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Rogue

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Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

The Rogue is only character where skills are of paramount importance. Rogues have the highest skill points per level and access to the most skills of any character class. For this reason Rogue become the Jack-of-All Trades as they seem to have a bit of knowledge about a wide variety of topics. Whereas a fighters get few skill points and even fewer in-class areas to spend them the Rogue can throw a few points into a great deal of skills 'just in case'. Rogues are not solely limited to learned skills, however, as they are given one of the most devastating combat abilities in the game: the Sneak Attack. At higher levels this is the most damaging combat attack in the D&D world. A Rogue can quickly end a deadly struggle with one quick strike from the shadows. As mentioned above, the rest of the Rogue's combat abilities are for avoiding damage altogether- armor class bonuses even if surprised and an almost magical avoidance of certain attacks makes the Rogue aviable combatant.

Making the Best Rogue

As with creating any character, a player must decide what the focus of that character will be - the Rogue is no different. The Rogue gets many skill points per level and can leave it at that. However, something to consider may be raising the Int of a starting Rogue and, suddenly, with an ability bonus of, say, 2 because of an Int of 14 or 15, you have 8 more skill points to spend on initial skills and 2 extra points per level hereafter. This adds up to a lot of extra skill points. Rogues have a wide variety of skills they can choose from and a player may need to sit down and think about what skills are important to them so that they can be concentrated on throughout there career. Rogues get a lot of skills points, but even they can't be good at everything.

In addition to Int as an area of focus, Dex must be considered as it is extremely important to the Rogue. Dexterity is important since several Rogue skills rely on Dex. Rogues typically have fewer hit points than more martial classes (only a d6 for hit points), and they have an unfortunate unfortunate occupational hazard of working with deadly traps are all reasons for a high Dex for a Rogue. The avoidance of damage should be a mantra for the Rogue.

As for the rest, a player should consider what is what is important: bolstering hit points with a high Con? Adding to combat damage with a higher Str? These are decisions that should be based on what sort of Rogue you are playing: a spy, a highwayman, a thug, a cut-purse and so on.

  • Hit Die: d6
  • Proficiencies: Proficient with rogue weapons and light armor. They are not proficient with shields
  • Skill Points (x4 at 1st level): 8 + Int Modifier

Skills

The Rogue is far and away the most highly skilled character class in the game. Most of their abilities are somewhat secondary to their vast knowledge and training in the mundane world. This makes the Rogue nearly indispensable for the party of adventurers wishing to confront all manner of obstacles- sometimes the Rogue's skills are all that save a group from certain death. The price is that the Rogue cannot face the enemy in open combat or cast powerful combat or healing spells.

The Rogue gains the most skill points of all the classes, but they are also expected to have the widest range of expertise. A Rogue must concentrate on some essentials that only the Rogue can easily train in such as Disabling Traps or Open Locks. These two skills, which can be essential, are also only available as a class skill to the Rogue. The second tier of skills are also rare and may be shared with only one or two classes: Pick Pocket, Search, and Spot. The Rogue acts as the early warning system to a party that that lacks a Ranger who can also be accomplished in such skills.

The Rogue has one skill that is so rare that none but the Rogue and the Bard can train in it: Use Magic Device. No other class can study this skill and so it should be exploited by the Rogue.

Class Skills (skill descriptions):

  • Concentration
  • Disable Trap*
  • Heal
  • Hide
  • Listen
  • Lore*
  • Move Silently
  • Open Lock
  • Parry*
  • Diplomacy: Persuade
  • Pick Pocket
  • Search
  • Set Trap*
  • Spot
  • Use Magic Device

*Notes:

Disable Trap and Set Trap can be considered subsets of the Dungeons & Dragons® Disable Device skill.

Lore can be considered a subset of the Dungeons & Dragons® Knowledge skill.

Parry is a Neverwinter Nights skill. It is not a part of the Dungeons & Dragons® game experience but is a necessary part of the Aurora Engine technology.

Go to Page (Previous Page - Index, 1, 2, 3, 4, 5, 6, 7, 7.1, 7.2, 7.3, 7.4, 7.5, 7.6, 7.7, 7.8, 7.9, 7.10, 7.11, 8 - Next Page)

 

 

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