Fallen Seraph
First Post
I think one should be reminded that the Rogue does have abilities no one else has in regards to Thievery, Stealth and all things such as these. These abilities give the Rogue a mechanical advantage over other classes when it comes to pickpocketing, entering places, staying hidden, unlocking locks, disabling traps, streetwise info, etc.
Powers:
Paragon Path Options:
Powers:
- Quick Fingers: Utility 2
- Fleeting Ghost: Utility 2
- Master of Deceit: Utility 2
- Double Take: Utility 2
- Great Leap: Utility 2
- Chameleon: Utility 6
- Nimble Climb: Utility 6
- Dangerous Theft: Utility 10 (Requires Combat, but I would say a "shove" to "initiate combat" isn't much)
- Brisk Stride: Utility 10
- Foil the Lock: Utility 16
- Grasshopper Leap: Utility 16
- Magpie Filch: Utility 16 (requires a melee attack, but again works like Dangerous Theft)
- Shadow Stride: Utility 16
- Hide in Plain Sight: Utility 16
- Hide From the Light: Utility 22
- Scoundrel's Epiphany: Utility 22
- Wall Crawl: Utility 22
- Dazzling Acrobat: Utility 22
- Cloud Jump: Utility 22
Paragon Path Options:
- Master Infiltrator: Skillful Infiltrator
- Master Infiltrator: Impossible to Catch
- Cat Burglar: Acrobatic Action
- Cat Burglar:Athletic Master
- Daring Acrobat: Acrobatic Action
- Daring Acrobat: Flawless Stunt
- Guildmaster Thief: Thieving Crew (in this case by making everyone else better at Stealth and Thievery it can help you too)
- Master Spy: Cover Action
- Strong Arm Enforcer: Implied Threat
- Tiefling Hellstalker: Devil's Sight