Wilderness Rogue (D&D Rogue variant)

From Hastur
Jump to: navigation, search

This article is imported from the Hastur wiki. See the import log for details.

D&DD&D Logo
Unofficial rules compendium

UA 56

The wilderness rogue prefers to put her skills to use in the great outdoors, rather than in cramped alleys and dungeon corridors. In many ways, she is similar to the traditional ranger, though with less combat savvy and with none of the ranger’s divine link to the natural world.

Class Skills:

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), And Use Rope (Dex).

Italiced skills are added to the wilderness rogue. The following rogue class skills have been removed from the wilderness rogue’s class skill list: Appraise, Diplomacy, Decipher Script, Forgery, and Gather Information.


Class Features

The wilderness rogue has all the standard rogue class features, except as noted below.

Special Abilities:

Add woodland stride (as the 7th-level ranger ability), camouflage (as the 13th-level ranger ability) and hide in plain sight (as the 17th-level ranger ability, requires the rogue to already have the camouflage ability) to the list of special abilities that can be chosen by the wilderness rogue.