Rogue
Player's Handbook p49

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D&D Home > Character Classes > Core Classes > Rogue

Game Rule Information

The following changes have been made to the powers and abilities of the Rogue. Any published rules for the rogue that do not directly contradict the contents of this page still apply.

Class Features

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UE p94). At first level the rogue gains the Weapon Group (Basic Weapons) feat, and his choice of any two other Weapon Group Feats. Rogues are proficient with light armour, but not with shields.

Variants

The Unearthed Arcana presents only one variant of the rogue and that is the Wilderness Rogue (UA p56). Such a generic character can be dropped into any campaign and it works well as a scout without the magical and hippy-tree hugging baggage of the ranger. Any variant rules presented for the Wilderness Rogue stand without modification.

Planar Substituion Levels: Rogues who make the prerequisites may swap out certain class abilities in favour of planar-related ones. At 6th level they may swap Trap Sense for Breach Sense. At 10th level they may choose Slip the Bonds as one of their special abilities. At 16th level they may swap Blink for one of their special abilities. They also gain Knowledge (the planes) as a class skill. See Planar Handbook pages 27 and 34 for more details.

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