Neverwinter Nights 2 Walkthrough :
This walkthrough for Neverwinter Nights 2 [PC] has been posted at 12 Aug 2010 by gregaroo and is called "Rogue FAQ". If walkthrough is usable don't forgot thumbs up gregaroo and share this with your freinds. And most important we have 24 other walkthroughs for Neverwinter Nights 2, read them all!
Walkthrough - Rogue FAQ
Rogue FAQ Rogue FAQ created by CaptainKO Date: 4/13/07 Version 1.04 -------------------------------- Table of Contents A. Attributes & Skills B. Feats C. Gameplay D. Races E. Multi-Classing F. FAQs G. Copyright -------------------------------------------- A. Attributes & Skills Strength - (10) Strength is need for carrying items, raises you're Attack Bonus (aka AB) for melee weapons and doing more damage. The amount of weight you can carry goes up with every point of strength you receive and the damage you do with a weapon does up every 2 points for +1 to damage and attack bonus. If you have a Strength score of 10, you'll gain no benefits to damage, attack bonus and the weight you can pick is standard. If you're Strength goes below 10, you'll start to suffer -1 penalties towards AB, damage and the amount of weight you can carry with every -2 you lose. (Penalties apply to weight every point taken from strength) Rogue's aren't a melee class at all. They aren't meant for straight up tanking as you can't wear heavy armor. Plus, you're strength bonus damage is dwarfed by your sneak attack. Doing one or two point extra isn't going to make much of difference 95% of damage comes from Sneak attack. Dexterity - (17)+5 Dexterity is need to raise your Reflex saves against damaging spells, raises your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps as well as raising your Armor Class (aka AC) for a better defense. Your Reflex saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2 points of Dexterity you get. If you have Dexterity score of 10, you'll gain no benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If you're Dexterity goes below 10, you'll start to suffer -1 penalty towards any Dexterity based-skill, AB with range weapons, reflex saves and AC. This is the Rogue's lifeforce. It makes up his defense and attack bonus with Weapon Finesse. It empowers his Dexterity-based skills (He's a Dexterity based character after all.) and allows him to prevail against the hardest of task. Set Trap (Dexterity-based skill): The Rogue can set traps along doors, contains or on the ground. The DC of the trap depends on how strong the trap is. The calculation for this is Set Trap Skill + Dexterity + Dice Roll vs. DC of the Trap. A critical failure can lead to your character get hit by his or her own trap. Traps are okay for a Rogue when playing with other PC in a server, but not in a module. Parry (Dexterity-based skill): This is a defensive mode skill that works only in battle. The calculations for this is Parry DC + Dexterity vs. Enemy AB. If the roll is 5 or higher, you'll perform a counter attack. You can only block and counter attack as many attacks you can perform in one round, which means you can only perform 3 successful blocks and 3 successful counter attacks. (Unless you have two-weapon fighting) This is only useful if you find yourself being surrounded by enemies as a Rogue doesn't have a shield. Disable Trap (Dexterity-based skill): Disable Trap allows the Rogue to do just that…disable traps. This ability works together with Search as search allows you to find traps so you CAN disarm them. The calculation for this is Disable Skill + Dexterity vs. Trap DC. A normal failure will does affect the trap, but a critical failure when setting trying to disable the trap can set off the trap and bring harm down on your character. Tumble (Dexterity-based skill): You are able to roll and save against attacks while moving. The calculation for this is Tumble DC + Dexterity + Dice Roll vs. DC of 15. Tumble adds +1 AC Every 10 points of tumble. Sleight of Hand (Dexterity-based skill): Allows you to steal items or money off of unsuspecting people. The calculation for this is Sleight of Hand DC + Dexterity + Dice Rolls vs. NPC Spot check. It's either this skill or Appraise. Hide & Move Silently (Dexterity-based skill): These skills are mentioned together because both skills work with stealth mode. These skills are debatable as its usefulness depends on your style of play and how often you end up in cramped areas. The Rogue's version of Stealth is inferior to other stealth-based classes like the Ranger or Shadowdancer. This is because other classes get HIPS (Hide in Plain Sight), meaning those classes can go in stealth anytime they like. To put it in perceptive, stealth is useful in PvP server to get the drop on your opponent or in