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==Rogue== ===Arcane Trickster=== This is for any rogue with training in arcana so there's no need to go multiclassing if it you don't want to, but it does give you extra mileage from your dagger. The centerpiece of this whole deal is ''Arcane Larceny'', which allows you to treat daggers as implements and substitute arcana for athletics, while ''Fading Action'' lets you spend an AP to turn invisible to one enemy you attack, and ''Dagger Spell'' lets you treat ranged spells as being melee spells when using your dagger as the implement. Blinding Flare is a small burst that lets you blind everyone before backing out. Cat Burglar's Veil summons a wall that blocks your enemies from reaching you but your enemies still get Line of Sight. Confounding Teleport teleports you to an enemy you hit and gain Combat Advantage over, giving you a teleport speed for the encounter as well as getting Combat Advantage over anyone you teleport near. ===Cat Burglar=== This is your basic acrobatics-focused rogue, excelling at moving and dodging hits. Naturally, it specializes in light blades, so focus on wielding them. For features, you get ''Acrobatic Action'' to gain a bonus move action after you burn an action point, ''Body Control'' so you can reduce the distance you are moved when you get targeted by a push, pull or slide by -1 square, and ''Athletic Master'' to re-roll athletics checks. For powers, you got Cat Burglar's Gambit (shift to a target, strike for triple damage, then shift to any square adjacent to target), Instant Escape (once per encounter, automatically end immobilized, restrained or slowed effect and then shift 2 squares) and Redirected Death (if an enemy hits you, but there's another enemy in its reach, make that attack hit the second enemy instead and shift 1 square). ===Cloaked Sniper=== As one could guess from the title, this path requires two pieces: Training in stealth (a necessity for rogues) and a love for the crossbow and it's means of killing without getting your hands dirty. ''Crossbow Savant'' gives you the most potent features, giving a bonus to the ranges of any crossbow, giving the hand crossbow the off-hand property, and letting you reload all crossbows as a free action, while ''Sniper Action'' lets you always add Sneak Attack damage to an RBA you make with an AP as well as a free shift and ''Versatile Combatant'' makes sure you don't provoke when firing your off-hand hand crossbow. Sudden Bolt is a basic shot that dazes an enemy if you were hidden from them. Unseen Shot gives you the at-will means to keep hidden and moving whenever you miss your shot. Bolt From Nowhere gives you a shot with a follow-up for anyone around the target with the Fear keyword that deals -2 to any attacks they make and grants Combat Advantage over the targets. ===Daggermaster=== In case you didn't figure it out, this path is all about being the best rogue you can be with the humble stabbing implement. So if you're not wielding a dagger, you're not much good at this path. Daggermaster's Action lets you spend an action point to reroll a dagger's damage roll, Dagger Precision lets you crit with daggers on an 18+, and Dagger Advantage means a dagger critical hit gives you combat advantage against the mook you stabbed for a turn. For powers, you get Critical Opportunity (stab the same mook you just scored a critical hit against a second time, this time dealing triple damage), Meditation of the Blade (once per day, make your dagger's damage die increase by +1 size - so from D4 to D6, D6 to D8, etc) and Deep Dagger Wound (quadruple damage and ongoing 10 (20 on a crit) damage on a hit, double damage on a miss). ===Daring Acrobat=== Obviously, this path requires a rogue trained in acrobatics. What you get from this is a lot of mobility and tricks whenever you charge so long as you specialize in light blades. ''Acrobatic Action'' nets you an extra move whenever you spend an AP, ''Tumbling Positions'' makes you not grant Combat Advantage when climbing, balancing, or prone, and ''Agile Charge'' grants +1 to AC and Reflex whenever you charge as well as the ability to take other actions when you charge if you have any left. Wild Tumble Cut is a charge attack that deals decent damage and gives Combat Advantage over the target. Flawless Stunt just adds +5 to acrobatics and athletics. Dramatic Finish is an interesting charge friendly attack that adds extra damage if either you or the target is bloodied and, if it doesn't kill, permits either a double-tap MBA or a healing surge. ===Flying Blade Adept=== This path requires a rogue with the Quick Draw feat (+2 to initiative and you can draw and attack in the same action), with a specific preference in thrown light blades. ''Deadeye Blade'' gives you high crit on a light blade you throw, ''Flying Blade Action'' gives you a free RBA with a light blade when you spend an AP, and ''Armor-Piercing Blade'' makes your first crit with a thrown light blade deal -2 to the target's AC. Ricochet Blade is a basic ranged attack that hurts the target and one guy near them. Nimble Deflection gives you a chance to negate the damage a ranged attack does by throwing your blade at it. Blade Fusillade gives you mass damage in a close blast 5. ===Guildmaster Thief=== If you're looking for a leader-like