Rogue

= Rogue = Rogues are the spies, con artists, crime lords, petty thieves, suave ne'erdowells, assassins, backstabbers, lockpickers, cutpurses, and general lawbreakers of the world. Skilled with knives, words, or a quick disguise, a rogue is a valuable member of any adventuring party, and a common sight in any civilization. The clout of well-known rogue could get one access to services and goods otherwise unavailable to the common person, but at the cost of being accosted by justice at every opportunity.

Rogues in Armeya are most often found amongst the Patak and Rivod.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.
 * Antiquarian (CC, p 51): Lose trapfinding. Gain wisdom bonus on appraise checks with divine items. Can attempt to identify divine items, as per the spell. **Requires devotion to L'Orielan.**
 * Disruptive Attack (PHB 2, p 57): Don't gain uncanny dodge. Whenever you attack a flanked or flat-footed target, you can sacrifice your sneak attack to give them a -5 to AC.
 * Feign Death (EoE, p 21): Lose evasion, gain ability to appear dead
 * Friend's Evasion (CC, p 51): Lose improved evasion as a special ability option. Every ally adjacent to you gains evasion.
 * Frostfell Terrain Mastery (FB, p 45): +2 initiative and +10 land speed in cold terrain, gained as special ability.
 * Lightbringer Penetrating Strike (ECR, p 208): When flanking a creature normally immune to sneak attack damage you still deal half your sneak attack dice in damage. Does not effect creatures immune to flanking, and can only be used against flanked creatures. **Requires devotion to Shul.**
 * Martial Rogue (UA, p 58): Lose sneak attack and gain bonus feats as a fighter.
 * Mimic (EoE, p 21): Lose trapfinding, gain disguise self.
 * Penetrating Strike (DS, p 13): Lose trap sense. Whenever you sneak attack something normally immune to sneak attack damage, do half your normal dice of sneak attack damage.
 * Quick Fingers (DS, p 13): Lose one level of trap sense to reduce the time needed to disarm traps.
 * Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
 * Spell Sense (CM, p 35): Lose trapsense. Gain AC bonus vs spells.
 * Wilderness Rogue (UA, p 56): Modified skill list. Add camouflage, woodland stride, and hide in plain site to the list of abilities rogues can pick.