Might of Eden: Fabled Scoundrel

Eden is rural for the most part, with wilderness and agricultural countryside its most predominant traits. But large urban centers are not unknown to this world, and these places are the most popular, inspiring the imaginations of people all over the world. In the cities and larger towns, certain street and backstreet cultures thrive in the shadows. They have their own words, their own styles and fashions, their own song and dance, hidden in plain sight of the status quo.

In these environments, the Rogue is in its element, confident and inconspicuous. Rogues can come from many backgrounds and they need not just be thieves or assassins. A fast, acrobatic swordsman can benefit from the tricks of Rogues, or a nobleman with a dagger in his pocket and an quick tongue. Their style of fighting is not diminished by its use in banditry and theft, and no accomplished swordsfighter would write off a speedy rogue as not belonging to a “real” school of fighting. In the streets, it’s about defending yourself, with whatever you can hide from the guards. That deserves respect of its own.

The most legendary of rogues are the Fabled Scoundrels. Unknowingly (or quite knowingly depending on the Rogue) calling on the wily tricks of dark or fey spirits, Fabled Scoundrels outwit and outfight their opponents with quick footwork, a precise blade or shot, and a bit of otherworldly luck. A truly adept Fabled Scoundrel may use strikes that leave an opponent feeling impaired or poisoned when they are not really. He or she may disappear in the shadows while really being completely visible. But for how long can one outwit the world?

LEVEL 1 AT WILL POWERS

Orvial’s Elusive Blade Rogue Attack 1
A quick slash as though by an invisible blade bypasses the target’s defense.
At Will @ Martial, Weapon, Poison
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: If you spent an action point and used that action to make this attack, you are treated as having combat advantage against the target during this attack.
Attack: Dexterity + 2 vs AC
Hit: 1[W] + Charisma modifier damage.
Increase to 2[W] + Charisma modifier damage at 21st level.

Inunkuru’s Poisoned Dart Rogue Attack 1
Your weapons strike as though coated in deadly poison, turning the target’s reactions sluggish.
At Will @ Martial, Weapon
Standard Action Ranged Weapon
Requirement: You must be wielding a crossbow or a sling.
Attack: Dexterity vs AC; If you are adjacent to the target, this attack does not provoke an opportunity attack.
Hit: 1[W] + Dexterity modifier damage. The target cannot make opportunity attacks against you until the end of your next turn.
Increase to 2[W] + Dexterity modifier damage at 21st level.
Effect: If you spent an action point and used that action to make this attack, the target takes a -2 penalty to Fortitude and Will defenses until the end of your next turn.

Harry The Wounded Rogue Attack 1
You follow an ally’s attack with a dirty blow against a distracted opponent.
At-Will @ Martial, Weapon
Requirement: You must be wielding a light blade, crossbow or sling.
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC.
Hit: 1[W] + Dexterity modifier damage. If the target was marked by one of your allies adjacent to it, you can apply your Sneak Attack damage to this attack.
Increase to 2[W] + Dexterity modifier damage at 21st level.

Iron Current Dance Rogue Attack 1
You move around your enemy in a coordinated dance, blades brushing past it like cutting air.
At-Will @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs AC, two attacks
Effect: You can shift 1 square before your attack.
Hit: 1[W] damage per attack.
Increase to 2[W] damage per attack at 21st level.

Cutting Tassel Dance Rogue Attack 1
In the midst of the rhythm, steel flashes.
At-Will @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity +2 vs AC; If you spent an action point this turn, the bonus improves to +4.
Hit: 1[W] + 2 damage.
Miss: 3 damage
Increase primary damage to 2[W] + 4 and miss damage to 6  at 21st level.

Virulent Weapon Rogue Attack 1
You apply a minor poison to a dagger or bolt and attack.
At-Will @ Martial, Weapon, Poison
Requirement: You must be wielding a light blade, crossbow or sling.
Standard Action Melee or Ranged Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 1[W] + Dexterity modifier poison damage. If the target is bloodied, you can apply one of the following secondary conditions to it with this attack:
•If it attacks during its next turn, it takes 1d6 poison damage.
•It is slowed until the end of your next turn.
Increase primary damage to 2[W] + Dexterity modifier and the secondary poison damage to 2d6 at 21st level.

