Many massively-multiplayer online games (MMOGs) make the rogue a
generic melee who can occasionally steal some gold--Dungeons &
Dragons Online (DDO) changes all of that. Finally, rogues are true to
their form as cunning experts; “masters of the shadows” who seek the
less direct route to achieve their goals. Rogues in DDO are exciting
because they get to perform their class functions: they disarm traps,
check for hidden doors, and pick locks.
Rogues are prized for the resourcefulness and seldom are counted on to
deliver the bulk of the damage. Instead, adventuring parties will count
on rogues to scout ahead, sneak past guards to avoid a confrontation,
or pilfer an item needed for the completion of a quest. Players who
choose rogues will be rewarded with a feeling of usefulness. Further,
they will enjoy the versatility of a character who can fit into most
any party composition.
The rogue is common among all playable races, though a little less
likely for warforged. Humans make versatile rogues with extra skill
points at each level and a bonus feat at creation. Dwarves are hardy
rogues who take hits better than most but suffer a slight penalty in
skills based on charisma. Elf rogues receive a bonus to dexterity that
improves their AC, but are more fragile than other races. A halfing
rogue is just as dexterous as an elf but bears a penalty to strength.
Warforged rogues trade wisdom and charisma for access to the warforged
armor feats and extra constitution.
: Rogues adventure for many
seek fortune or fame. A few enjoy the challenge of becoming a master
thief. Still others seek to settle the score with an old enemy. All
rogues are alike in the selfishness of their quests, but some don't
mind if achieving their goals helps someone else along the way.
: Once she finds a trap, the rogue is
class that can use Disable Device to attempt to disarm the trap.
At Level 2, a successful Reflex save to avoid damage
results no damage instead of half damage.
At Level 10
even a failed Reflex save results in half damage.
: A rogue who flanks a target can deal additional
1d6 damage in the form of a Sneak Attack. Of course, this may cause the
enemy to turn its attention on the rogue. The damage from Sneak Attack
increases by 1d6 for each odd-numbered level of rogue.
: Rogues are the best class at finding even the
most difficult traps.
DDO, this is an active Feat that grants a temporary bonus to AC and
Reflex saves that becomes available at Level 4. At Level 8, the Feat
also prevents flanking monsters from receiving the normal bonus to
their attacks against the rogue.
Weapon and Armor Proficiency
: Rogues are adept at all simple
weapons, plus hand crossbows, shortbows, rapiers, saps, and short
(+2 to DEX and INT means more success picking lockas and disabling
traps; +2 CHA means better Bluffing for Sneak Attack Damage)
(+2 DEX makes it easier to pick locks, and the elven racial
Enhancements make rogues even better)
(+2 DEX for picking locks, and good racial Enhancements)
begins with 28 points to spend over 6 abilities
(Intelligence, Wisdom, Constitution, Dexterity, Strength, and
rogues benefit from a high Dexterity score as it provides a boost to
class and the nimbleness to manipulate locks. Intelligence aids rogues
solving puzzles and knowing how to disarm traps. Wisdom gives a rogue
awareness needed to discover hidden doors and obscured levers.
Rogues can use almost any skill, but some are
more valuable than others to their profession. Disable Device, Hide,
Move Silently, Open Lock, Search, and Spot are the tools of the rogue's
Combat-conscious rogues might consider dropping some points into Bluff,
Diplomacy, and Tumble.
Alertness aids the rogue in detecting secrets
and enemies, Nimble Fingers improves a rogue's success rate with core
and Stealthy allows for better sneaking. Combat-oriented rogues may
consider one of the disabling attack feats (Sap, Hamstring, Slicing