Rogue
The Rogue is Lourdin RPG's burst damage assassin, built around Sneak Attack and critical hits. Starting with 8 HP and light armor, Rogues deal the game's highest single-turn damage with the right setup — Sneak Attack adds 1d6 bonus damage per 2 character levels when hitting a target that has already been struck this turn.
Overview
The Rogue is a cunning assassin who strikes from the shadows with devastating precision. Specializing in critical hits and burst damage, Rogues excel at eliminating high-priority targets quickly. Their finesse weapons and high mobility make them deadly in the hands of a skilled player.
Rogues are perfect for players who enjoy high-risk, high-reward gameplay. Timing, positioning, and target selection are crucial to maximizing your potential. When played correctly, Rogues can turn the tide of battle with a single critical strike.
| Base HP | 8 |
|---|---|
| Starting Mana | None |
| Primary Stat | Dexterity |
| Armor Type | Light only |
| Starting AC | 11 |
| Resource System | Cooldowns only |
| Availability | Free |
Core Strengths
Starting Equipment
New Rogues begin with the full Scout's kit — light armor pieces tuned for silence and mobility — and a matched pair of blades suited for close work and opening ambushes from range.
Weapon Proficiencies
Finesse Melee
Rogues specialize in finesse weapons that use Dexterity for attack and damage:
- Dagger (1d4): Quick, concealable, throwable
- Shortsword (1d6): Balanced damage and speed
- Rapier (1d8): Highest finesse one-hander - ideal for Rogues
Ranged — Hand Crossbow
Rogues are the only class with access to the full Hand Crossbow line. Five tiers chain together a smooth DEX-scaling progression across the character's career:
| Tier 1 (Lvl 1) | Backstreet Crossbow — 1d6, +1 DEX |
|---|---|
| Tier 2 (Lvl 3) | Alleybane Crossbow — 1d8, +2 DEX |
| Tier 3 (Lvl 6) | Spring-Shot Repeater — 2d4+1, +2 DEX +1 INT |
| Tier 4 (Lvl 10) | Viper-Bite Crossbow — 2d6, +3 DEX +1 INT |
| Tier 5 (Lvl 15) | Nightjar Repeating Crossbow — 3d6+2, +4 DEX +2 INT |
How Should You Play the Rogue in Combat?
Strike First, Strike Hard
Rogues excel at eliminating threats before they can react. Focus on high-priority targets like enemy spellcasters or archers. Your burst damage can remove dangerous enemies from combat instantly.
Zone Control & Flanking
Use Shadow Step to teleport to a flanking zone and activate Backstab for guaranteed +2 damage. When an ally occupies the enemy's zone, attack from a different zone to trigger Backstab every turn. Use Sneak Attack to punish enemies after your allies have already struck them this turn.
Cunning Action Timing
Your bonus action every turn is Cunning Action — pick one of Dash, Disengage, or Hide:
- Hide is the money pick when the target hasn't been struck yet: it primes your next strike to roll Sneak Attack dice automatically, and grants +2 AC for the turn. This is the cleanest way to guarantee Sneak Attack damage against an unstruck target.
- Dash doubles your movement (5 hexes → 10) for one turn — perfect for closing with a ranged caster before the enemy turn lands.
- Disengage applies -2 to hit on incoming attacks for one turn. Use it after stepping out of a melee zone when you can't spare Shadow Step.
Stat Priority
What Are the Rogue's Class Features?
Cunning Action
Level 1+- Dash: Double your hex movement range for 1 turn (5 → 10).
- Disengage: Incoming attacks take -2 to hit for 1 turn.
- Hide: Gain +2 AC for 1 turn and prime your next attack to deal Sneak Attack damage automatically (no "already struck" requirement).
Shadow Step
Backstab
Zone PassiveSneak Attack
PassiveCritical Strike Mastery
Level 7+Playstyle Tips
- Upgrade to Rapier ASAP: 1d8 finesse damage is your best friend
- Target Priority: Focus on spellcasters, healers, and ranged enemies first
- Use Initiative: High Dexterity means you often go first - use it!
- Avoid Prolonged Fights: Burst damage is your strength - eliminate threats quickly
- Zone Flanking: Stay in a different zone from enemies while an ally flanks them to trigger Backstab
- Stock Potions: No self-healing means carrying health potions is essential
Strengths & Weaknesses
Strengths
- Highest burst damage potential
- Excellent initiative and first-strike capability
- High mobility and tactical flexibility
- Strong single-target elimination
- Shadow Step zone teleport for guaranteed Backstab positioning
Weaknesses
- Fragile - medium HP with light armor only
- No self-healing or sustain
- Struggles against heavily armored targets
- Dependent on favorable positioning
- Limited AoE or crowd control options
- No damage-mitigation reaction — every hit lands in full
Known Gaps & Roadmap
The current Rogue implementation tracks D&D 5e closely through Level 10. Remaining gaps:
- Reliable Talent (Lvl 11 in 5e): Not applicable — Lourdin has no skill-check system, so d20 rolls below 10 never occur outside of attack rolls.
Related Classes
If you enjoy the Rogue playstyle, you might also like:
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