PvE if you find yourself in corridors frequently. In narrow hallways, it's rather easy for enemies to close the distance and it's rather hard to maneuver. Rather stealth is good for it defensive purpose then it's offensive. A good example of defensive stealth is inflirating a room full of enemies. You don't want your enemies targeting you for death first when you go through a door so stealth is ideal to get a better position to gain the advantage. However, stealth is a bad scouting skill when COMPARED to Survival Skill of the Ranger or Barbarian Class. Constitution - (14) Constitution is need to raise one's Health Points (HP), Constitution-based skills, and Fortitude saves against poison, disease, negative energy affects & death spells, attacks and traps. Your Fortitude saves, Constitution-based skills, and HP are raised by +1 every 2 points of Constitution you get. If you have Constitution score of 10, you'll gain no benefits to your Fortitude saves, Constitution-based skills, or Health points. If you're Constitution goes below 10, you'll start to suffer -1 penalty towards Fortitude saves, any Constitution-based skill, and HP. Rogue should go for a Constitution of 14 as you want to live as long as you possibly can. Intelligence - (14) Intelligence is needed to gain another skill points and raise your score for Intelligent-based skills. Your Intelligence-based skills and Intelligent-based skills are raised by +1 every 2 points of Intelligence you get. If you have Intelligence score of 10, you'll gain no benefits to your Skill points or Intelligence-based skills. If you're Intelligence goes below 10, you'll start to suffer -1 penalty towards Skill points and any Intelligence-based skill. It's necessary to get an Intelligence score of 14 because Rogues need a lot of skill points for the number tasked required of them. Craft Armor & Craft Weapon (Intelligence-based skill): These skills allow a character to create armor and weapons for their teammates, provided they have the materials need to craft. If you aren't planning to be a stealth Ranger then these two skills will prove most helpful and will allow you to save more money for enchanted arrows. Craft Trap: This skill allows you to craft a trap using Alchemist items and trap molds. As I said with Set traps, this is good in server, but not in a module. The Rogue is all about melee combat, not far range combat. Traps are use mostly when withering down the enemy units. Lore (Intelligence-based skill): You can identify items that appear to be unknown when taking them out of the chest. If you want to save money, then you'll put points towards this skill. Search (Intelligence-based skill): This skill allows you to spot traps on the ground, door, or container. (Ex. Treasure chest) The Rogue class is truly only other class to be able to put this skill into use because they have Disable trap. Wisdom - (10) Wisdom is need to raise one's Willpower save against mind spells, attacks & traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10, you'll gain no benefits to your Willpower saves and Wisdom-based skills. If you're Wisdom goes below 10, you'll start to suffer -1 penalties towards Willpower saves and Wisdom-based skills. Rogue should have score of 10 and nothing below. You can't afford negatives towards your will saves. Spot & Listen (Wisdom-based skill): This gives the Rogue the ability to see or hear anyone in stealth sneaking up on them. These skills will allow you to see sneaking characters, but not invisible characters. This isn't needed for Original Campaign, but is greatly need in PvP and PvE servers. Charisma- (12) Charisma is needed to raise points toward Charisma based-skills. Your Charisma based-skills are raised by +1 every 2 points of Charisma you get. If you have Charisma score of 10, you'll gain no benefits to your Charisma based-skills. If you're Charisma goes below 10, you'll start to suffer -1 penalty towards any Charisma based-skills. This is another important attribute for the Rogue, but not by much. A Rogue is charming, but not a leader, which is why a 12 is good for a Rogue. It also helps to have a +1 bonus for Bluff when Feinting. Bluff, Diplomacy and Intimidate (Charisma-based skill): For a Rogue, these are mainly for role-playing use only. When the option comes up, you'll be asked to either come to an agreement, scare your enemy into submission or play with your enemy's head by coming up with a good lie. These skills will help you gain rewards or end conflicts without having to steal or fight. Also a Rogue's bluff skill is use when performing the Feint while in battle. Because Intimidate is not used as much as Diplomacy or Bluff, you should ignore these skill. Appraise (Charisma-based