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Rogue
Without question, the Rogue is one of the most adaptable and flexible classes in the game. Thief, warrior, scout, archer, and even wizard (through use device) are roles the class can fill. Charming bandit, brutal thug, or smooth envoy, the class offers more possibilities to the imaginative player than any other. Neverwinter Nights will continue this variability given to them in 3E
DnD.
It's a class that has so many options open to them for skill and feat selection, a class that has many interesting special abilities, a class that melds so easily with pretty much any other class, that getting to the specifics and details of the class is in order.
- Alignment Restrictions: None
- Hit Die per Level: d6 (1-6)
- Armor Proficiencies: Light Armor
- Weapon Proficiencies: Club, Crossbow, Dagger (all types), Dart, Mace, Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Short Sword.
- Saving Throws: Reflex (primary), Fortitude & Will (secondary)
- Skill Points Per Level: 8+Int Modifier (x4 at 1st character level)
- Class Skills: Concentration, Disarm Trap, Diplomacy: Persuade, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Pick Pocket, Search, Set Trap, Spot, Use Magic Device
- Class Features: Sneak Attack, Evasion, Uncanny Dodge, High Level Abilities
- Class Packages: Default, Bandit, Gypsy, Scout, Swashbuckler
They are light on HPs, lacking most armor and all shields, thin on weapons, and only good with Reflex Saves. They are, however, the best with skills and their class features are impressive when seen in use.
Class Packages: For the player who lacks a little knowledge on the game or seeing a package they like the sound of, there are a few here that offer good possibilities. Default Rogues dabble in all of the skills necessary for an adventurous sort. Bandit Rogues specialize in stealth and trap. The Gypsy using cunning and the heart that desires mobility to their advantage. A Scout is an observant sort and infiltrator. The Swashbuckler is a combat focused sort who is just as smooth with his or her tongue.
Skills: The Rogue gets the most skill points per level (by far) and the most skill available to them. Disarm Trap, Open Locks, Listen, Search, and Spot are skills that the dungeon delving and adventurous Rogue is often sought out for. Hide and Move Silently key the stealth ambitions of the class. Set Trap allows the Rogue to use more than blade and bow to disable or damage foes. Use Magic Device give the Rogue the opportunity to use items not normally within their capability. Parry can be a life-saver for a Rogue who wants to hold out against a superior foe until help comes. Persuade allows the slick, clever Rogue to use language to great advantage. Heal saves on potions and Cleric types. Concentration helps them maintain focus of mind as in against a Taunt. Lore reveals information where none is obvious. Pick Pocket can reward the fast fingered Rogue with items others leave vulnerable to theft. There is a lot there worth thinking about, and
fortunately, a lot there that the Rogue will be able to develop because of their high skill point per level base.
Feats: The Rogue gets the standard feats (at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th) that all classes get and no other selectable bonus feats (unless Human who gets 1 extra one), thus careful selection of ones that they do get is important. Rogues have many avenues open to them when it comes to feats, almost too many to list out in full. Some to think about though are in various categories. Offensively, the Rogue could go with feats like Weapon Focus (+1 to attack roll on a selected weapon), Power Attack (-5 attack, +5 damage and requires 13+ Str), Cleave (extra attack if a killing blow is delivered - requires Power Attack to take), Improved Critical (at level 8+, doubles critical threat range for a selected weapon), Point Blank Shot (no -4 attack penalty for using a ranged weapon in melee, plus +1 to attack & damage within 15' range) and Rapid Shot (and extra ranged attack per round at the cost of all attacks being at -2 attack roll; requires Point Blank Shot & 13+ Dex). Knockdown (and the improved version) has no requirements and looks to be a very useful ability in against foes who lack Discipline. Toughness is like getting +2 to Con as it grants +1 HPs/level which could be very important for the HP lacking Rogue. Dodge (requires 13+ Dex) gives a +1 boost to AC against a primary foe and is required for Mobility which is a good skill for avoiding those opportunities of attack (+4 bonus to AC against them) for the Rogue who plans on darting in and out of combat, looking to exploit flanks and weaknesses. Skill Focus (+2 to a selected skill) works well for the Rogue who wants to specialize in a particular function, setting them apart from other Rogues. As Rogues are regularly Dexterity heavy, Weapon Finesse (use Dex on selected weapon to determine attack roll bonus instead of Str) can make those Sneak Attacks even more deadly. Alertness (+2 to both Listen and Spot) is a good skill for the Scouting Rogue - possibly a life saver for a group that depends on the sharp eyes of the character. Called Shot (chance to weaken attack of a foe by -2 or slow foe by 20%) is another worth considering as a fleet footed Rogue could use that as a hit-and-run tactic against a superior foe.