bent for the rogue, then you can consider the Guildmaster Thief your ticket onto there. Though you're not quite as powerful as a legit leader, you do give opportunities for your allies to open all sorts of doors - so long as you have a light blade, crossbow, or sling. You get ''Guildmaster's Action'' to let you steal APs from allies and vice versa, though you gain a +2 to attack when you use someone else's AP, ''Thieving Crew'' grants everyone a +2 on thievery and stealth, and ''Thick as Thieves'' lets allies who flank with you deal +Cha to damage. Guild Beatdown allows you and an ally to hit an enemy, with the ally dealing extra damage if they have Combat Advantage. Shifty Direction allows an ally who just evaded an attack to shift around +Cha spaces for a setup. Biting Repositioning gives you a mass-movement ability, allowing your team to shift around regardless of what your attack does. ===Jack of All Trades=== One of the less-celebrated aspects of the rogue is their massive repertoire of available skills to train. What the Jack of All Trades does is put this skill diversity into the forefront. You get a bonus in ''Dabbler'' granting a flat +2 to all skills, ''Expert Assault'' allows you to spend an AP to add +5 to a skill check, and ''Advanced Dabbler'' trains you in three more skills, ensuring that you know how to do pretty much anything. Your first attack is Scoundrel's Philosophy, which is a basic hit with a follow-up that attacks Will to daze. Always a Natural allows you to re-roll any skill. Every Trick in the Book is a massive deal in that it attacks EVERY DEFENSE and deals a different effect for each defense it beats. And to top it all off, you then shift away 3 spaces (adding another space for each defense you break). ===Master Infiltrator=== Specializing in sneaking around, rogues on this path gain the benefits of ''Infiltrator's Action'', which gives free move action after spending an action point, ''Skillful Infiltrator'' for a +2 to all Acrobatics, Athletics and Stealth checks, and ''Invisible Infiltrator'' grants invisibility for a turn after killing or critical hitting a target of equal or higher level. For powers, they get Distracting Wound (target an enemy granting combat advantage for double damage and to extend that advantage to all allies for a turn), Impossible To Catch (become invisible for a turn once per encounter) and Painful Puncture (triple damage and ongoing 10 damage). Both of its attacks only work for a crossbow, light blade or sling, since these are fairly "stealthy" weapons. ===Master of Poisons=== In the event that you've been planning on specializing in using poisons but consider the poisons available to be way too wasteful, this is a path that lets you add poison to your attacks, but do beware how common poison resistance is. You begin with ''Poison Maven'' adding bonus damage to your poison attacks equal to your Int mod (something that's bound to be dismal based on how little you need it) and gaining Combat Advantage over those under your poison effects, ''Venomous Action'' uses an AP to make your next attack deal 10 ongoing poison damage, and ''Acidic Poisons'' has you punch through poison resistance, though it falls flat before those immune to poison. Blinding Dust is a small blast that blinds anyone you hit. Persistent Poison requires that an enemy suffers from your poison effects, but it makes sure that they need to make two saves before they can be rid of it. Insidious Poison is a flexible attack using a light blade or crossbow to fire an attack with a follow-up that deals not only 15 ongoing poison damage, but another 5 damage every time they move 2 or more spaces or attack. ===Master Spy=== Martial Power 1's attempt at a sneak-focused Rogue path is a lot more intricate with a particular addition of using the enemy's tools against them. ''Cover Action'', for example, gives you concealment for an AP and lets you move any distance that turn without penalty on the stealth check to remain concealed, ''Deadly Bluff'' lets you use Bluff as a minor action against an enemy's Insight to gain Combat Advantage, and ''Double Agent'' lets you hijack an enemy's benefits as if you were one of them once per encounter. Lingering Revelation is a flexible attack that uses a crossbow, light blade, or sling to strike and make the enemy so easy to follow that they can't hide that turn. Quick Change lets you use a bluff check against the target's insight to see if you can count as their ally for the turn. Spymaster's Edge lets you turn an enemy's failed attack against you right back at them, letting you exploit Sneak Attack and nabbing their weapon. ===Raven Herald=== This path is only for those rogues who worship the [[Raven Queen]], for this path is all about ensuring the natural order of life and death is undisturbed. You specialize in hastening the transition from bloodied to dead and killing the undead. ''Death Rites'' kicks you off with the Ritual Caster feat, training in religion, and a +4 to death saves, ''Slaying Action'' lets you spend an AP to get +2 to an MBA against a bloodied or undead enemy, and ''Radiant Striker'' makes your sneak attacks deal radiant damage. Unraveling Blow isn't much of an attack, though it adds +1[W] against bloodied or undead foes and if it triggers Sneak Attack, it adds another