skill): The Rogue can bargain with the shopkeeper to lower their prices. Unfortunately, it lowers the amount by a small amount making this useless when compare to Sleight of the Hand. Use Magic Device (Charisma-based skill): Allows you to use a magical device, use certain armor/weapon or read a scroll to cast a spell. The higher the spell, the high the UMD score is needed to qualify to use the magic item. -------------------------------------------- B. Feats - Class Feats Sneak Attack: The Rogue gain sneak attack at level 1 and it stacks from there as it gets better and better. Sneak attack is by far the most damaging feats in the game. It works against almost any creature unless it has an immunity to critical hits or sneak attack such as a Dragon or Undead. Sneak Attack requires you to get behind the opponent (In NWN 1, you could sneak at almost any time and any direction under certain conditions) or use the Feint skill. The damage of sneak attack can be accumulated if you obtain all 3 Two Weapon Fighting feats. Level 1 - 1d6 Sneak Attack. Level 3 - 2d6 Sneak Attack. Level 5 - 3d6 Sneak Attack. Level 7 - 4d6 Sneak Attack. Level 9 - 5d6 Sneak Attack. Level 11 - 6d6 Sneak Attack. Level 13 - 7d6 Sneak Attack. Level 15 - 8d6 Sneak Attack. Level 17 - 9d6 Sneak Attack. Level 19 - 10d6 Sneak Attack. Evasion: This feat allows the Rogue to avoid damage Reflex save spells or traps if they successfully save. Uncanny Dodge: This feat is gained at level 4 and allows the Rogue to retain his Dexterity when being flanked or sneak attacked by an enemy. Improve Uncanny Dodge: This feat is gained at level 8 and it offers the same benefits as Uncanny Dodge except the Rogue is now immune to sneak attacks. Trap Sense: The Rogue gains +1 to saves vs. traps when a trap is triggered. Level 3 - Trap Sense +1 Level 6 - Trap Sense +2 Level 9 - Trap Sense +3 Level 12 - Trap Sense +4 Level 15 - Trap Sense +5 Level 18 - Trap Sense +6 - Selectable Rogue Feats Improve Evasion: This is a better version of Evasion, except instead of doing full damage when you fail a save. Defensive Roll: Defensive roll allows the Rogue to use their reflex save against physical attacks to divide the damage done to them in half. This is a very good defensive measure as the Rogue has little health, but effective against character who sneak attack or critical hit a lot. It's either this skill or both Disarm feats. Slippery Mind: In the event the Rogue fails their willpower save against a mind-inflicting spell, attack or trap, Slippery Mind allows the Rogue a second willpower save roll to avoid it. If you choose to get this feat, make sure you have a Wisdom score of 10 and not a 9 or an 8. Opportunist: With this feat the Rogue gain +4 to Attack of Opportunity. (AOO) This is a very good feat to have once you've disarmed your opponent in battle. If they don't possess improve unarmed combat. Skill Mastery: Skill Mastery gives the Rogue the ability to basically set traps in the middle of battle. Useless feat as it's almost impossible to set traps when people are casting spells (especially AOEs) and trying to physically attack you. - General Feats Disarm & Improve Disarm: This by far is one of the Rogue's best combat feats. It's both offensive and defensive at the same time. You can argue that Feint is a better feat. However, Feint can't knock a weapon out of opponents hand and render them useless. The improve version of Disarm, allows you to steal their weapon out of their hand without getting AOO'ed. The damage your opponent does is greatly reduced and the feat opens them for AOO because they using unarmed combat and you get a weapon to sell. What's not like to about these two feats? However, in the case of the Rogue, Disarm maybe a little hard to pull because of their Medium BAB and their choices of weapons. (Most of their weapon choices are small finesse weapons.) To properly land this ability, you're going to need a rapier, which is both a medium weapon and finesse weapon. Two Weapon Fighting, Two-Weapon Defense, Improve Two Weapon Fighting, Improve-Two Weapon Defense and Greater Two-Weapon Fighting: These feats allow you to dual wield with reduced penalties and add defense. If you're going to get Two Weapon fighting feats then make sure to get both of the Two Weapon Defense feats to increase your defense since you can't use a shield. Weapon Finesse: This feat is a must in order to convert your Dexterity bonus into Attack Bonus. Weapon Focus: Weapon Focus increases your chance to hit an enemy or disarm them. Combat Expertise and Feint: You need Combat Expertise in order to get Feint. Feint allows you to reduce agro (like the Rogue's Feint from World of Warcraft) so you can get a sneak against your enemy. Feint is good