Bandit core class from S&P #12

René

Banded Mongoose
Is this new core class essentially a land-based Pirate (in which case I won't order the issue) or is it a genuine approach?
 
It is the same as the pirate class, though I don't remember what they do with abilities like the bonus to proffession-sailor, I would change it to survival or riding. The pirate codes could be kept, though you could introduce some kind of signaling based on sticks and stones. I don't think you need to order the magazine.
 
I got my hands on this S&P again, and here is the class description:

Hit die: d8

Class skills: a pprise, bluff, climb, craft (any mundane), disguise, escape artist, gather information, handle animal, hide, intimidate, jump, knowledge (geography or local), listen, move silently, perform, profession, ride, search, spot, survival, swim, tumble, use rope

Skill points: 4+Int modifier

Weapon and armour proficiency: as pirates

Special:

1st level: Favoured terrain, feroucious attack
2nd: Persuasive (bonus feat), to ride a road of blood and slaughter
3rd: Sneak attak +1d6, sneak subdual
4th: Uncanny dodge
5th: Mobility
6th: Sneak attack +2d6
7th: Favoured terrain, feroucious attack (additional)
8th: Improved uncanny dodge
9th: Sneak attack +3d6
10th: Human compass (as navigation), Improved mobility
11th: none
12th: Sneak attack +4d6
13th: Favoured terrain, ferocious attack (additional)
14th: none
15th: Greater mobility, sneak attack +5d6
16th: none
17th: none
18th: Sneak attack +6d6
19th: Favoured terrain, ferocious attack (additional)
20th: none

Base attack, dodge, parry, saves, etc, as pirate.

The description of the favoured terrain is identical to the borderer's, although the table of features doesn't say when it is primary or secondary, etc. The description goes all the way to describe a favoured terrain bonus of +5, even when the bandit gains pluses at only 4 levels.

The description of feroucious attack is identical as the pirate's, although the table notes the feroucious attack gained at higher levels as '(additional)', just as transcribed.
 
Here's the Bandit as posted by someone a while ago:

THE BANDIT

Adventures: Bandits are raiders, ambushing unwary travelers and demanding payment for safe passage. A bandit’s life is a wild and free one, but often short and violent. Bandits recognize no authority other than that of their leader, and only then so long as he is the strongest and smartest among them and provides them with rich plunder.

Characteristics: The bandit is, by necessity, a fast and agile fighter, adept at laying ambushes and bullying victims into surrendering their valuables. A bandit relies on a quick, frenzied strike to bring down the most powerful foes among his targets before they have a chance to counterattack. This is all the better to terrorize and demoralize any other resistance among his victims.

Religion: Bandits often swear by Bel, God of Thieves, while others hold to the gods of their homeland.

Background: Many bandits are deserters from shattered armies, down on their luck mercenaries, or criminals forced to flee into the wilderness. Bandits stick near established roadways likely to see rich caravan trade, and the Road of Kings is the most tempting of these targets, particularly the farther east one travels. The Zamoran forests and Eastern Desert near Turan are filled with bandits, as are rich nations suffering under civil war and rebellion, such as Corinthia, Koth and Ophir.

GAME RULE INFORMATION
Abilities: A bandit’s quick-moving combat style relies on Dexterity in battle first and foremost, then on Strength and Constitution to help him win through tougher opponents, and finally on Charisma to avoid unnecessary fights altogether. A high Wisdom also benefits several of his skills.

Hit Die: d8

CLASS SKILLS
The bandit’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (any mundane) (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis) Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armour Proficiency: A bandit is proficient with all simple and martial weapons, two weapon combat, light armour and shields. Note that armour check penalties for wearing medium or heavy armour apply to the skills Balance, Climb, Jump, Move Silently, Sleight-of-Hand, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Bonus Feat: At 1st level, the bandit may select a bonus feat from among the following: Alertness, Armoured Stealth, Athletic, Brawl, Carouser, Dodge, Far Shot, Fleet-Footed, Improved Precise Shot, Light-Footed, Negotiator, No Honour, Parry, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Run, Self-Sufficient, Sleep Mastery, Stealthy, Toughness. The bandit may choose another bonus feat from this list at 10th, 14th, 16th and 20th level.

Favoured Terrain: At 1st level a bandit gains a favoured terrain type from among the following: Desert, Forest, Hills, Mountains, Plains, Swamp or Tundra. At 7th, 13th and 19th level, he may choose an additional favoured terrain. All the benefits derived from favoured terrain are extraordinary abilities.

Any time a bandit is in one of his favoured terrains and wearing at most light armour, he gains certain benefits as follows:

+1 circumstance bonus to all Hide, Listen, Move Silently, Search, Spot and Survival checks.

+1 Dodge bonus to DV. The bandit is adept at using the natural features of the terrain to his advantage in combat.

At 4th level and every four levels thereafter, the bandit’s favoured terrain bonus increases by +1. His second favoured terrain bonus increases by +1 at 12th and 17th levels, and his third favoured terrain bonus increases by +1 at 19th level.

The bandit gains aditional benefits as his favoured terrain bonuses increase. If he has a favoured terrain bonus of at least +2 for the terrain he is in, he gains a +10 feet circumstance bonus to his movement.

If he has a favoured terrain bonus of at least +3 for the terrain he is in, he may use the Hide skill even if the terrain does not usually grant cover or concealment. If he has a favoured terrain of at least +4 for the terrain he is in, his movement bonus within that terrain is increased by +20 feet. If he has a favoured terrain bonus of at least +5 for the terrain he is in, he can use the Hide skill while being observed.

