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Class:Rogue

From DDO Compendium


Rogues use stealth and a variety of masterful techniques to disarm traps, unlock doors, and take down enemies with devastating sneak attacks.

Solo Ability: Challenging.

Important stats:

Dexterity is the most important stat for rogues. High dexterity boosts a rogue's defense and reflexes and improves key rogue skills like sneaking and trap disarming.

Strength is important for rogues who want to increase attack power, and intelligence is important for rogues who want to maximize their skills.

Notable abilities: Disable Device, Open Lock.

Stealthy and sly, rogues pride themselves on their skill. They are among the best at finding secret doors and traps and are the only class that can disarm traps. They can also pick locks to gain access to special areas and treasure chests.

Rogues also have a powerful ability called the sneak attack. With proper skill and strategy, they can use this to devastating effect.

Rogues make great scouts and are easily able to blend with the shadows and go undetected. Combining stealth with sneak attacking can be a powerful combination.

Hit Die:D6
Base Skill Points Each Level:8
Path(s):Master Mechanic, The Dark Blade, Thief Acrobat, The Dark Blade, Thief Acrobat, The Dark Blade, Master Mechanic, Thief Acrobat
True Reincarnation Feat(s):Past Life: Rogue
1 +0 0 2 0
2 +1 0 3 0
3 +2 1 3 1
4 +3 1 4 1
5 +3 1 4 1
6 +4 2 5 2
7 +5 2 5 2
8 +6 / +1 2 6 2
9 +6 / +1 3 6 3
10 +7 / +2 3 7 3
11 +8 / +3 3 7 3
12 +9 / +4 4 8 4
13 +9 / +4 4 8 4
14 +10 / +5 4 9 4
15 +11 / +6 / +1 5 9 5
16 +12 / +7 / +2 5 10 5
17 +12 / +7 / +2 5 10 5
18 +13 / +8 / +3 6 11 6
19 +14 / +9 / +4 6 11 6
20 +15 / +10 / +5 6 12 6

Balance Allows you to recover your balance and stand back up when knocked down.
Bluff Allows you to bluff certain NPCs, draw monsters away from their group, or make an individual monster vulnerable to a sneak attack for six seconds. You also gain a decrease to threat generation for a short period of time after successfully using this ability.
Diplomacy Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced.
Disable Device Allows you to attempt to disarm traps.
Haggle Allows you to negotiate better prices with vendors when both buying and selling.\n\nDetails: While shop starting prices vary, you get approximately a 0.5% price change in your favor per each point of haggle you have.
Hide Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking.
Intimidate Allows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.
Jump Allows you to jump higher. To jump, press the spacebar.
Listen Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move Silently Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.
Open Lock Allows you to attempt to open locked doors, chests, and other objects.
Repair Allows you to use a repair kit to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon for warforged characters. Only affects warforged.\n\nDetails: To boost allied warforged healing from resting, the character with the repair skill must be close to the resting characters (within a few meters). The amount of extra healing granted after a rest is equal to your repair skill + 10.
Search When activated, allows you to attempt to find the exact location of hidden doors, traps, and other objects. Some traps are so well hidden they can only be found by rogues (traps with a Search Difficulty Check (DC) above 20).
Spot Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues.
Swim Allows you to swim faster and hold your breath for a longer period of time when underwater.
Tumble Allows you to tumble and roll away from attacking enemies. To tumble, hold down the 'Shift' key and then hit one of the four movement keys. Also reduces the damage you take from falling.
Use Magic Device Allows you the ability to use magic devices and wear magic items which you normally wouldn't be able to use because of class or race restrictions. You must perform a check each time you attempt to use a magic item with this skill and may succeed sometimes and fail other times with the same item.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Heroic Durability Increases your maximum hit points by 20.
1 Light Armor Proficiency You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor.\n\nWizards and sorcerers should avoid wearing armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.

Type(s): Proficiency: Rapier, Proficiency: Short Sword, Proficiency: Shortbow

1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trapfinding A rogue can detect and disable difficult traps.
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
2 Evasion When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
3 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
3 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
4 Trapmaking You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
4 Uncanny Dodge Activate this rogue ability to gain a temporary +4 Dodge bonus to your AC and a +4 bonus to your Reflex saves.
5 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
6 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
7 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
8 Improved Uncanny Dodge Activate this rogue ability to gain a temporary +6 Dodge bonus to your AC and a +6 bonus to your Reflex saves. In addition, monsters attacking you from behind don't receive a flanking bonus.
9 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
9 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
11 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
12 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
13 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
15 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
15 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
17 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.
18 Trap Sense Rogues receive a +1 bonus to saves against traps. This bonus increases by +1 every three rogue levels thereafter.
19 Sneak Attack Allows you to deal additional damage when a monster is unaware of your presence or targeting another character.

