| Rogue | |||||||||||||||||||||
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| The rogue feels no need to disturb her victim's slumber. | |||||||||||||||||||||
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| Rogues are highly skilled, and they can concentrate on developing several categories of skills that make them extremely useful additions to a party.
While not capable of prolonged melee combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with deadly sneak attacks or sometimes ranged attacks. The rogue�s stealth and trap-finding ability make her an amazing scout. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop near-mystical powers as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can �fake it� well enough to cast spells from scrolls, activate wands, and use most magic items. Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don�t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, or a guard�s trust. Dexterity provides extra protection for the lightly armored rogue. Dexterity, Intelligence and Wisdom are important for many of the rogue�s skills. The rogue�s class skills are Balance, Bluff, Diplomacy, Disable Device, Hide, Haggle, Intimidate, Jump, Listen, Move Silently, Open Lock, Repair, Search, Spot, Swim, Tumble and Use Magic Device. It�s a long list and includes almost every skill available. Yet the rogue lives or dies by skill choices; they represent much of her effectiveness. Most rogues want to scout and sneak, making Hide and Move Silently a must. Spot, Search, and Disable Device are all essential to be able to find and disarm traps, a role the rogue is expected to play in most parties. Open Lock is important for similar reasons. Tumble is another great choice, since it can allow the skilled rogue to evade attacks and move quickly between melee opponents. As a rogue, common feat choices related to offense include Sap, Hamstring, Slicing Blow, Stunning Blow, and Point Blank Shot. Dodge and Combat Expertise are excellent if you meet the Dexterity or Intelligence minimums and want to boost your defense. Other good choices for rogues include any of the feats that add bonuses to skills, such as Stealthy, Nimble Fingers, or Alertness. Rogues begin play with Heroic Durability, Light Armor Proficiency, Martial Weapon Proficiency, Simple Weapon Proficiency, Sneak, Sneak Attack, Trapfinding and Trip. |
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| Rogues need good saves for those times when they fail a Search or Disable Device check. Whether a dwarf rogue has just triggered a poison needle or a glyph of warding, her racial bonuses on saving throws might save her life. | |||||||||||||||||||||
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