Bandit Style: At 2nd level, the bandit may select a bandit style from among the following: archery, intimidation, melee, or trickery. This is an extraordinary ability.

If he selects archery, he is treated as having the Rapid Shot feat even if he does not meet the prerequisites for that feat.

If he selects intimidation, he gains Improved Intimidation, which grants him a +4 competence bonus to his Intimidation skill.

If he selects melee, he is treated as having the Armoured Stealth feat even if he does not meet the prerequisites for that feat.

If he selects trickery, he gains Improved Bluff, which grants him a +4 competence bonus to his Bluff skill in or out of combat.

In any case, the bandit only gains the benefits of the style when wearing at most light armour.

Sneak Attack: From 3rd level onwards, any time a bandits target would be denied dodge or parry bonus to Defense Value (whether the target actually has a dodge bonus or not), or when the bandit flanks the target, the bandit’s attack deals extra damage. The extra damage is +1d6 at 3rd level and an additional 1d6 every three levels thereafter. Should the bandit score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can only count as sneak attacks if the target is within 30 feet. The bandit cannot strike with deadly accuracy beyond that range.

With a sap or unarmed strike, the bandit can make a sneak attack that deals subdual damage instead of normal damage. The bandit cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, even with the usual –4 penalty (except see the Sneak Subdual class feature, below).

A bandit can only sneak attack a living crature with discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The bandit must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The bandit cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Sneak Subdual: At 3rd level, the bandit gains the Sneak Subdual feat for free. This is an extraordinary ability.

Improved Bandit Style: At 5th level, the bandit improves his knowledge of the bandit style he previously selected at 2nd level. This is an extraordinary ability.

If he selected archery, his ability to make ranged sneak attacks is extended to 60 feet.

If he selected intimidation, he is treated as having the Steely Gaze feat even if he does not meet the prerequisites for that feat.

If he selected melee, he is treated as having the Parry feat even if he does not meet the prerequisites for that feat. If he already has the Parry feat, he instead gains the Dodge feat.

If he selected trickery, he is treated as having the Striking Cobra feat even if he does not meet the prerequisites for that feat.

In any case, the bandit only gains the benefits of the style when wearing at most light armour.

Mobility: From 5th level onwards the bandit gets a +4 dodge bonus to Defence Value against attacks of opportunity caused when he moves out of or within a threatened area. If the bandit already has Mobility from some other source (such as from already being a 5th level nomad) he instead gains Improved Mobility (see below). Note that mobility does not apply if the bandit is mounted.

Improved Mobility: From 10th level onwards the bandit never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during that combat round. If the bandit somehow already has Improved Mobility (such as for already having had Mobility from another source before reaching 5th levek, and so gaining Improved Mobility at 5th level instead of Mobility) he instead gains Greater Mobility (see below). Note that Improved Mobility does not apply if the bandit is mounted. This is an extraordinary ability.

Bandit Style Mastery: At 11th level, the bandit achieves the pinnacle of his bandit style he previously selected at 2nd level. This is an extraordinary ability.

If he selected archery, he is treated as having the Improved Precise Shot feat even if he does not meet the prerequisites for that feat.

If he selected intimidation, he is treated as having the Menacing Aura feat even if he does not meet the prerequisites for that feat.

If he selected melee, he is treated as having the Reflexive Parry feat even if he does not meet the prerequisites for that feat.

If he selected trickery, he is treated as having an improved version of the Light-Footed feat (which allows him to retain the benefits of the feat even while wearing light armour) even if he does not meet the prerequisites for that feat.

In any case, the bandit only gains the benefits of the style when wearing at most light armour.

Human Compass: At 11th level, the bandit gains the ability to automatically know where he is on land, even in the middle of nowhere. He has a detailed mental map of all the lands he has visited and how to get there from where he is now. This is an extraordinary ability.

Greater Mobility: From 15th level onwards the bandit may move up to his speed as part of a full attack action, rather than merely taking a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move fifteen feet, attack twice more, and then move again for the remaining ten feet of his movement. Note that Greater Mobility does not apply if the bandit is mounted or is wearing heavy armour. This is an extraordinary ability.


Table 1-1: The Bandit
Base Attack, Base Dodge Bonus, Base Parry Bonus, Magic Attack Bonus, Fort/Ref/Will Saves all as per the Borderer.


1 Bonus Feat, Favoured Terrain +1
2 Bandit Style
3 Sneak Attack +1d6, Sneak Subdual
4 Favoured Terrain +2
5 Improved Bandit Style, Mobility
6 Sneak Attack +2d6
7 Second Favoured Terrain +1
8 Favoured Terrain +3
9 Sneak Attack +3d6
10 Bonus feat, Improved Mobility
11 Bandit Style Mastery, Human Compass
12 Second Favoured Terrain +2, Favoured Terrain +4, Sneak Attack +4d6
13 Third Favoured Terrain +1
14 Bonus feat
15 Greater Mobility, Sneak Attack +5d6
16 Bonus feat
17 Favoured Terrain +5
18 Second Favoured Terrain +3, Sneak Attack +6d6
19 Third Favoured Terrain +2, Fourth Favoured Terrain +1
20 Bonus feat, Favoured Terrain +6
 
I like the Bandit Styles in the second example, but what's with "Human Compass"? I don't think that's as vital to the concept of bandits as navigation is to pirates.
 
Tristan said:
Here's the Bandit as posted by someone a while ago:

I think that someone is a little far fetched. Anyhow, we'll see the definitive Bandit in Shadizar: City of the Wicked. I hope we get that soon.
 
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