LEVEL 1 ENCOUNTER POWERS

Black Step Of The Iyonnu Rogue Attack 1
Your movements are shrouded in the dark, and you get a quick jab at your opponent.
Encounter @  Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a sling, crossbow or light blade.
Target: One creature
Effect: You can shift 1 square before or after making this attack.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and you have concealment until the start of your next turn. If you spent an action point to take an extra action and used that action to make this attack, you are invisible until the start of your next turn instead.

Invitation To Dance Rogue Attack 1
You beckon a foe forward, inviting an attack that will end badly for the foe.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Close Burst 3
Target: One creature in burst you can see
Attack: Dexterity vs Will
Hit: You pull the target 2 squares and mark it. If the target attacks you during its next turn, you can make a secondary attack against it as an immediate reaction.
Secondary Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage and you slide the target 2 squares.

Aiming Action Rogue Attack 1
This shot will be good, but the next one will be all the better.
Encounter @ Martial, Weapon
Requirement: You must be wielding a sling, crossbow or light thrown weapon.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage and your ranged attacks have combat advantage against the target until the end of your next turn.

Swerve Throw Rogue Attack 1
Your shot curves around an obstacle to strike an enemy in cover.
Encounter @ Martial, Weapon
Requirement: You must be wielding a sling or light thrown weapon.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC; if the target has the benefit of cover or concealment, this attack is made with combat advantage and ignores cover or concealment (but not total cover or total concealment).
Hit: 1[W] + Dexterity modifier damage.

LEVEL 1 DAILY POWERS

Clinging Ice Strike Rogue Attack 1
The enemy’s wound freezes over, and when the blade pulls out, the enemy is unable to move.
Daily @  Martial, Weapon, Cold
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a sling, crossbow or light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is immobilized (save ends). If you have an action point, you can treat this attack’s damage as Cold.
Miss: Half damage and the target is slowed until the end of your next turn.

Culebra Rogue Attack 1
You are constantly moving in unbroken coordination around your enemies.
Daily @ Martial, Weapon, Stance
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and you slide the target 1 square.
Effect: Until the end of the encounter, whenever you attack an enemy, you can slide that enemy 1 square after the attack. Whenever you are attacked by an enemy, you can shift 1 square after the attack. You can end this effect as a minor action.

LEVEL 2 UTILITY POWERS

Venomous Edge Rogue Utility 2
You are a master at applying, utilizing and striking with poison, maximizing its effectiveness even when it would otherwise be wasted on an enemy.
Encounter @  Martial
Minor Action Personal
Effect: The next attack you make with a power that has the Poison keyword ignores up to 5 + your dexterity modifier resistance to Poison damage. If the target is immune to Poison damage, the power deals half damage instead of none on a successful hit. If the damage is ongoing, it becomes untyped damage instead.

Masterful Liar Rogue Utility 2
Your words are faster even than your schemes.
Encounter @ Martial
Minor Action
Effect: You can make a bluff check with a +2 power bonus.

LEVEL 3 ENCOUNTER POWERS

Cunning Twist Of The Ashura Rogue Attack 3
You grab your opponent and shift him into a disadvantaged position before striking.
Encounter @  Martial, Weapon
Standard Action Melee 1
Requirement: You must be wielding a light blade.
Target: One creature
Attack: You slide the target into another square adjacent to you then make a Dexterity vs AC attack.
Hit: 1[W] + Dexterity modifier damage.
Effect: You push the target 2 squares. You can spend an action point to push your opponent 1 + your Strength modifier squares instead and knock your opponent prone.

Gambia Rogue Attack 3
A flash of steel from your off-hand catches your opponent in the eye.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades. You must be wielding a light blade in your off-hand.
Special: This attack uses the enhancement bonus of the weapon in your main hand, if any.
Minor Action Melee Weapon
Target: One creature
Attack: Dexterity vs AC (off-hand)
Hit: 1[W] damage and you have a +2 bonus to AC against attacks by the target until the end of your next turn.

Manyshot Rogue Attack 3
You fire rapidly or with multiple projectiles at a single opponent.
Encounter @  Martial, Weapon
Standard Action Area Ranged Weapon
Requirement: You must be wielding a crossbow, sling or light thrown weapon.
Target: One creature
Attack: Dexterity vs. AC; two attacks
Hit: 1[W] damage per attack. If both attacks hit, you can add your Dexterity modifier to the damage.

LEVEL 5 DAILY POWERS

Venomous Blade Rogue Attack 5
A precise strike at a vital organ leaves your opponent feeling sick and intoxicated.
Daily @ Martial, Weapon, Poison
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a sling, crossbow or a light blade.
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target is weakened (save ends). If you have an action point, you can treat this attack’s damage as poison damage, and you can spend your action point to gain combat advantage against the target for as long as it is weakened.
Miss: Half damage and your opponent has a -2 penalty to attack rolls (save ends).

