Rogue

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[The Astrolabe]

Rogue is a default base class with Arelith specific changes.


Introduction

Arelith Rogues enjoy many changes that benefit their sneaking, martial, and rogue-like abilities. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: none

Class Features

Hit die: d8

Proficiencies: Armor Proficiency (light), Weapon Proficiency (rogue), Weapon Proficiency (Whip)

Skill points: 10 + int modifier ((10 + int modifier) * 4 at 1st level)

Class Skills: appraise, bluff, climb, craft mastery, disable trap, heal, hide, intimidate, leadership, listen, lore, move silently, open lock, parry, perform, ride, sail, search, sleight of hand, spot, taunt, tumble, use magic device, use traps

Unavailable feats: scribe scroll, craft wand, weapon specialization

Bonus feats: crippling strike, opportunist, skill mastery, slippery mind, Simple Experimental Device, Signature Weapon, Skirmish Maneuvers, Gruesome Technique; Rogue's Bonus Feats at 10th level or higher: defensive roll, improved evasion

Primary saving throw(s): reflex

Base attack bonus: +3/4 level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP Sneak attack
1st +0 +0 +2 +0 8 1d6
2nd +1 +0 +3 +0 evasion, Weapon Finesse 16 1d6
3rd +2 +1 +3 +1 uncanny dodge I 24 2d6
4th +3 +1 +4 +1 Dirty Fighting 32 2d6
5th +3 +1 +4 +1 40 3d6
6th +4 +2 +5 +2 uncanny dodge II 48 3d6
7th +5 +2 +5 +2 special bonus feat 56 4d6
8th +6/+1 +2 +6 +2 64 4d6
9th +6/+1 +3 +6 +3 72 5d6
10th +7/+2 +3 +7 +3 special bonus feat, Keen Senses 80 5d6
11th +8/+3 +3 +7 +3 uncanny dodge III 88 6d6
12th +9/+4 +4 +8 +4 Shady Deals (ShD): Smoke Screen 96 6d6
13th +9/+4 +4 +8 +4 special bonus feat 104 7d6
14th +10/+5 +4 +9 +4 uncanny dodge IV, +2 Spot and Listen,
ShD: Exploding Holy Flask
112 7d6
15th +11/+6/+1 +5 +9 +5 special bonus feat 120 8d6
16th +12/+7/+2 +5 +10 +5 stealth bonuses: +10% stealth movement,
ShD: Dust of Silence
128 8d6
17th +12/+7/+2 +5 +10 +5 special bonus feat, uncanny dodge V 136 9d6
18th +13/+8/+3 +6 +11 +6 stealth bonuses: +1AB, ShD: Disjunction Shard 144 9d6
19th +14/+9/+4 +6 +11 +6 special bonus feat, Specialty Weapons: +1 152 10d6
20th +15/+10/+5 +6 +12 +6 uncanny dodge VI+, stealth bonuses: +20% stealth movement,
ShD: Mirror Dust
160 10d6

Epic Rogue

Bonus feats: The epic rogue gains a bonus feat every odd levels after 20th. In other words, at levels 21, 23, 25, 27, 29.

Epic rogue bonus feats: blinding speed, crippling strike, defensive roll, epic dodge, epic reputation, epic skill focus (all but animal empathy, perform, use magic device), improved evasion, improved sneak attack, opportunist, self concealment, skill mastery, slippery mind, superior initiative

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP Sneak attack
21st bonus feat 168 11d6
22nd ShD: Beholder Dust 176 11d6
23rd bonus feat 184 12d6
24th stealth bonuses: +30% stealth movement & +2 AB,
+3 Spot and Listen, Specialty Weapons: +2,
ShD: Paralytic Caltrops & Flashbang
192 12d6
25th bonus feat 200 13d6
26th 208 13d6
27th bonus feat 216 14d6
28th 224 14d6
29th bonus feat 232 15d6
30th 240 15d6

