Rogue
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Rogue is a default base class with Arelith specific changes.
Contents
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 | |||||
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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 | - |
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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.
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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.
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Blinding Speed | - |
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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.
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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.
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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 | - |
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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:
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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.