Unorthodox Rogues
Publisher: The Le Games
Pages: 60
Format: PDF (
Available on RPGNow)
Overview:
Unorthodox Rogues is a D20 supplement meant for those of you who want to spice things up. I was excited to win this PDF in a recent contest by the publisher, Le Games, as the Rogue is one of my favorite classes to play.
The PDF is available at RPG Now and comes packaged with three versions: a landscaped on-screen version (with bookmarks for easy navigation), a portrait print version (also bookmarked), and an .rtf version for ease of copy-and-paste. This review will cover the printed PDF version of the book.
The book contains 5 new core classes, 3 prestige classes, 4 new feats, 1 new weapon, and a new class of magic items. In addition, it also contains an Appendix which includes SRD material that is referenced in various places in the book, so one need not pull out the PHB to double-check the exact text of an ability or spell.
I believe the new core classes to be the real strength of the product, as I am always looking for new ideas. However, I found several of them to be somewhat unbalanced compared to the PHB core classes; however, the book’s Introduction includes a section titled “Balancing and Game Notes” that gives some ideas for corrections should you find the contents unbalanced for your particular game.
I found the contents to be original and useful in many campaigns – I especially liked the Baubles and Urus of Ancient Power – new magic items that you infuse into current items (magical and non) to give additional abilities.
Appearance:
The printed version of the book is laid out in portrait orientation with two columns of text, much like the majority of the printed RPG products currently on the shelf. Black and white printing doesn’t hurt any of the graphics in the book, except for perhaps the (full color) cover.
The art quality is a little below what I am used to from print RPG books (I do claim a fondness for the early 3.5 art from WOTC), but on average for the PDF market. Overall, the art was appropriate for the book.
Most of Unorthodox Rogues is fairly well written, with a minimum of typos. The few that are evident usually have easily deduced corrections, although there is one or two that might call for errata (such as one of the Prestige Classes listing 12+Int skill points per level).
The printed PDF chooses a font that is easy to read, with a large enough text size that one can read with ease.
Core Classes:
Unorthodox Rogues contains 5 new 20th-level core classes, each set to specialize in a certain field or a certain character concept.
Each class is prefaced by a short story (roughly a page) that follows a brief adventure of a character in the class. I was pleased to see this, as it gives an insight into the way a typical member of the class would think and act.
The classes introduced in the book are as follows:
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The Fabricator
The Fabricator is a lock and trap specialist, although his skills can be focused on engineering in general. The class is one that would be a boon in just about any adventuring party, as not only can the Fabricator create traps, but they are also experts at disabling and bypassing traps of all sorts. I’ve seen this concept attempted by others, and I do have to say this is the best attempt to capture the idea that I’ve yet seen.
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The Layabout
The Layabout concentrates on avoiding work and trouble, and is the perfect freeloader. A Layabout can be a wealth of information and social favors, as they know everyone. Although an interesting class, it seems more suited for an NPC rather than an adventurer. Nonetheless, it is a unique and interesting class.
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The Seductress
The Seductress is an enchanting thief who lures wealthy men into a relationship in order to subtly take control of their funds and households, before finally stealing their very life away from them. A combination of a rogue and assassin, this would be a perfect fit for an addictive adversary to use against your PCs.
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The Shroud
The thief of death, the Shroud is a combination necromancer and rogue. Most of their abilities surround the dead, and they are known for exhuming bodies in order to question the deceased about hidden treasures and secrets – then using those secret to their own advantage.
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The Skulker
The Skulker is a master of stealth and camouflage, and is the perfect assassin – one doesn’t even see the blow that kills them. They eschew nearly all social contact in order to perfect their techniques.
Although all the classes are interesting, I believe that many of them might need a few tweaks to the mechanics before inserting them in an on-going game.
For example: The Fabricator gets the Rogue’s BAB and Saves, as well as many of the Rogue’s abilities (such as Sneak Attack, Trap Sense, & choice of Special Abilities). In addition, it is granted enough abilities to nearly create a whole new class on their own. To extrapolate, at first level the Fabricator gets Trapfinding (as per Rogue); Locksmith Expert (a new ability that gives +4 to 2 skills – basically replicating taking the PHB feat Skill Focus twice); and Repeating Slingshot Proficiency (the new weapon the book introduces, which grants the Exotic Weapon Proficiency feat and allows you to create a customized version of the weapon (with the appropriate Craft check) that gives a +1 to attack. As this is due to customizing the weapon, it would be possible for a player to also make the weapon Masterwork, thus giving a +2 to attack).
Not all the classes are front-loaded as is the Fabricator, and depending on your play style and preferences you may not see a need to tweak the mechanics.
Prestige Classes:
The Prestige Classes introduced are interesting. There is the Backstabber, a rogue that specializes in wooden daggers that they often create themselves; the Saintly Thief, a rogue that is as comfortable changing identities as most people are changing clothes; and the Ward boss, the face of the city’s thieves’ guild and boss of the local thugs.
The Prestige Classes are all between 5 and 7 levels long, and all are fairly easily attainable, usually by 5th or 6th level rogue.
Magic Items:
The book introduces two new types of magic items: Baubles and Urus of Ancient Power. These are simple gem-like stones that are used to permanently infuse mundane and already existing magic items with a single power, useable only by the individual who activates them. If the infused item falls into other hands, the power is useless.
The items grant minor to major abilities anywhere from emitting soothing music on command to granting continuous cold immunity when worn or held by the infuser. If any given item has both a Bauble and Uru infused into it, there will be a synergy between the two granting an additional ability.
I found this a highly unique idea and one I would most certainly like to put into play. The only snag I found is that the items have no rules for creation, nor to they have a market price. The lack of item creation rules isn’t so worrisome, given the artifact-like background of the items (included in the description), but the lack of a market price makes it difficult to determine how to grant them – especially when considering making characters above 1st level, one doesn’t know how to include such an item in cost of equipment.
Last Thoughts:
I find that the book succeeds in the purpose of providing innovative and unorthodox options for rogues. However, the mechanics fall slightly short of balance in some areas, which is important for me.
All in all, if you are looking for something new and interesting, and don’t mind a few mechanical tweaks, I would suggest this book. Final score: 3 stars out of 5.