Martial Power Excerpt: The Aerialist Rogue

You may be right just the way they phrased, "including the Ruthless Ruffian" just sounds like there is also other new ones. I dunno, could be either or, just sounds like there are two more, lol :P
 

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Well. It looks like we'll get some new powers for the old builds (Artful Dodgers and Otherwise) that are in the PHB. Also, it looks like we might get some powers that aren't specifically keyed to specific class features. Maybe.

Although it looks like the Rogue only gets one new Class Feature and thus only a certain number of powers that key off that feature. The fighter and Warlord at least have two new class features, and will get powers to key off those features, so no telling if we get non-feature linked powers for the other classes.
 

One thing that disappoints me is that there is no social/skill keyed combat powers. Ones that would would key off bluff/stealth/thievery/insight/streetwise. Something that went beyond "Make a bluff check; you gain combat advantage".

Maybe...

Turn Coat
Encounter
Requires training in Bluff Skill.
Target: One Ally
Attack: Dex vs. AC
Hit: Dex modifier damage.
Effect: Enemies believe you have joined their side. Until the end of your next turn, you gain the benefits of any ally-boosting auras of your enemy, they provide you with flanking bonuses, and you have combat advantage against them.

Perhaps it'd make a better utility power.
 

I don't get how the Aerialist works. If there's no class ability connected to it, I presume you choose a different class ability instead. If so, what makes it different?

I presume there's an answer, I just don't know what it is.

The daily power is pretty nice though, at least if you're a rapier wielder. Lame if you use daggers, but that's fine. Not everything is for everyone.
 


I don't get how the Aerialist works. If there's no class ability connected to it, I presume you choose a different class ability instead. If so, what makes it different?

Its a little confusing because Rogues had pretty concrete division between builds. The "builds" seemed to have very definite crunch impact. But in truth 'Builds' are just suggestions of how you might want to make a rogue. Aerialist seems to want you to take artful dodger, and suggests a couple of powers that have acrobatic type themes. Thats all. It doesn't actually have any 'rules' impact....its more like an 'avenging paladin' build, which doesn't really have any impact on your powers. Its still obvious which powers you 'should' take to fill out the build, but for all intents and purposes 'Arielist' isn't going to trigger any extra power benefits for you that a trickster rogue build wouldn't. Kinda makes me feel meh, why bother naming it, espeacially if after level 1 there really isn't a road map....(no areilist keyword)
 

Right, it seems kind of pointless to assign it a name if its really just the Artful Dodger with a focus on acrobatics based powers. Because that's kind of what the Artful Dodger already is.
 

Aerialist Rogue is a build, like Trickster Rogue and Brawny Rogue.

Artful Dodger and Brutal Scoundrel are "Rogue Tactics".
 

I'm getting that. It just seems pointless.

I understand why there are builds unconnected to mechanical advantages for classes like the Paladin, where your "build" really boils down to "should I focus on Strength or Charisma, and if so, what are the implications for my character at level 1?" Those builds were a great help to the new players I've introduced to gaming.

But for the Rogue, where the builds presently have mechanical advantages, I have a hard time understanding what the point is. I mean, a rogue with Artful Dodger is a rogue with Artful Dodger, and any advice that applies to the former applies to the latter as well, whether they're a "trickster rogue" or an "aerialist rogue."

Its not like you can't be trained in both Acrobatics and Bluff at the same time, and take powers that match both skills at the same time without any trade-off or penalty.
 

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