Releasing Hand Rogue Attack 5
You use your opponent’s own force toss it quite far.
Daily @ Martial, Weapon, Reliable
Standard Action Melee Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage. You slide the target 1 square for each square it moved during its last turn, and it takes extra damage equal to twice the number of squares you slide it in this way. If this forced movement ends with the target adjacent to a wall or a square of blocking or hindering terrain, it takes 1d6 extra damage.

LEVEL 6 UTILITY POWERS

Taste of Blood Rogue Utility 6
A precise shot emboldens you to fight all the harder.
Encounter @  Martial
Free Action Personal
Trigger: You score a successful critical hit.
Effect: You gain 1 action point. You cannot spend this action point to take extra actions, and it is lost at the end of your next turn if you do not spend it.

Sidestep Rogue Utility 6
You try to move out of the way of an incoming attack.
Encounter @ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack on your AC or Reflex defense
Prerequisite: You must be trained in Acrobatics.
Effect: You gain a +2 power bonus to AC and Reflex defense against the triggering attack. If the bonuses render the attack unsuccessful, you can shift 1 square and have combat advantage against the target during your next turn.

LEVEL 7 ENCOUNTER POWERS

Slip of the Apekar Rogue Attack 7
Your swift movements seem to almost leave a shadow of yourself behind, distracting the enemy.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: You can shift up to 2 squares but must remain adjacent to the primary target. If you have an action point, you can teleport 2 squares instead of shifting, but must still remain adjacent to the primary target. You can make a secondary attack against the same or a different target.
Secondary Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage.

Whirling Rapids Dance Rogue Attack 7
You seize your opponent and twist it around with no intention of catching and pulling it back.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 2[W] + Dexterity modifier damage and you grab the target (until escape). You can choose one of the following secondary effects to apply to the target:
•You knock the target prone and shift 1 square.
•You push the target 2 squares.
•You deal 1[W] extra damage and the target has a -2 penalty to checks made to escape the grab until the end of your next turn.

Blood Across The Eyes Rogue Attack 7
The spray of blood cause by your attack covers the opponent’s face.
Encounter @ Martial, Weapon
Requirement: You must be wielding a sling, crossbow or light thrown weapon.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and the target is blinded until the end of your next turn. If you had combat advantage against the target, it takes 1[W] extra damage.

LEVEL 9 DAILY POWERS

Flitting Shadow Strike Rogue Attack 9
You strike an enemy in the eyes and quickly dart out of sight, using your attack as initial cover.
Daily @ Martial, Weapon, Stance, Illusion
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage and the target is blinded (save ends).
Effect: You can shift 1 square and make a stealth check to hide with a +2 bonus as a free action. If you have an action point and succeed on your stealth check to hide, you become invisible until you attack, spend your action point, until the end of the encounter or for 5 minutes, whichever comes first, instead of hiding.

Stomping Dance Rogue Attack 9
You drop and swing your legs, topple your opponent and with a twist, land your talon upon it.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Target: One creature
Effect: You knock the opponent prone. Until the end of the encounter, whenever the opponent falls prone beside you, it provokes an opportunity attack from you.
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage.
Miss: Half damage

Shadow Stars Rogue Attack 9
You throw a multitude of weapons, missiles or stones that seem to fall in tricky, unpredictable ways.
Daily @  Martial, Weapon
Standard Action Area Burst 1 Within 10 Squares
Requirement: You must be wielding a crossbow, sling or light thrown weapon.
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC; you have combat advantage against the target for this attack.
Hit: 1[W] + Dexterity modifier damage. You can apply your “Sneak Attack” damage to each target of this attack.
Miss: Half damage

LEVEL 10 UTILITY POWERS

Creeping Shadow Rogue Utility 10
Somehow, you vanish from sight.
Daily @  Martial, Illusion, Stance
Move Action Personal
Requirement: You must be trained in Stealth.
Effect: You can shift 2 squares and make a stealth check to hide with a +5 bonus. If you have an action point and succeed on your stealth check to hide, you become invisible until you attack or until the end of the encounter (or 5 minutes) instead of hiding.

Magic Clamber Rogue Utility 10
You desperately claw your way up a surface using the most durable weapons you have.
Encounter @ Martial
Move Action Personal
Requirement: You must be wielding two magic light blades.
Effect: You climb 2 squares + one extra square per point of enhancement bonus of the magic weapon in your main hand.

