Nathan P. Mahney
First Post
Ok, so we've had a race for a while, and now we have a class. Only makes sense to combine the two, doesn't? So here is my best guess as to what an elven rogue would looklike, based on what we know so far. (And just a teensy bit of extrapolation.)
Name: Erdan
Race: Elf
Class: Rogue
Level: 1
Alignment: Unaligned
Height: 6'0"
Weight: 130 lb.
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 11 (--)
Intelligence: 11 (--)
Wisdom: 12 (+1)
Charisma: 13 (+1)
Hit Points: 23 (11 Bloodied)
Healing Surges: 6
Armor Class: 16 (+0 level bonus, +2 armor bonus, +4 Dex bonus)
(17 against opportunity attacks)
Reflex Defense: 16 (+0 level bonus, +2 class bonus, +4 Dex bonus)
Fortitude Defense: 10 (+0 level bonus)
Will Defense: 11 (+0 level bonus, +1 Wis bonus)
Initiative: +4 (+0 level bonus, +4 Dex)
Trained Skills: Acrobatics (+9), Bluff (+6), Insight (+6), Perception (+10), Stealth (+9), Thievery (+9)
Other Skill Bonuses: +2 Nature
Feats: Alertness, Trapfinding (it's been mentioned that rogues get this for free)
Weapon Proficiencies: Dagger, hand crossbow, longbow, short sword, shortbow, shuriken, sling
Armor Training: Leather
Equipment: Leather Armor, Short Sword, Dagger
RACIAL POWERS
Elven Accuracy (Encounter/Free Action/Personal): Reroll an attack roll. Use the second roll, even if it is lower.
Wild Step: Ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares.
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
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 – Artful Dodger: You gain a bonus to AC equal to your Charisma modifier (+1) against opportunity attacks.
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 +2d6 extra damage.
ROGUE POWERS
Piercing Strike (At Will/Standard Action): When wielding a light blade you can slip your weapon past armor, making an attack with Dex vs. Reflex. You deal 1[W]+4 damage.
Deft Strike (At Will/Standard Action): When wielding a crossbow, light blade, or a sling, you can move 2 squares before the attack before making an attack with Dex vs. AC. You deal 1[W]+4 damage.
Tumble (Emcounter/Move Action/Personal): You can shift 3 squares (ignoring difficult terrain due to being an elf).
Crimson Edge (Daily/Standard Action): When wielding a light blade, you make an attack with Dex vs. Fortitude. On a hit you deal 2[W]+4 damage, and the target takes ongoing damage equal to 6 and grants combat advantage to you (save ends both). On a miss you deal half damage.
Name: Erdan
Race: Elf
Class: Rogue
Level: 1
Alignment: Unaligned
Height: 6'0"
Weight: 130 lb.
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 11 (--)
Intelligence: 11 (--)
Wisdom: 12 (+1)
Charisma: 13 (+1)
Hit Points: 23 (11 Bloodied)
Healing Surges: 6
Armor Class: 16 (+0 level bonus, +2 armor bonus, +4 Dex bonus)
(17 against opportunity attacks)
Reflex Defense: 16 (+0 level bonus, +2 class bonus, +4 Dex bonus)
Fortitude Defense: 10 (+0 level bonus)
Will Defense: 11 (+0 level bonus, +1 Wis bonus)
Initiative: +4 (+0 level bonus, +4 Dex)
Trained Skills: Acrobatics (+9), Bluff (+6), Insight (+6), Perception (+10), Stealth (+9), Thievery (+9)
Other Skill Bonuses: +2 Nature
Feats: Alertness, Trapfinding (it's been mentioned that rogues get this for free)
Weapon Proficiencies: Dagger, hand crossbow, longbow, short sword, shortbow, shuriken, sling
Armor Training: Leather
Equipment: Leather Armor, Short Sword, Dagger
RACIAL POWERS
Elven Accuracy (Encounter/Free Action/Personal): Reroll an attack roll. Use the second roll, even if it is lower.
Wild Step: Ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares.
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
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 – Artful Dodger: You gain a bonus to AC equal to your Charisma modifier (+1) against opportunity attacks.
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 +2d6 extra damage.
ROGUE POWERS
Piercing Strike (At Will/Standard Action): When wielding a light blade you can slip your weapon past armor, making an attack with Dex vs. Reflex. You deal 1[W]+4 damage.
Deft Strike (At Will/Standard Action): When wielding a crossbow, light blade, or a sling, you can move 2 squares before the attack before making an attack with Dex vs. AC. You deal 1[W]+4 damage.
Tumble (Emcounter/Move Action/Personal): You can shift 3 squares (ignoring difficult terrain due to being an elf).
Crimson Edge (Daily/Standard Action): When wielding a light blade, you make an attack with Dex vs. Fortitude. On a hit you deal 2[W]+4 damage, and the target takes ongoing damage equal to 6 and grants combat advantage to you (save ends both). On a miss you deal half damage.