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[[Image:PHB35_PG50_WEB.jpg|thumb|Rogue]]
 
[[Image:PHB35_PG50_WEB.jpg|thumb|Rogue]]
   
 
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 [[scroll]]s, activate [[wand]]s, and use just about any other magic item.
'''Rogue''' is a [[base class]] in [[NWN2]].
 
==DnD 3.5 Rogue==
 
'''Description''': 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 [[scroll]]s, activate [[wand]]s, and use just about any other magic item.
 
   
 
'''[[Alignment]] restrictions''': None
 
'''[[Alignment]] restrictions''': None
   
===Class features progression===
+
==Class features progression==
 
{{Class base features|hit die= d6
 
{{Class base features|hit die= d6
|proficiencies= Armor ([[Armor proficiency (light)|light]]), Weapons ([[Weapon proficiency (rogue)|rogue]])
+
|proficiencies= Armor ([[Armor proficiency (light)|light]]), Weapons ([[Weapon proficiency (simple)|simple]] plus [[rapier]], [[shortbow]] and [[shortsword]])
 
|skill pts= (* 4 at 1st character level) 8
 
|skill pts= (* 4 at 1st character level) 8
|class skills= [[Appraise]], [[Balance]], [[Bluff]], [[Climb]], [[Craft]], [[Decipher script]], [[Diplomacy]], [[Disable device]], [[Disguise]], [[Escape artist]], [[Forgery]], [[Gather information]], [[Hide]], [[Intimidate]], [[Jump]], [[Knowledge]](local), [[Listen]], [[Move silently]], [[Open lock]], [[Perform]], [[Profession]], [[Search]], [[Sense motive]], [[Sleight of hand]], [[Spot]], [[Swim]], [[Tumble]], [[Use magic device]] and [[Use rope]].
+
|class skills= [[Appraise]], [[Bluff]], [[Craft alchemy]], [[Craft trap]], [[Craft weapon]], [[Diplomacy]], [[Disable device]], [[Hide]], [[Intimidate]], [[Listen]], [[Lore]], [[Move silently]], [[Open lock]], [[Parry]], [[Search]], [[Set trap]], [[Sleight of hand]], [[Spot]], [[Taunt]], [[Tumble]], and [[Use magic device]].
 
|BAB= Medium
 
|BAB= Medium
 
|high save= [[Reflex]]
 
|high save= [[Reflex]]
 
|low save= [[Fortitude]], [[Will]]
 
|low save= [[Fortitude]], [[Will]]
 
}}
 
}}
 
 
====Additional progressions====
 
====Additional progressions====
 
{|
 
{|
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|20||
 
|20||
 
|}
 
|}
  +
  +
===Sneak Attack===
  +
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
   
 
===Trapfinding===
 
===Trapfinding===
Rogues (and only rogues) can use the '''search''' skill to locate traps when the task has a Difficulty Class higher than 20.
+
Rogues (and only rogues) can use the '''search''' skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
   
  +
===Evasion===
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
 
  +
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.
   
  +
===Trap Sense===
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
 
  +
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
   
  +
===Uncanny Dodge===
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 
  +
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
  +
  +
===Improved Uncanny Dodge===
  +
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.
   
 
===Special ability===
 
===Special ability===
 
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options: <br />
 
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options: <br />
 
*[[Crippling strike]]: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
[[Crippling strike]], [[defensive roll]], [[improved evasion]], [[Rogue#Opportunist|opportunist]], [[Rogue#Skill mastery|skill mastery]], [[slippery mind]] or a normal [[feat]].
 
  +
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
 
  +
*[[Improved evasion]]: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save.
====Crippling strike====
 
 
*Opportunist: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
 
  +
*Skill mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.
 
  +
*[[Slippery mind]]: This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.
====Opportunist====
 
  +
*Or a bonus normal [[feat]].
The rogue gains a +4 Competence bonus to [[attack roll]]s when making an [[attack of opportunity]].
 
 
====Skill mastery====
 
The rogue becomes so certain in the use of her skills that she can use them reliably even under adverse conditions. With this ability, the rogue has a greater success when using the [[Disable device]], [[Open lock]], or [[Set trap]] skills, even if in combat.
 
