Syndeo's Guide to Being a Respected Rogue

Welcome to the next portion of Syndeo's Guides. In this article we will be discussing the basics of being a rogue in the world of DDO. This is an in-depth guide that goes through creation of a rogue from Race to Stats/Skills and then Gameplay.

To see a broad view of the rogue class, please visit the Rogue page in the wiki.

This Guide is not Complete, and any experienced players are free to add beneficial knowlege, but I will continue to add more lists and pointers as time allows.

What does it mean to be a Rogue?
Rogues are multi-purposeful. They have the ability to find and disable nasty traps, open up locked doors and chests, can sneak attack most monsters for more damage, find hidden doors, and sneak around monsters like they weren't even there. Players choosing a Rogue do not necessarily have to choose all of them or one of them, but this guide will be based upon personal experience of an excellent rogue.

Getting Started- Races
I will first begin the actual gide from the beginning: Race choices

In the creation of a Rogue, one must look at the pros and cons of each race and from there decide on which race to choose so that your cleric has the stat improvements and feats and enhancements you desire.

The base stats to keep in mind that affect a rogue are in order of importance: Strength, Dexterity, and Constitution, with a little Intelligence for skill points. A few points in Wisdom help with the Spot ability and Charisma is not important. As you read through each description of the race choices, keep in mind the necessary base stats needed to create a well-functioning Rogue. I have only listed the Pros and Cons that are mainly directed around the building of a Rogue. Each race has more than listed, and can be read in full by clicking on their name.

Warforged
Warforged are the non-flesh race of the DDO world and as such recieve many pluses and minuses

Pros +2 Constitution Immune to sleep, energy drain, nausea, exhaustion, poison, disease, and paralysis effects Immune to spells targeting humanoids No Breath meter while swimming +2 Armor Check Inherent Light Fortification

Cons Since Warforged are not made of flesh, they recieve a -50% modifier to incoming healing spells (lessened to -20% by Healer's Friend feat) -2 Wisdom

Rogue Material? Rogue Warforged have the ability to heal themselves more effectively than other rogues (with adding points into the repair skill) and have a bonus to CON along with a few more defenses. The -2 in WIS would hurt the Spot skill to find hidden doors/traps, so that must be taken into consideration. It is possible to create a very effective WF Rogue, both with finding/disabling and in combat.

Human
Humans are the most level of the races and are good for any beginner to DDO as they can be adapted to any class.

Pros +4 Skill points at creation +1 skill point after every level past level 1 1 Bonus Feat at level 1

Cons Though Humans are balanced, they do not have any specialty in any one area.

Rogue Material? As I have stated in other guides, Humans are very level and are great for beginner players trying to get the hang of the game. The bonus feat can be used in a variety of ways that are useful to the rogue class, and the Human has more skill points from the beginning. Humans can be very competent Rogues.

Dwarf
These stout and rugged characters have many attributes and defenses unique to their kind

Pros +2 Constitution +4 Balance +4 Dodge bonus to Armor Class against monsters of the Giant Type +2 racial bonus on Search checks +2 racial bonus on saving throws against poison +2 racial bonus on saving throws against spells Proficiency with a Dwarven Axe

Cons -2 CHA (Doesn't really affect Rogues)

Rogue Material? With nothing to hurt their rogue abilities, it is easy to create a well functioning rogue from a dwarf. They can save against poison, so traps involving it are no match for the Dwarf. The +2 CON, +2 Search and +4 balance help a rogue out.

Elf
The Elves are the quick and fluid race that are not as stout as their dwarven rivals but with quicker reflexes.

Pros +2 Dexterity +2 Save against spells or Enchantments Immunity to sleep spells or effects Weapon Proficiency with longswords, rapiers, longbows, composite longbows, shortbows, and composite shortbows +2 racial bonus on Listen, Search, and Spot checks

Cons -2 Constitution

Rogue Material? With already a +2 bonus on DEX, Listen, Search, and Spot, the -2 CON in comparison is miniscule. Enough skill points added will negate its effects. Elves could be very competent rogues.

Drow Elf
The Drows are the cousins of the Elves from far away, and bring many new bonuses and inhibitors that Elves do not possess.

Pros +2 Dexterity +2 Intelligence +2 Charisma +2 Will Save against spells or Enchantments Spell Resistance: 11 +2 racial bonus on Listen, Search, and Spot checks Weapon Proficiency with rapiers, shortswords, and shurikens

Cons -2 Constitution Limited to 28 point build, even if bought/earned

Rogue Material? With most of the same bonuses as Elves and more, Drows could be much better than their elven cousins. The +2 INT allows the player to give more to make up for the -2 CON. A personal friend (Who I am basing my explanations off of) plays a Drow Rogue and does it very well. I support the Drow as one of the best races for Rogue.

Halfling
These small characters have hidden surprises and can stand up to even the biggest giant

Pros +2 Dexterity +1 size bonus to Armor Class +2 Jump +4 to Hide Checks +1 Racial bonus on Saving Throws +2 racial bonus on Jump, Listen, and Move Silently checks +2 saving throws against fear. Stacks with the Racial bonus with on saving throws +1 rolls with Thrown Weapons

Cons -2 Strength Lifting and Carrying limits are 3/4 the size of Medium-sized characters

Rogue Material? Possibly. The -2 STR is harmful because of its importance in fighting, but the +2 DEX and Jump are helpful. So one could make a halfling Rogue with some careful planning.