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 Strike | A 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 Roll | When at low health, occasionally rogues can narrowly escape brushes with death. | |
| Improved Evasion | When you fail a Reflex save to avoid damage, you suffer only half damage. | |
| Opportunist | A rogue with this ability gains a 3% chance to double strike with melee weapons and bypasses 10% fortification. | |
| Skill Mastery | You gain +1 to all skills. This ability may be taken multiple times. | |
| Slippery Mind | A 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 |
|
||||
| 1 | Rogue Faster Sneaking I |
|
||||
| 1 | Rogue Haste Boost I |
|
||||
| 1 | Rogue Improved Trap Sense I |
|
||||
| 1 | Rogue Skill Boost I |
|
||||
| 1 | Rogue Sneak Attack Training I |
|
| 2 | Rogue Acid Trap Lore I |
|
||||
| 2 | Rogue Cold Trap Lore I |
|
||||
| 2 | Rogue Dexterity I |
|
||||
| 2 | Rogue Electric Trap Lore I |
|
||||
| 2 | Rogue Fire Trap Lore I |
|
||||
| 2 | Rogue Sneak Attack Accuracy I |
|
||||
| 2 | Rogue Sonic Trap Lore I |
|
||||
| 2 | Rogue Wand and Scroll Mastery I |
|
| 3 | Rogue Item Defense I |
|
||||
| 3 | Rogue Wand Heightening I |
|
||||
| 3 | Rogue Wrack Construct I |
|
| 4 | Rogue Damage Boost II |
|
||||
| 4 | Rogue Haste Boost II |
|
||||
| 4 | Rogue Improved Trap Sense II |
|
||||
| 4 | Rogue Skill Boost II |
|
||||
| 4 | Rogue Sneak Attack Training II |
|
||||
| 4 | Rogue Subtle Backstabbing I |
|
| 5 | Rogue Faster Sneaking II |
|
||||
| 5 | Rogue Wand and Scroll Mastery II |
|
| 6 | Rogue Acid Trap Lore II |
|
||||
| 6 | Rogue Assassin I |
|
||||
| 6 | Rogue Cold Trap Lore II |
|
||||
| 6 | Rogue Dexterity II |
|
||||
| 6 | Rogue Electric Trap Lore II |
|
||||
| 6 | Rogue Fire Trap Lore II |
|
||||
| 6 | Rogue Mechanic I |
|
||||
| 6 | Rogue Sneak Attack Accuracy II |
|
||||
| 6 | Rogue Sonic Trap Lore II |
|
||||
| 6 | Rogue Thief-Acrobat I |
|
| 7 | Rogue Damage Boost III |
|
||||
| 7 | Rogue Haste Boost III |
|
||||
| 7 | Rogue Improved Trap Sense III |
|
||||
| 7 | Rogue Item Defense II |
|
||||
| 7 | Rogue Skill Boost III |
|
||||
| 7 | Rogue Sneak Attack Training III |
|
||||
| 7 | Rogue Subtle Backstabbing II |
|
||||
| 7 | Rogue Wand Heightening II |
|
||||
| 7 | Rogue Wrack Construct II |
|
| 8 | Rogue Wand and Scroll Mastery III |
|
| 9 | Rogue Faster Sneaking III |
|
| 10 | Rogue Acid Trap Lore III |
|
||||
| 10 | Rogue Cold Trap Lore III |
|
||||
| 10 | Rogue Damage Boost IV |
|
||||
| 10 | Rogue Dexterity III |
|
||||
| 10 | Rogue Electric Trap Lore III |
|
||||
| 10 | Rogue Fire Trap Lore III |
|
||||
| 10 | Rogue Haste Boost IV |
|
||||
| 10 | Rogue Improved Trap Sense IV |
|
||||
| 10 | Rogue Skill Boost IV |
|
||||
| 10 | Rogue Sneak Attack Accuracy III |
|
||||
| 10 | Rogue Sneak Attack Training IV |
|
||||
| 10 | Rogue Sonic Trap Lore III |
|
||||
| 10 | Rogue Subtle Backstabbing III |
|
| 11 | Rogue Extra Action Boost I |
|
||||
| 11 | Rogue Item Defense III |
|
||||
| 11 | Rogue Wand and Scroll Mastery IV |
|
||||
| 11 | Rogue Wand Heightening III |
|
||||
| 11 | Rogue Wrack Construct III |
|
| 12 | Rogue Assassin II |
|
||||
| 12 | Rogue Mechanic II |
|
||||
| 12 | Rogue Thief-Acrobat II |
|
| 13 | Rogue Faster Sneaking IV |
|
||||
| 13 | Rogue Subtle Backstabbing IV |
|
| 14 | Rogue Extra Action Boost II |
|
||||
| 14 | Rogue Sneak Attack Accuracy IV |
|
| 18 | Rogue Assassin III |
|
| 20 | Rogue Cheat Death |
|
||||
| 20 | Rogue Deadly Shadow |
|
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.













