Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves (burglars, dungeoneers, scouts, etc.), many serve as spies, investigators, diplomats, swindlers, 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.


Hit Die: d6.

Proficiencies: Proficient with club, dagger, dart, light crossbow, heavy crossbow, mace, morningstar, rapier, shortbow, short sword, and quarterstaff. They are proficient with light armor, but not with shields.

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

Bonus Feats: The epic Rogue gains a bonus feat every four levels after 20th

Epic Rogue Bonus Feats: Blinding Speed, Crippling Strike, Defensive Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion, Improved Sneak Attack, Opportunist, Self- Concealment, Skill Mastery, Slippery Mind, Superior Initiative

Rogue Special Feats On achieving 10th level and every three levels thereafter, the Rogue can choose a special feat from the following :


Sneak Attack
Rogues study the weaknesses of their opponents, and are capable of capitalizing on this knowledge with their deadly sneak attacks.
Gained: 1st level.
Use: Automatic.
Bonuses: Whenever the character makes a successful melee or ranged attack against an opponent that is flat-footed OR cannot see the character (i.e., character is in Stealth mode or invisible) OR has its back facing the character AND the target is in combat but not with the character, the character's blow deals extra damage (+1d6 at 1st level, and an additional +1d6 every two levels thereafter). This extra damage is not multiplied in the case of a critical hit.
Special: Automatic. The construct and undead monster types are immune to sneak attacks, as are any creatures that are immune to critical hits.

Rogues are able to escape potential deadly situations.
Gained: 2nd level.
Use: Automatic.
Bonuses: In situations where a successful Reflex saving throw would allow others to take only half damage, you escape unscathed.

Uncanny Dodge
Rogues are quick on their feat and can react more quickly to danger than others. This ability improves as the Rogue gains levels.

Use: Automatic.

On achieving 10th level and every three levels thereafter, the Rogue can choose a special feat from the following list:

Crippling Strike
Use: Automatic.
Bonuses: Any successful sneak attack deals two points of Strength ability damage to the target.

Opportunist Use: Automatic.
Bonuses: The Rogue gains a +4 competence bonus to attack rolls when making an attack of opportunity.

Skill Mastery
Use: Automatic.
Bonuses: The Rogue can take 20 whenever using the Disable Trap, Open Lock, or Set Traps skills, even if in combat.

Slippery Mind
Use: Automatic.
Bonuses: If the Rogue fails his save against a mind-affecting spell, he makes an automatic reroll.

Improved Evasion
Use: Automatic.
Bonuses: In situations where a successful Reflex saving throw would allow others to take only half damage, the character escapes unscathed on a successful roll and takes only half damage even if the saving throw fails.

Defensive Roll
Use: Automatic, once per day.
Bonuses: If you are struck by a potentially lethal blow (i.e. you suffer weapon damage that would normally drop you below 1 hit point), you make a Reflex saving throw (DC = damage dealt). If successful, you take only half damage from the blow (which may still be enough to kill you). If you are caught flat-footed, you may not make a defensive roll.


Climbing - Rogues can climb sans rope where others would require rope to climb. On all climbs they are favored to succeed over other classes. Rogues also can compromise any rope they use to favor the next use resulting in a CRITICAL FAIL.

Extortion - Rogues can extort a PC or NPC for money or rumors.

Grifting - Rogues can grift a PC or NPC for money or rumors.

Loot Area - Rogues can steal placeable objects (think artwork).

Underhanded - Rogues can expect class bonuses to attempts at most unsavory acts (e.g. bribery, extortion, etc.).

Windows User - Rogues can use windows (open/close, lock/unlock, break, peek, enter).

Conceal Item (weapon) - Allows user a chance to hide an item (weapon) on their person.

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Rogue rouge thief!