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.
See Also:
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