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 who 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 or Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis) Survival (Wis), Swim (Str), Tumble (Dex), 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.
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.
Ferocious Attack: The bandit’ ferocity tends to rapidly overwhelm almost any opponent. On the first round of any combat, he may declare a ferocious attack. He gains a +2 bonus to his Initiative check and all melee attack and damage rolls that round. However, he is unable to defend himself very effectively during the ferocious attack and has a -2 penalty to his Dodge and Parry Defence Value score during the first round of combat. Furthermore, he may not make any sneak attacks on the round in which he declares a ferocious attack. This is an extraordinary ability.
At 7th level, the bonuses to initiative, attack and damage rolls increase to +4, and the penalty to –4. Furthermore, the bandit gains an additional attack on the first round of combat, at his highest attack bonus.
At 13th level, the bonuses increase to +6, and the penalty to –6. Furthermore, any opponent struck and damaged by the bandit during the first round of combat must make a Will saving throw (DC = 10 + ½ bandit’s class level + bandit’s Charisma bonus) or be stunned for 1d4 rounds due to fear of the bandit. Note that if the bandit is also able to somehow perform a coup de grace on the first round of combat using his To Ride A Road of Blood And Slaughter class feature, any Will saving throws called for by the Ferocious Attack class feature have their DC increased by +2.
At 19th level, the bonuses increase to +8, and the penalty to –8. In addition, if the bandit strikes an opponent during the first round of combat, any of the opponent’s allies who observe the ferocious attack must make Will saving throws (DC = 10 + ½ bandit’s class level + bandit’s Charisma bonus) or be at –2 to attack rolls for 1d4 rounds.
Brigandry: At 2nd level, the bandit gains his choice of either Persuasive or Stealthy as a bonus feat. If he already has Persuasive, he may instead choose Negotiator. If he already has Stealthy, he may instead choose Alertness. Bandits often use threats and trickery to get loot from victims without entering combat. Bandits with codes of honor will usually keep their word not to harm those who surrender and cooperate, while those without honor will do as they please. Other bandits have no use for social skills and are more adept at sneaking than speaking.
To Ride A Road of Blood and Slaughter: A bandit of 2nd level or higher may perform a coup de grace as a free action up to once per round. This coup de grace never provokes an attack of opportunity – the bandit is so used to dispatching helpless opponents that he can do so before an opponent can react. Furthermore, he gains a +4 bonus to Intimidate checks he may make for one round immediately following the performance of a coup de grace, if it was successful. This is an extraordinary ability.
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.
Uncanny Dodge: From 4th level and above, the pirate retains his dodge or parry bonus to Defence Value (if any) if caught flat-footed or struck by an invisible attacker. If the bandit already has Uncanny Dodge from some other source (such as from already being a 4th level barbarian) he instead gains Improved Uncanny Dodge (see below). This is an extraordinary ability.
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 Uncanny Dodge: At 8th level, the bandit can no longer be flanked, except that a thief or pirate at least four levels higher than him can still flank him. This is an extraordinary ability.
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.
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 aply if the bandit is mounted or is wearing heavy armour. This is an extraordinary ability.
Human Compass: At 10th 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.
BASE ATTACK, BASE DODGE, BASE PARRY, MAGIC ATTACK and SAVING THROWS are all the same as shown on Table 3-9: The Pirate (p. 56) in CONAN The RPG.
NOTES
Differences between Bandit and Pirate: As land-based pirates, bandits share most of the class features of the pirate. Bandits must develop their bluff and intimidation skills moreso than their seagoing counterparts (it's a fight to the death on the high seas, whereas banditry is more about "This is my road. If you wish to pass in safety, you must pay the toll." Bandits must also adapt to their varied terrains. Bandits lose Bite Sword and Poison Resistance.
[EDIT] Removed medium armour and shield proficency.
[EDIT] Swapped Eyes of the Cat for Alertness, March 10th.
[EDIT] Completely wrote out and revised the class, March 11th.
NOTE: There is now an alternate version (based more on the borderer than the pirate) on page 2 of this thread. Please compare and post feedback!