die. Death's Veil is an immediate reaction that renders you insubstantial and invisible when you get bloodied. Herald the End is a rather nice attack that deals save-ends dazing (or stunning if the target's undead). ===Rakish Swashbuckler=== This path in particular is a rather mark-heavy path, making worthwhile for any multiclassing with a defender class or just working with a defender. It also requires that you dedicate yourself entirely to light blades. ''Incorrigible Action'' uses an AP to make enemies take -2 to hit you for the turn, ''Vexing Foe'' doubles the penalties of attacking you if the enemy was marked by an ally while your marks give allies Combat Advantage, and ''Dastardly Opportunist'' lets you make a free MBA when an ally crits an enemy next to you. Abashing Stab is an attack that marks the enemy, but while they have a -2 to hit you, they get a +5 to damage if they do hit. Mocking Footwork is a stance that lets you shift either you or an enemy every time you hit them while you have Combat Advantage over them. Cutting Assault is a double-hit, first going Charisma vs Will to save-ends weaken and slow the enemy, then the actual attack that perma-marks (with Combat Advantage if the first attack hit, but they'll be slowed if they aren't). ===Red Cloak=== This is a path for Rogues with the Red Cloak Student feat (+2 to acrobatics and when using Riposte Strike with a longsword, shortsword, or rapier against an enemy you have Combat Advantage over, you gain +1 to AC and Reflex for the turn), making this a path best suited for those who know how to make the most of their opportunities and knows their way around rapiers or shortswords. ''Crimson Brutality'' kicks things off by spending an AP and letting an attack benefiting from Sneak Attack deal maximized Sneak Attack damage, ''Roof Runner'' lets you shift 2 spaces every time someone misses you, and ''Red Cloak Reaction'' lets any immediate action attack that misses all targets not count as using your immediate action. Dance of the Cloak is an immediate counterattack with reliable. Scarlet Maneuver gives you Combat Advantage over anyone who misses you in melee. Crimson Rebuttal also lets you respond to a missed attack with a reliable attack that knocks the attacker prone with no way to get up until its next turn. ===Shadow Assassin=== This paragon path is all about killing people quickly and efficiently, as only a rogue can. Like the Master Infiltrator, its path attack powers only work for a wielder using a crossbow, light blade or sling. For features, it grants Shadow Assassin's Action (gain +4 to attack rolls after spending an action point), Shadow Assassin's Riposte (inflict damage on an adjacent enemy that misses an attack against you) and Bloody Evisceration (increase Sneak Attack damage by +1d6 when attacking a Bloodied target). For powers, you got Killer's Eye (a double-damage attack that increases to triple damage if the target hasn't made any actions this encounter yet), Bad Idea, Friend (once per day, if an adjacent foe makes a melee attack against you, increase all defenses against that attack by +10, and double the damage of Shadow Assassin's Riposte) and Final Blow (target a Bloodied enemy for quintuple damage and shift towards it). ===Strong-Arm Enforcer=== This particular path is for Rogues trained in intimidate, specializing in the Rattling keyword and a few marking abilities with a light blade. ''Promise of Pain'' lets you spend an AP for your attacks gain the Rattling keyword for the turn, ''Vicious Courage'' makes any rattling attacks that hit an enemy you have Combat Advantage over give you THP equal to Cha Mod, and ''Strong-Arm Mark'' adds onto that by letting you mark that target while letting you gain +Cha to damage against this foe. Painful Reminder is a Will attack against someone you hurt last turn that you then mark - and if you have Ruthless Ruffian, they slide a space as well. Implied Threat lets you add Str to your intimidate rolls for the encounter, which can also help as a Ruffian, but you could also do so as a Brutal Scoundrel. Callous Strike is an attack with a Cha-based follow-up that has the Fear keyword and can make them move back a space if it hits. ===Verdant Stalker=== Being a path exclusive to Rogues trained in stealth, this sounds like a blatant shoo-in, right? After all, if you aren't a Rogue already, there are two multiclass feats that provide training in stealth if you don't already have it. There's another catch: this path is exclusively shooting with an unusual set of tools (hand crossbow, repeating crossbow, shortbow, shuriken, or sling) which makes any dagger, longbow, or plain-crossbow-focused rogues useless. ''Delicate Shot'' gives a neat trick by letting you roll a minimum of 3 on your Sneak Attack rolls if you were shooting while hidden, ''Vanishing Action'' spends an AP to let you hide with stealth (and you get a bonus if you also spend your move action to hide), and ''Light Footed'' makes terrain a non-issue for you. Shadow to Shadow lets you shift 3 spaces and hide before and after your shot. Forest Specter lets you turn invisible for a turn while hiding behind total concealment or superior cover. Leaves of Steel shifts you 3 spaces before firing at everyone within a ranged burst 2.
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