Rogues may select one additional feat at levels 10, 13, 16, and 19 from the list below.
Crippling StrikeA rogue with this ability can sneak attack opponents with such precision that his or her blows weaken and hamper them. An opponent damaged by a sneak attack also takes 2 points of Strength damage.
Defensive RollWhen at low health, occasionally rogues can narrowly escape brushes with death.
Improved EvasionWhen you fail a Reflex save to avoid damage, you suffer only half damage.
OpportunistA rogue with this ability gains a 3% chance to double strike with melee weapons and bypasses 10% fortification.
Skill MasteryYou gain +1 to all skills. This ability may be taken multiple times.
Slippery MindA rogue's ability to wriggle free from magical effects that would otherwise control or compel them. You gain a second save versus enchantments.

1 Rogue Damage Boost I
Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds.
Cost: 1 action point
1 Rogue Faster Sneaking I
While sneaking, you can move 10% faster than the base sneak speed.
Cost: 1 action point
1 Rogue Haste Boost I
Activate this ability to receive a 15% boost to attack speed for 20 seconds.
Cost: 1 action point
1 Rogue Improved Trap Sense I
Grants an extra +2 bonus to saves against traps.
Cost: 1 action point
1 Rogue Skill Boost I
Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
Cost: 1 action point
1 Rogue Sneak Attack Training I
You gain +3 to your sneak attack damage.
Cost: 1 action point
2 Rogue Acid Trap Lore I
You gain energy resistance of 2 versus acid, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Rogue Cold Trap Lore I
You gain energy resistance of 2 versus cold, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Rogue Dexterity I
Grants a +1 increase to your Dexterity score.
Cost: 2 action points
Spent: 2 action points
2 Rogue Electric Trap Lore I
You gain energy resistance of 2 versus electric, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Rogue Fire Trap Lore I
You gain energy resistance of 2 versus fire, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Rogue Sneak Attack Accuracy I
You gain a +1 bonus to hit with your sneak attacks.
Cost: 1 action point
Spent: 3 action points
2 Rogue Sonic Trap Lore I
You gain energy resistance of 2 versus sonic, or improve your existing resistance by 2.
Cost: 1 action point
Spent: 3 action points
2 Rogue Wand and Scroll Mastery I
Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
3 Rogue Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Cost: 1 action point
Spent: 7 action points
3 Rogue Wand Heightening I
You add +1 to the DC of the spells from your offensive wands.
Cost: 1 action point
Spent: 7 action points
3 Rogue Wrack Construct I
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1 to 6 damage to constructs or living constructs and causing a 10% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 1d6 extra damage to constructs and living constructs.
Cost: 1 action point
Spent: 7 action points
Requires All of: Improved Disable Device I
Grants: Wrack Construct I (Ranged)
4 Rogue Damage Boost II
Activate this ability to receive a +15% Action Boost bonus to weapon damage for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Rogue Damage Boost I
4 Rogue Haste Boost II
Activate this ability to receive a 20% boost to attack speed for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Rogue Haste Boost I
4 Rogue Improved Trap Sense II
Grants an additional +2 bonus to saves against traps, bringing the total increase to 4.
Cost: 2 action points
Spent: 10 action points
4 Rogue Skill Boost II
Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Rogue Skill Boost I
4 Rogue Sneak Attack Training II
You gain an additional +3 to your sneak attack damage, bringing the total increase to 6.
Cost: 2 action points
Spent: 10 action points
4 Rogue Subtle Backstabbing I
Activate this ability to cause your melee attacks to generate 10% less hate, making enemies less likely to attack you.
Cost: 1 action point
Spent: 11 action points
5 Rogue Faster Sneaking II
While sneaking, you can move 20% faster than the base sneak speed.
Cost: 2 action points
Spent: 14 action points
Requires All of: Rogue Faster Sneaking I
5 Rogue Wand and Scroll Mastery II
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 2 action points
Spent: 14 action points
6 Rogue Acid Trap Lore II
Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Rogue Acid Trap Lore I
6 Rogue Assassin I
Grants 1 to 6 additional sneak attack damage, a +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also grants the ability to expend a use of Damage Boost to gain a large bonus to confirm critical hits, a bonus to hit while sneak attacking, and the chance to apply poison on sneak attacks for a short period of time. You may possess only one prestige enhancement line at a time for each class.\n\nD&D Dice: Grants 1d6 additional sneak attack damage.
Cost: 4 action points
Spent: 16 action points
Grants: Assassin's Focus: Soulshatter, Assassin's Focus: Icechill, Assassin's Focus: Thoughtburn
6 Rogue Cold Trap Lore II
Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Rogue Cold Trap Lore I
6 Rogue Dexterity II
