In Neverwinter night 2, just like any other role playing games, character development is very important. In this article, we will talk about how to create a high quality rogue. What race you should choose, what alignment you should choose, how to distribute your ability and skill points, and what kind of feats you should take.
Rogue is a very interesting character to develop. A rogue can act as a fighter, secret agent, diplomat and also mage user. We can combine a rouge with many other classes.
Race
Halfling is the best race to become a rogue. But another race are also able to be developed as arogue.
Multiclassing
A rogue can be combined with many other classes. If you want to become a real stealthy killing machine, you can try to add shadowdancer or assasin levels. If you want to become a diplomat, try to add bard levels. To gain more magical skills choose a wizzard as addition.
Ability Scores
There are too many ways to develop a rogue. So there are also too many combination of ability scores distribution. Listed below are the ability scores distribution of my characer, a rogue with good fighting ability.
STR: 10
DEX: 20
CON: 11
INT: 17
WIS : 11
CHA: 10
Dexterity and intellegence is the most important abilities for a rogue. So whatever you want to be try to distribute more scores in that area.
Skills
These are the skills that can be important for a rogue: Appraise, bluff, craft alchemy, craft trap, craft weapon, diplomacy, disable device, hide, intimidate, listen, lore, move silently, open lock, parry, search, set trap, taunt, tumble, use magic device.
There are many ways to develop a rogue. If you want to become a diplomat, focus more on diplomacy, bluff, and intimidate. If you want to become a secret agent with good fighting skills, focus more on move silently, hide, and tumble. If you want to focus more in using technology spend more points in craft alchemy, craft trap, craft weapon, disable device, search and set trap.
Feats
Listed below are feats that you should take during the game:
Two-weapon fighting , Two-weapon defense, Specialized (Shortsword), Dodge, Mobility
Able Learner, Weapon Focus (Shortsword), Improved Two Weapon Fighting, Greater Two Weapon Fighting
Dodge and mobility usually will become irrelevant once you can maximize your tumble ( more than 14 points).
In a fight, a rogue generally depend on her dexterity instead of strength. Weapon Finesse would of helped alot as well because it allows you to have better chance to hit.
Free Feats
Sneak attack: When an opponent is unaware, a rogue can attack opponent's vital spot. This kind of attack will deal 1 d6 extra damage at first level, and will increase 1d6 every two rogue levels.
Trapfinding: A rogue can use the search skill to locate traps with DC of 20 or more. A rogue can disarm a magical traps, which generally has DC of 25 + the level of the spell used to create it.
Evasion/Improve Evasion: with this is ability a rogue will be able to deflect arrows, dragon's breath or fireball. A rogue will take only half damage on a successful save. With improve evasion, a rogue will take no damage on a successful Reflex saving throw and take only half damage on a failed save.
Trapsense : At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncany Dodge/Improve Uncany Dodge : A rogue can retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. With improve uncany dodge, a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.
Crippling Strike : Crippling strike is an improve form of sneak attack. Crippling strike has better prcision than sneak attack. An opponent will takes one point damage plus 2 points of strength damage.
Defensive Roll : A rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Oportunist : As an opportunist a rogue will gain +4 bonus to attack rolls, when making an attack of opportunity.
Skill Mastery : : The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.
Slippery Mind : This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.
The best class for me is a drow because it gets magic resistance and some save bonus for mindaffect spells, one of the weaks for rogues.
It also lets you to get LongBow instead shortbow for Halfings...
For drows:
STR: 12
CON: 12
DEX: 20
INT: 14
WIS: 10
CAR: 10
STR just to carry and to add 2 damage points. 10 for me is also good, but where will you spend those 2 points as far you cannot use them in CON?
With 14 INT you are able to get the most important skills for rogue and maximize them: spot / listen / hide / move silenty / tumble / use magic device. And you can add here some in open lock / disable device / sleight of hand / lore / set trap /search and one of the talking skills (I like bluff).
Maximize DEX: CA and your attack modifier.
IMPORTANT FEATS:
Luck of heroes --> only at first lvl +1AC, +1 All saving throws
Dodge, mobility --> it gives you the possibility to became a Shadow Dancer, just one lvl to get hide whenever you want.
Weapon finesse / 2 weapon fighting related feats: if your are going to not use ranged weapons, take them.
Point blank shot / rapid shot: For archers
BEST MULTICLASSING:
Shadow Dancer (just 1 lvl)
Fighter (as many as you need for combat feats. Take into account each multiclass level remove some damage from sneak attack). I recomend it you for lvls 2 and 3 to get dodge and mobiliy and weapon finesse or point blank shot. With this you will be able to became SD at lvl 8.
Wizard: With 6 lvls you can have some buffing spells. Increase the CA is always good.
Those are only my opinions ^^ not the truth.
Ciao!