My Elven Rogue, check the math please

Stalker0

Legend
I combined the elf and rogue knowledge we know to create an elven rogue knife fighter. I toned down crimson blade to make what I hope is an appropriate 1st level daily. Check it out.

Elven Rogue

Str: 8 (-1) Armor Class: 17
Con: 12 (+1) Fortitude Defense: 11
Dex: 20 (+5) Reflex Defense: 17
Int: 10 (+0) Will Defense: 12
Wis: 10 (+0) Initiative +5
Cha: 14 (+2) Speed (Squares): 7

Hitpoints: 24 Healing Surge HP Healed: 6
Bloodied: 12 Healing Surges/Day: 7

Basic Attack Name\Attack Bonus\Damage\Range/Properties
Dagger \+3 (+9 thrown) \1d4-1 (1d4+5 thrown)\5/10
Hand Crossbow \ +7 \1d6+5 \10/20

Feats, Race and Class Features
Elven Accuracy
Wild Step (can shift in difficult terrain)
Elven Accuracy (see powers)
Group Awareness (+1 perception to non-elf allies within 5 squares)
First Strike (combat advantage against opponents have not yet acted in combat)
Artful Dodger: +2 to AC vs opportunity attacks.
Weapon Talent: +1 to attack rolls with dagger.
Sneak Attack (+2d6 dmg if combat advantage)

Skills
Passive Perception: 17
Passive Insight: 15
Acrobatics: +10
Bluff: +7
Insight: +5
Nature: +2
Perception: +7
Stealth: +10
Thievery: +10

Exploits

Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.
At‐Will ✦Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Special: You can move 2 squares before the attack.
Attack: +9 vs AC (+7 with hand crossbow)
Hit: 1d4+5 damage (1d6+5 with hand crossbow)

Piercing Strike
Rogue Attack 1
A needle‐sharp point slips past armor and into tender
flesh.
At‐Will ✦ Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: +9 vs Reflex
Hit: 1d4+5 damage

Encounter Powers

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
Target: One creature
Attack: +9 vs Will
Hit: 1d4+5 damage, and you slide the target 2 squares.

Elven Accuracy Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike
with the legendary accuracy of the elves.
Encounter ✦ Weapon
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Special: You gain a +2 to the attack roll on the reroll

Daily Power

Razor Edge
Rogue Attack 1
You deal your enemy a vicious wound continues to bleed.
Daily ✦Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: +9 vs. Fortitude
Hit: 2d4+5 damage, and the target takes 5 damage each round. (save ends)
Miss: Half damage, and no ongoing damage.
 
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I think leather armor grants a +3 bonus, so AC should be 18.

I count 30 pts for ability scores - if you wanted to replicate the DDXP PCs, they are just slightly lower, either 28 or 29 pts.

Otherwise, everything looks good. Races & Classes mentioned rogues using follow-up attacks, it might be cool if this rogue's daily was an attack that does 2d4+5, grants the rogue combat advantage against the target, and then allows a follow up attack for 2d4+5 plus sneak attack. Less reliable than the other powers, but potentially the most single target damage, for up to 4d4+10 plus 2d6. Maybe that is a bit too good, but just a rough idea.
 


Mentat55 said:
I think leather armor grants a +3 bonus, so AC should be 18.

I count 30 pts for ability scores - if you wanted to replicate the DDXP PCs, they are just slightly lower, either 28 or 29 pts.

I used a 28 point buy (3.5 method). Remember elves get +2 to dex and wisdom, however, I'll try and check my math again.
 


Oops, forgot the +2 Wisdom for elves. Your math is correct.

Re: leather armor -- the half-elf warlock has AC 15 and wears leather armor. Her Dex is 11 and her Int is 15, so I assumed that leather is +3. Unless warlocks get a +1 class bonus to AC, I don't see any other way this works.

Granted, it makes more sense that hide is +3 (given the ranger's stats), and leather was +2 in 3.x, so some hidden bonus could be at work here.
 
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I didn't notice this until I went back to the DDXP sample characters to check what I thought was a mistake: I thought there were no negative modifiers in 4e, but it appears a score of 8 is a -1 modifier, just like in 3.x.
 

Thornir Alekeg said:
I didn't notice this until I went back to the DDXP sample characters to check what I thought was a mistake: I thought there were no negative modifiers in 4e, but it appears a score of 8 is a -1 modifier, just like in 3.x.

This is a common misunderstanding. There are no negative racial ability score modifiers, but the ability scores still produce the same modifiers as 3.X. It's because you add half your level to most ability score checks (or checks derived from them) that people thought the ability score modifiers were different.

Cheers,
Cam
 


Gargazon said:
Hide armour has a +3, Leather is so far unconfirmed. Most people would say it's +2 though.
I still reckon that hide is in error and it should be +3 for L and +4 for H, with 6,7,8 for the heavy armours. Hide and Leather both have +3 from the DDXP PCs one of them is wrong, I reckon Hide :)
 

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