Arelith Changes

Change Level Description
Rogue Proficiency Weapons - A number of custom weapon changes have been made adding more variety to this weapon categorization.
Hit Dice - Raised from 1d6 to 1d8.
Weapon Finesse 2 Granted at level 2.
Class skills - Rogues on Arelith get access to Perform, Ride, Sail and Taunt as class skills.
Detection -
  • At level 10, gain Keen Senses. If the rogue is an elf, they get a +2 to Spot and Listen instead.
  • At level 14, gain +2 Spot and Listen.
  • At level 24, gain an additional +3 Spot and Listen. Note that these bonuses are soft and subject to the 50 skillpoint cap.
Stealth Bonuses - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the in stealth rogue speed increase but only Rogue, Harper Scout, and Zhentarim Operative levels count for the +AB bonus when leaving stealth. Rogue levels are required for this bonus to trigger.
  • At combined level 16, movement speed penalty in stealth is reduced by 10%.
  • At combined level 18, gain +1 AB for 1 round after leaving stealth. +AB has a 5 round cooldown.
  • At combined level 20, movement speed penalty in stealth is reduced by 20%.
  • At combined level 24, movement speed penalty in stealth is reduced by 30% and gain +2 AB for 1 round after leaving stealth. +AB has a 5 round cooldown.
  • If the character has monk levels 10% of the bonus speed is removed.
Lightly Armored - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. Rogue levels are required for this bonus to trigger. Light armor will receive all AC lost to the dex cap as Armor AC (stacking on your chestpiece when wearing Light Armor: Padded, Leather, or Studded Leather) this makes it count while flatfooted; subject to a cap of AC/4 combined levels. The bonus will also be counted vs. Touch Attacks to properly simulate a Dexterity bonus. Lightly Armored AC bonuses stacks with the AC granted from 5 Fighter levels. For example, if you have 6 rogue and 3 assassin levels and 28 of dex (modifier 9), and you are using a Studded Leather Armor - which has a max dex modifier of 4 - then, you'd have 4 of normal dex AC, and 2 of extra Dodge AC, and lose 2 points of AC until combined level 15. Elven Chainmail now counts as Light Armor for the purpose of the Lightly Armored feat.
Specialty Weapons - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the +1 AB to any finessable weapon at levels 19 and 24. Rogue levels are required for this bonus to trigger. At 19 combined levels, gain +1 AB when using any finessable weapon. At 24 combined levels, gain +1 additional AB when using any finessable weapon. These bonuses add to a weapon's non-magical Attack Bonus and allow Damage Reduction penetration. For example, a +3 AB weapon will become +5, capable of bypassing Stoneskin or Premonition, with 16 rogue 5 shadowdancer and 3 assassin combined levels.
Note: The weapon must be a finesse weapon, please note that there are a number of custom weapon changes including adding finesse to weapons.
Blinding Speed -
Type of feat: Epic General
Prerequisite: 21st level, dexterity 25+
Required for: None
Specifics: The character is able to activate an instant action extraordinary (not affected by antimagic) Haste-like effect on themselves. Casting times are not reduced by Blinding Speed, but Blinding Speed has all the other individual effects of Haste except for the casting effect: +1 APR (Attack per round), +50% Move Speed, and +4 Dodge AC. Activating this ability does not break stealth. If Haste is cast on someone with Blinding Speed, the Blinding Speed effect is cancelled and Haste is applied. Effect duration is 3 turns. Unlimited uses per day, but 8 turns of cooldown period between uses. The cooldown of Blinding Speed is reduced by 1 turn every 6 combined Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer, Swashbuckler and Zhentarim Operative levels. Rogue levels are not required for this bonus to trigger.
Use: Selected (instantaneous)
Shady Deals - Rogues may also use the -rogue command once every 10 minutes to requisition some special items in exchange for gold. These consumables are single-use items and specialty grenades. The requisitions are unlocked with rogue levels. The grenades may be traded, but only rogues may use them, still subject to their own required levels.
  • Level 12: Smoke Screen (1000gp) - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Spot, a lingering buff to Hide and 20% concealment.
  • Level 14: Exploding Holy Flask (1500gp) - Anti-Undead Grenade that does increasing amounts of damage with Rogue levels and slows undead targets on a failed Reflex save. Affects PC Undead.
  • Level 16: Dust of Silence (2000gp) - Buffs the Move Silently of the Rogue and nearby party members for a number of turns equal to Rogue class level.
  • Level 18: Disjunction Shard (2500gp) - Anti-Construct grenade that does increasing amounts of damage with Rogue levels. Also does an AoE breach effect that affects both constructs and non-constructs. Two breaches regardless of save or not. If the target fails the save, then there will be three breaches.
  • Level 20: Mirror Dust (3750gp) - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to AB and a lingering Miss Chance debuff.
  • Level 22: Beholder Dust (5000gp) - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Concentration and a Spell Failure Chance.
  • Level 24: Paralytic Caltrops (4250gp) - Creates a field of caltrops that causes one round of immobilize and a lingering movement speed debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.
  • Level 24: Flashbang (5000gp) - This grenade causes a one round Stun effect and a lingering -2 universal save debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.
Rogue Grenades - Requires Method: Simple Experimental Device for access.

Reflex DC on any rogue grenade will be 10 + (Rogue Levels / 3) + Dexterity modifier. Additionally, rogues will apply this formula to any of the normal grenades found in the modules.

