few traps of their own, and occasionally stab some things in the back before trying to make off with as much of the treasure as he or she could carry. In 4th Edition, that has changed a bit; the Rogue is now a Striker, and the purpose of a Striker is to be highly mobile and deal out plenty of damage, though Strikers need help from other classes because they can be pretty fragile in a stand-up fight. A Rogue is at her best when striking from the shadows, or before her opponent knows she is there, and sticking around to fight it out toe-to-toe is a sucker's game for her. So, wihtout further ado, Zarra the drow rogue!
====== Created Using Wizards of the Coast D&D Character Builder ======
Zarra, level 1
Drow, Rogue
Rogue Tactics: Artful Dodger
Rogue: Rogue Weapon Talent
Darkfire: Darkfire Charisma
FINAL ABILITY SCORES
Str 12, Con 10, Dex 18, Int 10, Wis 10, Cha 18.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 16, Int 10, Wis 10, Cha 16.
AC: 16 Fort: 11 Reflex: 16 Will: 14
HP: 22 Surges: 6 Surge Value: 5
TRAINED SKILLS
Stealth +11, Thievery +9, Bluff +9, Intimidate +11, Acrobatics +9, Streetwise +9
UNTRAINED SKILLS
Arcana, Diplomacy +4, Dungeoneering, Endurance, Heal, History, Insight, Nature, Perception, Religion, Athletics +1
FEATS
Level 1: Backstabber
POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Duelist's Flurry
Rogue encounter 1: Opening Move
Rogue daily 1: Twilight Menace
ITEMS
Adventurer's Kit, Leather Armor, Short sword, Dagger, Thieves' Tools, Hand Crossbow
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Drow are good t being sneaky, so I felt that drow would be a good race for a Rogue (well, that and I was told to use drow). The Backstabber feat, obviously, makes Zarra a bit better at backstabbing (or 'sneak-attacking', as the kids call it). Riposte Strike sets a target up for an immediate counterattack should they attack you, while Duelist's Flurry does little damage, but guarantees the use of sneak attack damage. Opening Move is actually nice to use as an opening move, because it hurts a target, and gives Zarra a nice 1-round addition to her defenses. Finally, Twilight Menace is the big finale; Zarra strikes, and if she hits, she is treated as being in concealment until her opponent can make a saving throw against it - and from concealment, she always gets sneak attack damage. I threw a hand crossbow in just for kicks, because drow used to like them.
Setting The Table
1 day ago
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