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 who 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 or Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis) Survival (Wis), Swim (Str), Tumble (Dex), 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.
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.
Ferocious Attack: The bandit’ ferocity tends to rapidly overwhelm almost any opponent. On the first round of any combat, he may declare a ferocious attack. He gains a +2 bonus to his Initiative check and all melee attack and damage rolls that round. However, he is unable to defend himself very effectively during the ferocious attack and has a -2 penalty to his Dodge and Parry Defence Value score during the first round of combat. Furthermore, he may not make any sneak attacks on the round in which he declares a ferocious attack. This is an extraordinary ability.
At 7th level, the bonuses to initiative, attack and damage rolls increase to +4, and the penalty to –4. Furthermore, the bandit gains an additional attack on the first round of combat, at his highest attack bonus.
At 13th level, the bonuses increase to +6, and the penalty to –6. Furthermore, any opponent struck and damaged by the bandit during the first round of combat must make a Will saving throw (DC = 10 + ½ bandit’s class level + bandit’s Charisma bonus) or be stunned for 1d4 rounds due to fear of the bandit. Note that if the bandit is also able to somehow perform a coup de grace on the first round of combat using his To Ride A Road of Blood And Slaughter class feature, any Will saving throws called for by the Ferocious Attack class feature have their DC increased by +2.
At 19th level, the bonuses increase to +8, and the penalty to –8. In addition, if the bandit strikes an opponent during the first round of combat, any of the opponent’s allies who observe the ferocious attack must make Will saving throws (DC = 10 + ½ bandit’s class level + bandit’s Charisma bonus) or be at –2 to attack rolls for 1d4 rounds.
Brigandry: At 2nd level, the bandit gains his choice of either Persuasive or Stealthy as a bonus feat. If he already has Persuasive, he may instead choose Negotiator. If he already has Stealthy, he may instead choose Alertness. Bandits often use threats and trickery to get loot from victims without entering combat. Bandits with codes of honor will usually keep their word not to harm those who surrender and cooperate, while those without honor will do as they please. Other bandits have no use for social skills and are more adept at sneaking than speaking.
To Ride A Road of Blood and Slaughter: A bandit of 2nd level or higher may perform a coup de grace as a free action up to once per round. This coup de grace never provokes an attack of opportunity – the bandit is so used to dispatching helpless opponents that he can do so before an opponent can react. Furthermore, he gains a +4 bonus to Intimidate checks he may make for one round immediately following the performance of a coup de grace, if it was successful. This is an extraordinary ability.
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.
Uncanny Dodge: From 4th level and above, the pirate retains his dodge or parry bonus to Defence Value (if any) if caught flat-footed or struck by an invisible attacker. If the bandit already has Uncanny Dodge from some other source (such as from already being a 4th level barbarian) he instead gains Improved Uncanny Dodge (see below). This is an extraordinary ability.
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 Uncanny Dodge: At 8th level, the bandit can no longer be flanked, except that a thief or pirate at least four levels higher than him can still flank him. This is an extraordinary ability.
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.
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 aply if the bandit is mounted or is wearing heavy armour. This is an extraordinary ability.
Human Compass: At 10th 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.
BASE ATTACK, BASE DODGE, BASE PARRY, MAGIC ATTACK and SAVING THROWS are all the same as shown on Table 3-9: The Pirate (p. 56) in CONAN The RPG.
NOTES
Differences between Bandit and Pirate: As land-based pirates, bandits share most of the class features of the pirate. Bandits must develop their bluff and intimidation skills moreso than their seagoing counterparts (it's a fight to the death on the high seas, whereas banditry is more about "This is my road. If you wish to pass in safety, you must pay the toll." Bandits must also adapt to their varied terrains. Bandits lose Bite Sword and Poison Resistance.
[EDIT] Removed medium armour and shield proficency.
[EDIT] Swapped Eyes of the Cat for Alertness, March 10th.
[EDIT] Completely wrote out and revised the class, March 11th.
NOTE: There is now an alternate version (based more on the borderer than the pirate) on page 2 of this thread. Please compare and post feedback!