to use later in the game, but not early in the game as your Rogue should be to one-shot most their opponent with sneak attack. -------------------------------------------- C. Gameplay The Class Rogues are the "helper class" for melee classes. Their job is to inflict as much damage to tank's opponent using sneak attack. The feats and skill they use are means to give them or their allies an advantage in combat. If a Rogue does go up against a tank without any concealments or AC magic, more than likely that Rogue is going to knocked right on his butt as most fighter-types use knockdown. The Rogue class was not made to tank and is mildly good at one-on-one battles if they can disarm their opponents. Rogue's have the lowest AC in the game next to Wizard/Sorcerer because they can't use shields or gain extra AC like the Monk. Rogue must rely on Use Magic Device to wear other equipment from other class with better AC or defense in order to survive. When not in battle, Rogues are stealing items/money, open locks, finding, disarming and setting traps. Rogues are a fun class to roleplay, but can't effectively stand on their own. Most people who play Rogues often cross-class for better benefits. Rapier vs. Shortsword vs. Dagger The rapier is by far the Rogue's best weapon as it can be used with weapon finesse and it counts as a medium weapon, which is important when disarming someone. Shortswords are a good second option, but they greatly increase the Rogue's chances of being disarm. The same goes with the dagger, but in the case of the Gnome and Halfling, it's to avoid the -4 penalty for dual wielding shortswords. Pre-Battle You're going in stealth and you're heading over to your enemy to get in a sneak attack or disarm their weapon for the advantage. Or you're sending your tank out first and following up behind the tank on the unsuspecting enemy. Melee The Rogue is always coming up behind their tank to sneak attack their occupied enemy. It's a dirty tactic in the eyes of some, but it keeps the Rogue alive. Playing dirty is the only way for a Rogue to survive, which is stealing, disarming, feinting or running up behind the enemy. Range Rogues aren't exactly the best archers, but with their high Dexterity they can make a decent range attack. They can use their sneak while firing arrows if they are within a certain distance. However, range should only be used when the Rogue is unable to stay at the frontlines due to a spell. If the Rogue isn't using a range weapon, they can use a wand or scroll using UMD. Strengths - Rogues have the second highest melee damage output with Sneak right behind the Fighter-Weapon Master. - Most of the Rogues skills and abilities are tied in with Dexterity. - Rogues get free feats at later levels. - Rogue can use UMD skill to add magic to the mix. - The Rogue's Sneak Attack works on most creatures. - Rogues are great class to roleplay as they have lot of roleplaying options. - Rogue's are the only core class who get the Open Lock and Disarm Trap Skills. Weakness - Rogues are now an inferior stealth class when compare to the Ranger, Assassin and Shadowdancer. - Rogues are no longer needed for scouting thanks to the Survival Skill. - Despite their high Dexterity, Rogues have a mildly good ability to archer with Sneak Attack, which only works if they are standing from a certain distance in battle. - Rogue's Sneak Attack doesn't work on Undead, Elementals, Constructs, Dragons and certain non-critical hit living creatures. - Other players in PC server communities treat Rogues poorly in RP. - Dungeon Masters who create servers around the Rogue's ability can hamper the progress of other players. - Rogues have Medium BAB, the second lowest AC and low Fort save & Will saving scores. - Most of the free feats are useless. -------------------------------------------- E. Races Humans are the best Rogues as they get a much needed extra feat and can obtain disarm early in the game. Non-human classes will have to give up Improve Two Weapon Defense and will have to make up for the lost +2 AC with an item. Tieflings come in second as they get +2 to Dexterity and Intelligence. They also get racial bonus for +2 to bluff checks making up for their -2 to Charisma. On top of that, they get DR immunities to cold, fire and electric and racial Darkness spell equal to their level. Aasimars are okay Rogues landing a +2 to Charisma and +2 to Wisdom, leaving you extra points to put towards Dexterity or Intelligence. Elves come in third because of the Constitution penalty and that's about it. Their racial bonus against enchantments and sleep are excellent to make the elf more resistant to mind saving spells. They also land a longbow as apart of the elven proficiency, which is