Grants an additional +1 to your Dexterity score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Rogue Dexterity I
6 Rogue Electric Trap Lore II
Your energy resistance versus electric is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
6 Rogue Fire Trap Lore II
Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Rogue Fire Trap Lore I
6 Rogue Mechanic I
Grants a +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills, proficiency with repeating light crossbows, and increases your chances of successfully scavenging parts from traps. Traps you set have improved save DC's. Also grants the ability to add your intelligence bonus to damage with crossbows, and the ability to expend a use of Skill Boost to repair a warforged. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Mechanic: Repair Construct
6 Rogue Sneak Attack Accuracy II
You gain an additional +1 bonus to hit with your sneak attacks.
Cost: 2 action points
Spent: 18 action points
6 Rogue Sonic Trap Lore II
Your energy resistance versus sonic is increased by 2, bringing the total increase to 4.
Cost: 2 action points
Spent: 18 action points
Requires All of: Rogue Sonic Trap Lore I
6 Rogue Thief-Acrobat I
Grants a +2 bonus to Balance, Jump, and Tumble skills and 2 extra uses per rest of Uncanny Dodge. You add your dexterity bonus to damage when sneak attacking with a quarterstaff. Also grants a Competence bonus to attack speed with staves and the ability to expend a use of Haste Boost to dramatically increase these skills and gain a movement and dexterity bonus for a short period of time. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Thief-Acrobat: Showtime
7 Rogue Damage Boost III
Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Rogue Damage Boost II
7 Rogue Haste Boost III
Activate this ability to receive a 25% boost to attack speed for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Rogue Haste Boost II
7 Rogue Improved Trap Sense III
Grants an additional +2 bonus to saves against traps, bringing the total increase to 6.
Cost: 3 action points
Spent: 21 action points
7 Rogue Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Cost: 2 action points
Spent: 22 action points
Requires All of: Rogue Item Defense I
7 Rogue Skill Boost III
Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Rogue Skill Boost II
7 Rogue Sneak Attack Training III
You gain an additional +3 to your sneak attack damage, bringing the total increase to 9.
Cost: 3 action points
Spent: 21 action points
7 Rogue Subtle Backstabbing II
Activate this ability to cause your melee attacks to generate 20% less hate, making enemies less likely to attack you.
Cost: 2 action points
Spent: 22 action points
7 Rogue Wand Heightening II
You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
Requires All of: Rogue Wand Heightening I
7 Rogue Wrack Construct II
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3 to 18 damage to constructs or living constructs and causing a 20% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 3d6 extra damage to constructs and living constructs.
Cost: 2 action points
Spent: 22 action points
Grants: Wrack Construct II (Ranged)
8 Rogue Wand and Scroll Mastery III
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
Cost: 3 action points
Spent: 25 action points
9 Rogue Faster Sneaking III
While sneaking, you can move 35% faster than the base sneak speed.
Cost: 3 action points
Spent: 29 action points
Requires All of: Rogue Faster Sneaking II
10 Rogue Acid Trap Lore III
Your energy resistance versus acid is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Rogue Acid Trap Lore II
10 Rogue Cold Trap Lore III
Your energy resistance versus cold is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Rogue Cold Trap Lore II
10 Rogue Damage Boost IV
Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Rogue Damage Boost III
10 Rogue Dexterity III
Grants an additional +1 to your Dexterity score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Rogue Dexterity II
10 Rogue Electric Trap Lore III
Your energy resistance versus electric is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
10 Rogue Fire Trap Lore III
Your energy resistance versus fire is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Rogue Fire Trap Lore II
10 Rogue Haste Boost IV
Activate this ability to receive a 30% boost to attack speed for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Rogue Haste Boost III
10 Rogue Improved Trap Sense IV
Grants an additional +2 bonus to saves against traps, bringing the total increase to 8.
Cost: 4 action points
Spent: 32 action points
10 Rogue Skill Boost IV
Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Rogue Skill Boost III
10 Rogue Sneak Attack Accuracy III
You gain an additional +1 bonus to hit with your sneak attacks.
Cost: 3 action points
Spent: 33 action points
10 Rogue Sneak Attack Training IV
You gain an additional +3 to your sneak attack damage, bringing the total increase to 12.
Cost: 4 action points
Spent: 32 action points
10 Rogue Sonic Trap Lore III
Your energy resistance versus sonic is increased by 2, bringing the total increase to 6.
Cost: 3 action points
Spent: 33 action points
