Pillars of Eternity Rogue Class Guide – Stats, Abilities and Talents

By   /   Apr 9, 2015
Pillars of Eternity

In Pillars of Eternity, Rogue Class serves the purpose of Striking using an array of ranged and melee weapons. The strikes provide Afflictions which either grant Rogue with Sneak Attacks or strengthen the Sneak Attacks.

Pillars of Eternity Rogue Class

In this guide, I’ll cover everything you need to know about Rogue Class, its beginning abilities, talents, and more.

Beginning Stats

Starting Ability – Sneak Attack
This ability grants bonus to ranged and melee attacks after Rogue acquire one or more Afflictions.

  • Endurance – 36 + 12/Level
  • Health – 4 x Endurance
  • Accuracy – 30 + 3/Level
  • Deflection – 15
  • Skill Bonus – Stealth +1 and Mechanics +2

Special Abilities

Special Abilities contain high damage output. Rogue can execute the abilities with a ranged weapon, but needs to close in the gap between them and targets.

Dirty Fighting
Required Level: Level 3 – Passive

Dirty Fighting allows Rogue Class to convert 10% of its normal hits into Critical Hits.

Escape
Required Level: Level 3 – 1 per encounter

Escape allows Rogue Class to become immune to Engagement and avoid the next attack before reaching out of enemies’ range.

Reckless Assault
Required Level: Level 3 – Modal

Reckless Assault allows Rogue Class to acquire +8 Melee Accuracy and x1.2 Melee Damage at the cost of -8 Deflection.

Sneak Attack
Required Level: Level 1 – Passive

Sneak Attack allows Rogue Class to acquired x1.5 All Damage when the targeted enemy is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned, or Weakened.

Crippling Strike
Required Level: Level 1 – 2 per encounter

Crippling Strike allows Rogue Class to leave enemies Hobbled for 10 seconds and acquire x1.25 All Damage.

Coordinated Positioning
Required Level: Level 7 – 2 per encounter

Coordinated Positioning allows Rogue Class to change positions from one target to another and also negating any Engagement.

Fearsome Strike
Required Level: Level 9 – 1 per rest

Fearsome Strike allows Rogue Class to leave enemies Hobbled and Weakened for 10 seconds vs. Fortitude. In addition to this, Rogue acquires x1.25 All Damage.

Finishing Blow
Required Level: Level 5 – 2 per rest

Finishing Blow allows Rogue Class to acquire +5 Accuracy and finish off an enemy with utmost precision.

Deathblows
Required Level: Level 11 – Passive

Deathblows allows Rogue Class to acquire x2 Melee Damage and Ranged Damage which is more effective with Sneak Attack.

Deep Wounds
Required Level: Level 5 – Passive

Deep Wounds allows Rogue Class to acquire 10 Raw Damage over 10 seconds.

Withering Strike
Required Level: Level 9 – 1 per encounter

Withering Strike allows Rogue Class to leave enemies Weakened for 10 seconds vs. Fortitude and also acquire x1.25 Damage.

Adept Evasion
Required Level: Level 7 – Passive

Adept Evasion allows Rogue Class to convert +50% of all incoming Grazes into Misses.

Riposte
Required Level: Level 5 – Passive

Riposte allows Rogue Class to acquire Full Attack Riposte from incoming melee attacks that target Deflection and Miss, but only when Melee Weapons are equipped.

Blinding Strike
Required Level: Level 1 – 1 per encounter

Blinding Strike allows Rogue Class to leave targeted enemies Blinded for 10 seconds vs. Reflex and acquire x1.25 All Damage.

Talents

Backstab
Backstab allows Rogue Class to acquire x2 All Damage.

Deflecting Assault
Deflecting Assault allows Rogue Class to acquire +8 Melee Accuracy and x1.2 Melee Damage at the cost of -8 Deflection.

Shadowing Beyond
Shadowing Beyond allows Rogue Class to become invisible, acquire Immunity to Engagement, and break Engagements for 10 seconds.

Vicious Fighting
Vicious Fighting allows Rogue Class to convert 10% of all regular hits into Critical Hits when using Dirty Fighting.

If there is anything else you would like to know, do make sure to let us know in the Comments Section below.

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