 
===Armor restrictions===
 
The benefits of '''evasion''' or '''improved evasion''' only apply when she wears light or no armor.
 
 
==Pre-release notes==
 
*The skills '''climb''', '''jump''' and '''swim''' have been confirmed as not being implemented in NWN2.
 
*'''Lore''' was used in NWN as a collective version of '''knowledge''' and other information skills. NWN2 will include it for the same reasons.
 
   
 
==NWN comparison==
 
==NWN comparison==
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==3.5 Rules Comparison==
 
==3.5 Rules Comparison==
*The '''parry''' skill was created by NWN and is not a feature of [[DnD 3.5]]. It has returned in NWN2 for the same reasons it was in NWN.
+
*The '''parry, set trap''' and '''taunt''' skills were created by NWN and are not a feature of [[DnD 3.5]]. They have returned in NWN2 for the same reasons they were in NWN.
  +
*The skills ''' balance, climb, decipher script, disguise, escape artist, forgery, gather information, jump, profession, sense motive, swim''' and '''use rope''' are not implemented in NWN2.
 
*'''Lore''' was used in NWN as a collective version of '''knowledge''' and other information skills. NWN2 will include it for the same reasons.
  +
* Although the '''perform''' skill is in NWN2, it is not a class skill for rogues.
   
 
==External resources==
 
==External resources==
 
*[[NWNWiki:Rogue]]
 
*[[NWNWiki:Rogue]]
*[[NWNWiki:Lore]]
 
   
 
[[Category:Base classes]]
 
[[Category:Base classes]]
[[Category:Combat classes]]
 

Revision as of 07:33, 28 November 2006

PHB35 PG50 WEB

Rogue

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.

Alignment restrictions: None

Class features progression

Hit die: d6
Proficiencies: Armor (light), Weapons (simple plus rapier, shortbow and shortsword)
Skill points: (* 4 at 1st character level) 8 + Int modifier
Class skills: Appraise, Bluff, Craft alchemy, Craft trap, Craft weapon, Diplomacy, Disable device, Hide, Intimidate, Listen, Lore, Move silently, Open lock, Parry, Search, Set trap, Sleight of hand, Spot, Taunt, Tumble, and Use magic device.
Base attack bonus progression: Medium
Saving throws high: Reflex
low: Fortitude, Will

Additional progressions

Level  Features gained
 1 Sneak attack +1d6, Trapfinding
 2 Evasion
 3 Sneak attack +2d6, Trap sense +1
 4 Uncanny dodge
 5 Sneak attack +3d6
 6 Trap sense +2
 7 Sneak attack +4d6
 8 Improved uncanny dodge
 9 Sneak attack +5d6, Trap sense +3
10 Special ability (see below)
11 Sneak attack +6d6
12 Trap sense +4
13 Sneak attack +7d6, Special ability
14
15 Sneak attack +8d6, Trap sense +5
16 Special ability
17 Sneak attack +9d6
18 Trap sense +6
19 Sneak attack +10d6, Special ability
20

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.

Trapfinding

Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Evasion

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.

Trap Sense

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Uncanny Dodge

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge

At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.

Special ability

On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options:

  • Crippling strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
  • Defensive roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
  • Improved evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save.
  • Opportunist: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.
  • Skill mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.
  • Slippery mind: This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.
  • Or a bonus normal feat.

NWN comparison

  • The special ability options in NWN did not include a normal feat.
  • In NWN, skill mastery allowed the Rogue to take 20 on Rogue skills, even during combat/stress.

3.5 Rules Comparison

  • The parry, set trap and taunt skills were created by NWN and are not a feature of DnD 3.5. They have returned in NWN2 for the same reasons they were in NWN.
  • The skills balance, climb, decipher script, disguise, escape artist, forgery, gather information, jump, profession, sense motive, swim and use rope are not implemented in NWN2.
  • Lore was used in NWN as a collective version of knowledge and other information skills. NWN2 will include it for the same reasons.
  • Although the perform skill is in NWN2, it is not a class skill for rogues.

External resources

  • NWNWiki:Rogue