LEVEL 13 ENCOUNTER POWERS

Paralytic Attack Rogue Attack 13
You cut or stab into the target’s vitals and paralyze it for a few, terrifying seconds.
Encounter @ Martial, Weapon, Poison
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a crossbow or light blade.
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity damage and the target is immobilized until the end of your next turn. If you have an action point you can treat this attack’s damage as poison damage, and you can spend your action point to make the target stunned instead of immobilized.

Cutelo Rogue Attack 13
From where did the blade come, and where did it go?
Encounter @ Martial, Weapon
Minor Action Melee Weapon
Target: One creature
Effect: As part of this attack, you draw a light blade and make a Dexterity vs AC attack with it before putting it away anew. You have combat advantage for this attack. This attack deals no weapon or modifier damage, but applies any damage modifiers you have to Weapon attacks from feats, items or other powers, and you can apply your Sneak Attack damage to it.

Shower of Stars Rogue Attack 13
You launch a number of weapons into the sky and watch them ricochet or fall upon your enemies.
Encounter @ Martial, Weapon
Requirement: You must be wielding a sling or light thrown weapon.
Standard Action Close Blast 5
Target: Each creature in blast you can see
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed until the end of your next turn.

LEVEL 15 DAILY POWERS

Spray Poison Rogue Attack 15
Like a spitting cobra you shower your opponent, except you strike with baleful blades or bolts that flay the enemy’s skin.
Daily @ Martial, Weapon, Acid
Standard Action Close Blast 3
Requirement: You must be wielding a sling, crossbow or light thrown weapon.
Target: Each enemy in blast you can see
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity + Charisma modifier acid damage.
Effect: The target grants you and your allies combat advantage (save ends).

LEVEL 16 UTILITY POWERS

Burning Veins Rogue Utility 16
Hatred is the strongest of ailments you can inflict.
Encounter @ Martial, Poison
Minor Action Personal
Effect: Until the end of your next turn, when you could apply your Sneak Attack class feature, you can choose to spend it without dealing extra damage, and the target takes ongoing 10 poison damage (save ends).

Shadow Flight Rogue Utility 16
You move with all the speed of a shadowy wraith.
Daily @ Martial, Teleportation
Move Action Personal
Effect: You teleport 10 squares.

LEVEL 17 ENCOUNTER POWERS

Poison Of the Red Widow Rogue Attack 17
You drive a weapon into your opponent like the claws of the Red Widow, and he feels as sluggish as though he were really poisoned.
Encounter @ Martial, Weapon, Poison
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a sling, crossbow or a light blade.
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 3W] + Dexterity modifier poison damage and the target has a -4 penalty to AC and Reflex defense until the end of your next turn.

Crashing Waterfall Dance Rogue Attack 17
You embrace your opponent before the punishing fall.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 2[W] + Dexterity modifier damage and you grab the target (until escape). You can choose one of the following secondary effects to apply to the target:
•You slide the target 1 square and it falls prone.
•You push the target 2 squares, and it is dazed until the end of your next turn.
•You deal 1[W] extra damage and the target has a -4 penalty to checks made to escape the grab until the end of your next turn. As long as the target is grabbed, it grants you combat advantage.

LEVEL 19 DAILY POWERS

Stalker In Daylight Rogue Attack 19
Neither the sun nor your opponent know where you stand or from where you strike.
Daily @  Martial, Weapon, Stance
Standard Action Ranged 5
Requirement: You must be wielding a sling, crossbow or light thrown weapon and be trained in Stealth.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Effect: You can make a stealth check to hide as a free action without penalty even if a creature has a direct line of sight to you. If you succeed on your stealth check, you are invisible until the end of your next turn.
Sustain Minor: The invisibility persists.

LEVEL 22 UTILITY POWERS

False Effort Rogue Utility 22
Your confidence fools even yourself.
Daily @ Martial, Stance
Minor Action Personal
Effect: Until the end of the encounter or for 5 minutes, you are treated as having an action point. You can end this effect to use a power’s effect that would normally require you to spend an action point (but not to take an extra action).

Speed of Sound Rogue Utility 22
As your opponent strikes you, you vanish from its grasp and deliver a counterattack.
Daily @ Martial
Immediate Reaction Personal
Trigger: You are bloodied by an opponent.
Effect: You can shift 1 square and take a standard action.

