What is there to say about rogues? Rogues are a pen-and-paper staple. They’ve long been considered one of the four anchors of the roleplaying quadrumvirate, sitting next to the warrior, priest, and fighter since the very first incarnation of Dungeons and Dragons. I’ve yet to encounter a class-based game that doesn’t include some interpretation of the rogue – whether it be the smugglers of The Old Republic or the spies of Team Fortress 2.
Regardless, the niche of the rogue has never been as clear-cut as his counterparts. A fighter can outlast a rogue in any form of straight melee combat, while a wizard can overpower him in any damage contest. The key strength of the rogue lies in his utility. He is the sole character in possession of tools necessary to overcome specific social and explorative challenges. Locked doors, deadly traps, frustratingly vigilant city guards… these are all obstacles we take for granted, but that are capable of grinding an adventure to a halt. A rogue can neutralize these risks and turn them into vast rewards.
The rogue is a stealthy ne’er-do-well who operates in the seedy underbelly of society. He is adept at sneaking by his enemies unnoticed, pilfering their valuables, and breaking and entering into their strongholds. While a rogue tries never to directly enter combat, he can cause substantial damage with his backstabs and situational attacks. Rogues are natural dabblers, commonly borrowing skills from other classes; this trait lends them well to multi-classing.
Every society has its thieves, from the back alleys of Salvann to the caravans of the Great Desert. While means and methods differ from nation to nation, the scourge of crime is unavoidable. While there are many rogues that operate altruistically, even heroically, by definition there are none who operate within the reach of the law.
The rogue may attempt to move undetected past an NPC or monster. This is accomplished through a mix of moving silently and blending in with shadows. The rogue possesses many abilities that may only be used when in stealth.
Rogues have an eye for detail, allowing them to detect traps and secret doors in dungeons.
Allows the rogue to pick locks and dismantle any traps he may find, as well as disarm or sabotage complex mechanical devices.
A rogue’s base chance to dodge attacks and area of effect spells increases linearly every level, but he loses this bonus while wearing heavy armour.