Requires All of: Rogue Sonic Trap Lore II
10 Rogue Subtle Backstabbing III
Activate this ability to cause your melee attacks to generate 30% less hate, making enemies less likely to attack you.
Cost: 3 action points
Spent: 33 action points
11 Rogue Extra Action Boost I
You can use each of your action boosts 1 additional time per rest.
Cost: 2 action points
Spent: 38 action points
11 Rogue Item Defense III
You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
Cost: 3 action points
Spent: 37 action points
Requires All of: Rogue Item Defense II
11 Rogue Wand and Scroll Mastery IV
Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
Cost: 4 action points
Spent: 36 action points
11 Rogue Wand Heightening III
You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
Requires All of: Rogue Wand Heightening II
11 Rogue Wrack Construct III
You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5 to 30 damage to constructs or living constructs and causing a 30% reduction in their resistance to Critical Hits for a short period of time.\n\nD&D Dice: You deal 5d6 extra damage to constructs and living constructs.
Cost: 3 action points
Spent: 37 action points
Requires All of: Rogue Wrack Construct II
Grants: Wrack Construct III (Ranged)
12 Rogue Assassin II
Grants an additional 1 to 6 sneak attack damage (for a total of 2 to 12), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier.\n\nD&D Dice: Grants 1d6 additional sneak attack damage (for a total of 2d6).
Cost: 2 action points
Spent: 42 action points
Grants: Assassinate
12 Rogue Mechanic II
Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills, and proficiency with repeating heavy crossbows. Traps you set have further improved save DC's. Also grants you the ability to smite constructs and living constructs for extra damage. In addition, you gain an additional +4 to saves against traps and 2 points of additional energy resistance against all elements.
Cost: 2 action points
Spent: 42 action points
12 Rogue Thief-Acrobat II
Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater Competence bonus to attack speed with staves and complete immunity to most knockdown effects and slippery surfaces.
Cost: 2 action points
Spent: 42 action points
13 Rogue Faster Sneaking IV
While sneaking, you can move 50% faster than the base sneak speed.
Cost: 4 action points
Spent: 44 action points
Requires All of: Rogue Faster Sneaking III
13 Rogue Subtle Backstabbing IV
Activate this ability to cause your melee attacks to generate 40% less hate, making enemies less likely to attack you.
Cost: 4 action points
Spent: 44 action points
14 Rogue Extra Action Boost II
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 4 action points
Spent: 48 action points
14 Rogue Sneak Attack Accuracy IV
You gain an additional +1 bonus to hit with your sneak attacks.
Cost: 4 action points
Spent: 48 action points
18 Rogue Assassin III
Your lethality is unmatched in battle. Grants an additional 1 to 6 sneak attack damage (for a total of 3 to 18), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also, any sneak attack that also counts as a vorpal strike (attack roll of 20 followed by critical confirmation) that you make will kill most living targets.\n\nD&D Dice: Grants 1d6 additional sneak attack damage (for a total of 3d6).
Cost: 2 action points
Spent: 66 action points
20 Rogue Cheat Death
A master rogue can defy even death if their luck holds out. You have +2 Dexterity and a chance of self-resurrection should you die, but this chance drops each time you die between rests. As the extraplanar punishers of those who cheat death, Maruts have a particular dislike for you.
Cost: 2 action points
Spent: 74 action points
20 Rogue Deadly Shadow
A master rogue can strike from the shadows like no other. You have +2 Intelligence and 4 additional sneak attack dice (can do an addition 4 to 24 damage on sneak attacks).\n\nD&D Dice: Grants +2 Int and an additional 4d6 sneak attack damage.
Cost: 2 action points
Spent: 74 action points

Note: The limited martial weapon selections for the rogue are not active yet. The current limited martial weapon available to the rogue are: Rapier, shortbow and shortsword.


Multiclassing Rogue for Sneak Attack Damage

This information originally posted by Lithic [1]in an 8/21/2008 forum posting advocating the addition of Rogue to a build to increase melee damage[2]:

... On the rogue you get 1d6 damage every odd level, and +3 to sneak damage per enhancement level... With one level of rogue [as a Halfling] you are getting (at end game with vision goggles) 1d6+19 sneak damage... if you go to lvl 3, you get another 1d6, and at lvl 4 you get +3 more from the enhancement...

If you want a level by level breakdown, assuming all 1d6 rolls equal to 3.5, and not counting halfling sneak damage, nor item sneak damage, you get this:

Rogue level Sneak attack damage
1 6.5
2 6.5
3 10
4 13
5 16.5
6 16.5
7 23

So the big steps are at 1 and 7, though 3, 4 and 5 aren't bad either.

NOTE Trap Disarming is an intelligence-based skill. Spot (Wis) and Search (Int) are also very important skills.


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