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Now if you consider a rogue from older versions, pathfinder, or entirely other genres like WOW or something, convincing you would just be a matter of pointing out all those powerful things they can do that are missing here.
i've always wanted to play the leader - the first one in the room - so, a thief-type, always searching, watching and listening, has always made sense for me, but it is rather meh in BG3
i've also played the big oaf, kicking down doors - i can enjoy both
in BG3, i ran a thief/(ranger) right up until the near-end decisioning in Act 3 - had them as a Sniper - loads of damage - secondary as a poison dual-wielder - became very repetitive (maxxed out in level very early in Act 3)
i just finished playing 100+ hours with a Bard - nice alternative, with lots of cool spell options
im not gonna finish that game - gonna go test a Paladin again
So for Astarion, a flamboyant Bard who throws around almost wild magic is a good fit, imo
Just use Withers to respec Astarion to something else, if you like his character. Unlike, say, Shadowheart, Gale, or Wyll, Astarion's quest and character plotline make no direct reference to him being a rogue. He could be anything.
As for locks, well, as Gale might say, "Surely there is a spell for this sort of thing." Anything up to DC15 can be picked by anyone with decent DEX. And that is most locks. Anything higher than that, you can just knock open if you want to. Or use a sledgehammer on.
Nothing wrong with a respec....
My personal fave for astarion is gloomstalker ranger:
5 levels into ranger, subclass into gloomstalker. 4 levels into rogue, subclass into thief, 3 levels into fighter, subclass into battlemaster.
Set yourself up for dual wielding, whatever finesse weapons you can get your hands on... shortswords, daggers, scimitars... Use dual hand crossbows for ranged.
Makes for a very nasty ranged attacker (can still fight well in melee), and can still do most of the important rogue stuff (picking locks, disarming traps etc).
The build is pretty well documented; you can find youtube videos on the exact details relatively easily, so I won't spoil it with specifics. It's more fun if you play around with it and figure things out IMO.
Some of the reasons why they might be relevant in tabletop don't exist at all in BG3. For instance, your party wizard doesn't have to start the day with "Knock" prepared to be able to cast it; it just needs to be in his spellbook, because he can change his prepared spells anytime he's not in combat and then switch back to his rock-and-roll loadout. In addition, while in tabletop it's extremely not stealthy -- making a sound so loud that it's audible from 300' away, beyond the normal recognizable-as-spellcasting sounds required for a spell with verbal components -- that doesn't matter in BG3, either.
Thief 3 is a pretty legit dip in BG3 for builds that would like another bonus action, though, like monks that want another Flurry of Blows. That particular feature is stronger in BG3 than in D&D 5E.
Then they can get their sneak attack bonus on every single turn.
The split usually ends up with either 3 or 5 thief rogue and 5 ranger or 6 swords bard for the extra attack and utility effects they get.
The thing that really limits rogue is that it never gets a second attack and sneak attack can only be done once per turn (Pathfinder2 handles it better where you get the extra D6s at a slower pace per level but can can do second or 3rd attacks and can trigger sneak attack every time you hit)
In fights the Rogue isn't as good as other classes damage wise though I'd say they have some versatility in said fights and more utility outside of fights. I feel like they need mods to improve their damage in fights because Sneak Attack doesn't scale too well in the late game - early game it's fine but it quickly becomes out shined by other classes either due to the classes themselves, subclasses, items or potions.
Rogue as a Whole:
-Sneak Attack is a high damage increase added to your weapon once every round. This can apply to Main Action Attacks or Bonus Action Attacks and Savage Attacker Feat can now impact the melee Sneak Attack (damage die are rolled twice with the bigger number being chosen - I think this is like a 20% damage increase generally?). Level 11 you roll 6d6 for Sneak Attack damage so 6-36 damage on top of weapon damage and whatever else damage you have - Critical Hits double this damage, Vulnerability also can double or triple if including a Critical Hit.
-Cunning Actions are Main Actions that can be used with Bonus Actions adding more versatility in combat when it comes to Disengaging, Sneaking, Dashing,
-Uncanny Dodge and Evasion are defensive passives that you get at higher levels for damage mitigation or outright damage avoidance. These can occur once per round using your Reaction to half the damage of an incoming weapon attack or certain spells / occurrences that require Dexterity as a saving throw.
-Skill Checks you get Expertise at level 1 and 6 each one giving you two Skills to Double their Proficiency so at level 6 Rogue that would be 4 skills that are doubled on top of that at level 11 you get Reliable Talent where the minimum you can roll for Skill Checks you are Proficient in to be a 10. So this is where Rogue has that utility outside of combat.
-4 Feats, like Fighter the Rogue can get 4 Feats at level 12.
Subclasses:
Thief: Generally picked for level 3 getting an extra Bonus Action for Multiclassing with other classes. Isn't generally uses to get high levels for Rogue except maybe 4 for a Feat but eh, probably not. Later passives aren't that useful imo. Having that second Bonus Action can be really good.
Assassin: Again generally picked for level 3 maybe 4 for Feat as the later passive is just Disguise Self which is stupid imo. The level 3 passives are really good but only pertain to the starting of fights so after 1 round they are no longer useful. Can be really good for doing high burst damage at the start of a fight if surprising enemies - you can technically try to duck in and out of combat to get some of the bonuses repeatedly.
Arcane Trickster: Pretty much a very watered down Wizard with a Sneak Attack. I feel like this subclass you'd want to invest more into and like Multiclass with like 1-3 level of Wizard so you get access to more spells and level 3 spells. Or you could start with like 1 Fighter and then go the rest into Arcane Trickster for a more tanky build with using Heavy Armour, getting Proficiency in Constitution for Spell Concentration and you can run into combat with higher Armour Class due to Heavy Armour using your Bonus Action Attack for Sneak Attack and Main Action for mostly Utility Spells, Cantrips (that scale automatically) and Spell Scrolls (which can be high level spells). I'm actually trying this Mage Tank Rogue character out for fun.
Arcane Trickster can also hit enemies with spells that make them disadvantaged with saving rolls if they are sneaking at level 9. Can be quite good. Other classes can also do this.
If going heavy into Rogue I'd go with Arcane Trickster otherwise Thief and Assassin are more multiclass options imo. In general there are just better classes then Rogue and it's subclasses which is why I mention the mods like getting a Fighting Style, making using Poison as a free action, making Arcane Trickster's Mage Hand better, etc... I've seen another mod that allows for multiple Sneak Attacks / round at diminishing damage (which is where Thief with Main Action Attack +2 Bonus Action Attack could be good with 3 Sneak Attacks - also Assassin would benefit from that mod).