LEVEL 23 ENCOUNTER POWERS

Shadow Talon Rogue Attack 23
You swing quickly to blind your opponent to your retreat.
Encounter @ Martial, Weapon
Minor Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity Vs AC
Hit: 2[W] damage and the target is blinded until the end of your next turn.
Effect: You can shift 1 square and make a stealth check to hide as a free action without penalty even if a creature has direct line of sight to you.

Quicksilver Twirl Rogue Attack 23
You swing your arms and hips in rhythm, the blades on your hands leaving slashes across the enemy’s sides and backs.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage

Greater Manyshot Rogue Attack 23
You fire a deluge of projectiles at a single enemy.
Encounter @  Martial, Weapon
Standard Action Area Ranged Weapon
Requirement: You must be wielding a crossbow, sling or light thrown weapon.
Target: One creature
Attack: Dexterity vs. AC; three attacks
Hit: 1[W] + Dexterity modifier damage per attack.

LEVEL 25 DAILY POWERS

Speed Outside Time Rogue Attack 25
Your enemy’s reality seems to slow, as you move with such speed that it cannot react in time.
Daily @  Martial, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a sling, crossbow or a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. You can take an extra standard action before the end of your turn, and the target cannot take a standard action on its next turn.
Effect: Until the end of the encounter or for 5 minutes, whenever the target takes a standard action, you can make an Dexterity vs Reflex attack against it as an immediate interrupt that deals 1[W] damage.

LEVEL 27 ENCOUNTER POWERS

Substitution Technique Rogue Attack 27
Your strike your opponent headfirst, but a supernaturally quick step reveals your true angle – and the blade behind its back.
Encounter @  Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, if the target attacks you, you can teleport up to 4 squares and gain a +2 bonus to all defenses against that attack as an immediate interrupt, but must remain adjacent to the target. Then, you can make a secondary attack with combat advantage against the same target.
Secondary Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage.

Flooded Forest Dance Rogue Attack 27
Your opponent is crushed by the current of your dance.
Encounter @ Martial, Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Standard Action Melee Weapon
Target: One creature
Attack: Dexterity vs Fortitude
Hit: 2[W] + Dexterity modifier damage and you grab the target (until escape). You can choose one of the following secondary effects to apply to the target:
•You slide the target 4 squares and it falls prone. You can shift 2 squares.
•You push the target 3 squares, and it is dazed until the end of your next turn. You can shift 3 squares.
•You deal 2[W] extra damage and the target has a -4 penalty to checks made to escape the grab. As long as the target is grabbed, it grants you combat advantage.

Pressure-Point Strike Rogue Attack 27
You plant a projectile weapon in the key arteries of three different enemies.
Encounter @ Martial, Weapon
Requirement: You must be wielding a sling, crossbow or light thrown weapon.
Minor Action Ranged Weapon
Target: One, two or three creatures
Attack: Dexterity + 2 vs AC
Hit: One of the targets is dazed, another stunned and another blinded, all until the end of your next turn.

LEVEL 29 DAILY POWERS

Five Striking Ice Shadows Rogue Attack 29
A series of quick slashes and strikes to key spots leave your target as though frozen in place.
Daily @ Martial, Weapon, Cold
Standard Action Melee or Range Weapon
Requirement: You must be wielding a sling, crossbow or light blade
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 4[W] + Dexterity modifier cold damage and the target is petrified and has ongoing 10 cold damage (save ends both).
Aftereffect: The target is dazed until the end of your next turn.
Miss: Half damage and the target is slowed and dazed until the end of your next turn.

Thunderstep Dancer Paragon Path

We’re both dancing to a secret song, one I can follow and you, unfortunately, cannot.

Prerequisite: Rogue, 11th level, Artful Dodger

Athirua have been dancing since the dawn of time, captivating the hearts of all those who beheld them. The nomadic race of lithe, effeminate people knew strength was not their asset, but rather charm and grace. Their dances were not just eye-catching – they could be deadly. Athirua could turn any swing of the hip or twist of the foot into an opportunity to sink a blade into an onlooker or dive away from an attack. Those secrets are no longer just theirs – observation and inter-racial relations have brought the fighting style to a relatively less obscure status than before, as Athirua and Athirua-born pass down the traditions passed down to them across many bloodlines once ignorant to the dance.

Thunderstep Dancer Path Features

Thunderstep Action (11th level): Whenever you spend an action point to take a move action, you can make a melee basic attack with a dagger or short sword with combat advantage at any point during that movement. The melee basic attack is modified by your Dexterity modifier instead of your Strength modifier.