good if you want to do more damage range wise. Sun Elves are not qualified to be Rogue because they have no +2 boost to their Dexterity. Fourth choice for a Rogue is a Dwarf. Both the Gray and Shield dwarves are good Rogue's despite their Charisma penalties, but the Gold Dwarf not qualified to be a Rogue because their Dexterity penalty. Half-Elves are the fifth best choice for being a Rogue. Like their elven parents they get saves against enchantments spells and +1 to diplomacy due to their racial abilities from their human parent. However, they don't get any boost to any of their attributes so their Charisma will be lack compare to other the races mentioned above. Half-Orcs are the sixth best choice, although they there Charisma will be lower by -2 making it hard to bluff or feint without the aid of a +2 Charisma potion or item. Elves are the best race for being a Rogue. The Drow and Moon Elf get a +2 toward Dexterity and a -2 towards Constitution. (Drow gets +2 to Charisma too.) As I noted earlier, you only need a Constitution of at 12 so this leaves you with +2 extra points to put towards one of your attributes. It would be best to put it towards Intelligence since you'll need the extra point to get 7 points total. Sun elves and Wood elves are okay rangers when compare to the Moon and the Drow. The reason elves are good ranger is because of their sleep immunity and hardiness vs. enchantment spell racial feat. Gnomes and Halflings (no matter what their creed is) are the worse Rogue. Sure Halflings get hiding boost, +1 AB with throwing weapons and small melee weapons, +1 small stature or +2 to Dexterity, but their small size both their disadvantage and advantage. A Gnome get +2 to Constitution, bonus to illusionary magic and some favored enemy feat, but like the Halfling, their size is their bane. Both the Gnome and Halfling also suffer a -2 Strength penalty and can only wield smaller weapons, which only makes matters worse. Both Gnomes and Halflings have a hard time disarming their opponents and their opponents have a much easier time both disarming and knocking them down. Gnomes and Halfling in both PvE and PvP will find themselves having hard time in battle as both the OC and PvP arenas are full of people who can knockdown. (Or disarm) Without a weapon, a Rogue is screwed and is liable to get AOO and if a Rogue is knocked on their back they are equally screwed. Again, despite the Gnomes and Halflings advantages, they are at more of disadvantage being a Rogue compare to medium sized classes. -------------------------------------------- F. Good Classes to take in consideration when multi-classing. Fighter: The 4 levels of Fighter will grant the Rogue a 4th attack and Weapon Specialization at the lost of 2d6 Sneak Attack damage and +1 trap sense. The feat feats mean little since Rogue's get free feats anyway. Most of the martial weapon proficiency, shields and armor are useless to the Rogue because they are Dexterity-based class. Shadow Dancer: One level of Shadow dance will give you HIPs. Cleric: One level of cleric with Trickery and Travel will give you Bluff and Fast Movement. Duelist: 2 levels of Duelist grants +2 with Int, but it's not different if you were wearing leather armor and 5 levels gives the Rogue a 4th attack and precision when fighting the enemy face to face. -------------------------------------------- G. FAQ 1. Is this build for the original Campaign? No, as I've mention in other FAQs, these are general all-around builds. 2. Why didn't you include the Assassin, Black Guard or Wizard/Sorcerer multi-class suggestions based builds? You would need to devote levels of Assassin to be affective because there's no reason to go halfway or partial like some build since the Assassin gets great feats such as Death Attack and HIPs. Black Guard is also was excluded for similar reasons. 3. Why do you believe the Halfling sucks as a Rogue, especially since the Rogue is their favorite class? Despite the Halfling having the Rogue class as their favored class, Halflings are at a size, weapon and a strength disadvantage. I'm not saying you can't play as a Halfling Rogue, but you have to realize they have the biggest disadvantage compare to other races in combat. The same applies to the gnome. You're better off playing a Medium size character than a small size character. 4. How come you didn't name any famous fantasy characters like in your other FAQs. I didn't think there was a need to use any references that's all. -------------------------------------------- H. Copyright and Permission All the material written here is copy of myself and will not be used without permission from me. (c) Tony Mark, March 2007
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