The damage of all grenades increases with your rogue levels as follows:
Acid/Fire Bomb
Damage = target [10 + rogue / 4]d6 + splash [1 + rogue/6]d6
Acid/Fire Flask
Damage = target [1 + rogue / 4]d6 + splash [0 + rogue/6]d6
Choking Powder - Now a Fortitude save versus Poison.
Bonus Language 7 Thieves cant.
Use Traps - For each 5 levels in Assassin, Harper Scout, Rogue, or Zhentarim Operative, the saving throw DC on traps they set is increased by 1.
Skill Mastery -
Type of feat: Rogue Bonus, Harper Scout Bonus, Zhentarim Operative Bonus, Cause of Vigilance Path
Prerequisite: Rogue 7, Harper Scout 1, Zhentarim Operative 1
Required for: None
Specifics: Gains +4 Open Lock, Disarm Trap, and Set Trap in addition to taking 20 in-combat for those three skills. Stops critical fails on a 1 when attempting to disable traps on Quarter Doors. May also recycle traps.

Recycle traps: upon a successful check, the triggered trap is placed upon where it was set instead of destroyed. The check DC is determined by: (Trap Setter's Set Trap skill ranks / 2 + Trap Setter's Disarm Trap skill ranks / 2 + d20) vs 10 + Trap setting DC dependent on severity: Minor 5 / Average 10 / Strong 15 / Deadly 20 / Epic 25. Epic traps also takes a coin toss to see if it is successfully recycled on top of the above formula.
Use: Automatic
Opportunist - Gains +4 Hide, Move Silently, and Sleight of Hand in addition to +4 AB for Attacks of Opportunity
Methods - Bonus Feats can be used to take the following Methods:
  • Simple Experimental Device (Access to Rogue-only Grenades): Rogues with at least 2/3 Rogue levels are immune to their own Choking Powder clouds.
  • Signature Weapon (+1 AB and +2 Intimidate when using a chosen weapon)
  • Skirmish Maneuvers (+1 AB when using Dirty Fighting, +2 Hide, +2 Move Silently)
  • Gruesome Technique (Fear on killing blow)

Roleplay Tips

The strength of a rogue isn't really in their character sheet, it's in the array of options open to them. Rather than tell you 'how to do it', I'm going to tell you about some of the options available to rogues - they're not an easy class to play, but you get many more gameplay options than, say, a battle cleric.

That said, if you're new to NWN, you might want to try something a bit simpler!

So here are some flavours of rogue... a 'good' rogue build will combine several of these.

  • Sneak. High hide/ms (and often high dex) mean that a rogue can go to places that, say, a mage of their level wouldn't dare to. A good sneak keeps some items around to let them get away if they're spotted - on Arelith, guaji root, potions of invisibility and potions of haste are all useful things to keep around.
  • Dex warrior. High dexterity, high tumble, weapon finesse and weapon focus in, say, rapier give a rogue a decent AC and AB. While they're unlikely to win a stand-up fight with a warrior of similar level, by the time they enter combat a rogue should have many fewer opponents to deal with...
  • Archer. High dex, point black shot, rapid shot and weapon focus in a bow can be powerful in a rogue. Complements sneaking very well - sneak up to within sneak attack range of a spawn and fire off several shots in a round. An epic rogue with a bow can take down most of a spawn in a single round, because they don't have to move.
  • Pickpocket. On Arelith, you get XP for pickpocketing monsters (though not for pickpocketing PCs; if you take high PP then you should be sparing in its use on other players). Again, you'll want to take good sneaking skills to make best use of pickpocket... but you can make decent gold and XP by pickpocketing creatures much higher level than you are. The risk, of course is if you're spotted... that comment from earlier about potions holds doubly true here.
  • Engineer. Search, Disable Device and Open Lock are very useful skills for a rogue, allowing them to turn a tidy profit by opening the various chests around the place. Skilled engineers can also break into players' quarters, which asides from burglary also opens up options like breaking friends out of jail.
  • Trapper. Use Traps give rogues a chance to even the odds a bit against tough opponents. Just as a wizard usually saves their most powerful spells for blasting bosses, so a rogue can save their traps until they're facing a boss, weakening them with deadly devices before closing in for the kill.
  • Diplomat. More an RP aspect than anything (at present), a rogue gets all the social skills. High Bluff can also be used to disguise yourself, an aspect that's going to grow increasingly important as more and more systems key off it. If you're planning to play a criminal, high bluff skill will be invaluable.
  • Tinkerer. Rogues get Use Magic Device as a class skill, allowing them to use equipment designed for other classes - most notably wands. Tinkering is expensive - most items are one-shots - but can be invaluable in sticky situations and, like trapping, especially when dealing with bosses and other players.

One final note. Arelith is a dangerous world, particularly because the combination of monsters having critical hits, and bosses being noticeably tougher than the spawns in an area make a character who can comfortably deal with 'regular' spawns likely to have a couple of close shaves in the course of a hunt. A well built character will always have something in their back pocket for when things start going badly. Rogues have plenty of options for this, but it's an aspect that's especially important for them, as they tend to be noticeably weaker once pinned down.

Have fun!

-Mith

External Links

Information about default NWN class are available on NWNWiki.