Graceful Evasion (11th level): You add your charisma modifier as a bonus to your AC when wearing cloth or no armor, up to a maximum of +2. This improves to +3 at 16th level.

Sensuous Voice (11th level): The refinement of the dance is seen even in your voice, and you gain a +2 bonus Diplomacy and Bluff checks.

Partner Dance (16th level): Whenever you shift and end your movement adjacent to an ally, you can switch places with that ally and he or she can shift 1 square.

Thunderstep Dancer Powers

Zephyr Rejection Thunderstep Dancer Attack 11
You wrap yourself around a target, off-balance it and push off, striking another enemy nearby and toppling both.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and you push the target 2 squares. If it ends this movement adjacent to one of your enemies, if you have not applied your sneak attack damage this turn, that enemy takes damage equal to your Sneak Attack damage and falls prone.

Lover’s Scorn Thunderstep Dancer Utility 12
You turn dramatically, and face the other way.
Encounter @ Martial
Free Action Personal
Special: You can only use this power at the start of your turn before taking any other actions.
Effect: You shift 2 squares.

The Rouge Waltz Thunderstep Dancer Attack 20
You pull your enemy into the mythical dance that is said to either tie together fates forever, or kill an unworthy lover.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wearing light or no armor and be unarmed or wielding only light blades.
Target: One creature
Attack: Dexterity vs AC; you can repeat the attack against the same target until you’ve attacked four times or missed. The first time you miss, the attack ends.
Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square and shift 1 square.
Miss: If the first attack misses, you deal your dexterity modifier damage; if you score at least one successful attack, the first attack to miss deals half damage.

Wandering Swordsman Paragon Path

I have seen the swordsmanship of three nations, and yours is not enough to impress me.

Prerequisite: Rogue or Fighter, 11th level, proficient with the longsword or rapier, multiclass Fighter or Rogue.

You have gone through many adventures, studying the swordsmanship of legends, feats thought undoable and fables thought inimitable. It is not arrogant for you to believe that these feats are within your reach. Your reservoir of knowledge into swordsmanship has yielded you a great affinity for blades, and soon your sword will be able to cut through anything, like the men and women in the stories.

Wandering Swordsman Path Features

Fabled Action (11th level): Whenever you spend an action point to take an extra action and use that action to make an attack, you have a +1 bonus to your attack roll and ignore the enemy’s resistance or immunity to damage until the end of your turn.

Heavy Blade Fighting (11th level): You treat the rapier as a heavy blade with the versatile property, in addition to being a light blade. In addition, you become proficient with the longsword and can treat the longsword as a light blade for the purposes of your Rogue class features and powers that require light blades.

Great Parry (11th level): While wielding a versatile weapon with two hands, you have a +2 shield bonus to AC.

Cut Through Emotion (16th level): Whenever you miss with a daily attack power with the Weapon keyword while wielding a versatile weapon, the target of the power becomes dazed until the end of your next turn in addition to any other effects of the power which would happen on a Miss.

Wandering Swordsman Powers

Iaido Attack Wandering Swordsman 11
You rapidly unsheathe and attack with your blade in the same action.
Encounter @ Martial, Weapon
Minor Action Melee Weapon
Requirement: You must have a versatile weapon sheathed or packed and must draw it as part of this attack. This attack is made while holding the weapon in only one hand.
Target: One creature
Attack: Strength or Dexterity vs Reflex
Hit: 1[W] + Strength or Dexterity modifier damage.

Instantaneous Step Wandering Swordsman Utility 12
You make a single, solid bound.
Encounter @ Martial
Free Action Personal
Special: You can only use this power during your own turn.
Effect: You shift 2 squares.

Cut Through The World Wandering Swordsman Attack 20
You make an attack so fast and precise it shakes your opponent to its core.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must have a versatile weapon sheathed or packed and must draw it as part of this attack. This attack is made while holding the weapon in only one hand.
Target: One creature
Attack: Strength or Dexterity vs Reflex
Hit: 1[W] + Dexterity + Strength modifier damage and the target falls prone and is stunned (save ends). This attack’s damage ignores all resistance or immunity to damage.
Aftereffect: The target cannot stand until the end of its next turn.
Miss: Half damage and the target falls prone.

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Categories: D&D 4e, RPG | 1 Comment

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One thought on “Might of Eden: Fabled Scoundrel

  1. Telicis

    I like the new Paragon Path :D

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