Special Features: Sneak Attack is the most notable special feature of a class with many worth looking at. With it, a Rogue who catches a foe unaware or at a flank can deliver extra damage with a hit (which is already at a bonus). The damage scales with level and starts at d6 at 1st level, then increases as follows: 2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, 5d6 at 9th, 6d6 at 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at 19th. 10d6! If for no other reason, that is alone reason enough to think about staying pure Rogue (and reason to fear the high level Rogue if one is stalking you). As if that wasn't enough, the Rogue also gets Evasion (which eliminates all damage when a Rogue makes a save for half damage normally) at 2nd level, Uncanny Dodge (can't be caught flatfooted at 3rd, +1 to Reflex Saves vs Traps at 6th, +2 at 11th, +3 at 14th, +4 at 17th, and +5 at 20th) and special feats to select from at 10th, 13th, 16th, and 19th. On those levels, any of the following feats can be chosen: Crippling Strike (+2 damage added to Sneak Attacks), Defensive Roll (Reflex Saves allowed on a killing blow to reduce it to half-damage), Improved Evasion (Reflex Saves for half-damage now become save for no damage and half-damage on a failed save), Opportunist (+4 to Attack Roll on Attacks of Opportunity), Skill Mastery (Disarm, Open Locks, and Set Traps automatically get a maximum result [20] even in combat), and Slippery Mind (a failed Will save vs. mind attack spell gets a second save). Some very good ones there to make taking that Rogue into the high levels.
Attributes: Rogues should start with Dexterity as many of their skills are keyed on it, but that's not even set in stone because of the variety of ways a Rogue could be played. Strength is important for the melee/assassin type Rogue. Constitution offers a boost to HPs. Intelligence strengthens the Rogues range of skills and is keyed to some important skills. Charisma has some impact on skills like Persuade and Use Magic Devise while Wisdom improves Listen, Spot, and Heal. There are far to many variations for the Rogue's design to be listed here, but here is a sampling:
- Str Dex Con Int Wis Cha Character Concept
- 14 14 14 12 12 12 Balanced
- 15 16 12 12 10 10 Assassin
- 13 17 10 14 12 10 Burglar
- 10 16 12 14 14 10 Scout
- 14 15 14 14 12 8 Adventurer
- 12 14 12 14 12 14 Con Artist
Again, there are far too many ways to design a Rogue within the 30 point buy system but those should give the undecided or advise seeking player something to think on.
Race: In some role or another, every race can make a good Rogue. Halflings are naturals with their racial bonuses to AC, Hide, Move Silently, Listen, etc., with a further +2 to Dex at the cost of -2 to Str. Elves get darkvision, bonus weapons, save bonuses, and skill bonuses that work well along with +2 to Dex with -2 Con being the balance. Gnomes get size bonuses and a boost to Con (+2) along with other special features for just a penalty to Str (-2). Human get the bonus skill points per level and the extra feat while the Half-Elf gets racial bonuses to some skills and saves that work well with Rogue. Dwarves bonus to Con (+2), Darkvision, bonuses to saves, and more comes only at the loss of Cha (-2). Finally, even the Half-Orc, with its -2 to both Cha & Int might seem little less suited, but the +2 to Str and Darkvision works well for the Rogue who'd like to put more fear into their melee attacks and make excellent thugish types.
Multi-class: While the Rogue gains so very much throughout their levels with maybe only 20th level itself being a little less impressive, they still make both the best class to multi-class with in either small parts or as the main class. Early on, they get impressive abilities to boost combat and damage avoidance not to mention the number of skill points they gather quickly from the get go. Even as the Rogue goes deep into levels and gets a lot of special features, classes like Barbarian and Fighter can help boost the character a little more if seeking more heavy hitting while classes like Wizard and Sorcerer offer spells that can make the Rogue even more effective (can you say things like Invisibility, Mage Armor, and Cat's Grace?). Any character of any class looking for a little more stealth and diversity should consider looking at Rogue as a possibility.
Conclusion: Rogue has always been a class I have enjoyed immensely, even though I don’t like playing evil characters simply because the class can be anything it wants to be - even good. ShadeRaven was the alias my first Charming Rogue shrouded himself with and I look forward to seeing him performing with great style again in the near future because within Neverwinter Nights, the class will be enjoyable and highly useful. Beyond that, it will be a class that offers a chance to explore and adapt as the game unfolds before them.
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