Rogue

Description: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Alignment Restrictions: None

Hit Die: d6

Proficiencies: Armor (Light), Weapons (Rogue)

Skill Points: (Int mod * 4 at 1st level) 8 + Int mod

Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device and Use Rope.

Base Attack Bonus progression: Medium

Primary Saving Throw(s): Reflex

Special Abilities & Feats

 * Level 1 Sneak Attack +1d6, Trapfinding
 * Level 2 Evasion
 * Level 3 Sneak Attack +2d6, Trap Sense +1
 * Level 4 Uncanny Dodge
 * Level 5 Sneak Attack +3d6
 * Level 6 Trap Sense +2
 * Level 7 Sneak Attack +4d6
 * Level 8 Improved Uncanny Dodge
 * Level 9 Sneak Attack +5d6, Trap Sense +3
 * Level 10 Special ability (see below)
 * Level 11 Sneak Attack +6d6
 * Level 12 Trap Sense +4
 * Level 13 Sneak Attack +7d6, Special ability
 * Level 15 Sneak Attack +8d6, Trap Sense +5
 * Level 16 Special ability
 * Level 17 Sneak Attack +9d6
 * Level 18 Trap Sense +6
 * Level 19 Sneak Attack +10d6, Special ability

Special Ability
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options. Crippling Strike, Defensive Roll, Improved Evasion, Opportunist,Skill Mastery, Slippery Mind or a normal feat.

Pre-release notes

 * The skills Climb, Jump and Swim have been confirmed as not being implemented in NWN2.

NWN comparison

 * The Discipline and Parry skills were created by NWN and are not features of DnD 3.5. It is unlikely that they will re-appear in NWN2 as the were not considered particularly successful.

External resources

 * NWNWiki:Rogue