[House Rules] Bandit Class

Johannixx said:
I knew i should have posted my idea before I went to sleep last night, Chef ;)

However, with Favored Terrain, this isn't as necessary. Persuasive is a good replacement, methinks.

*Phew!* I would have hated to have to redo anything after painfully copying the descriptions for all those class features. Glad you like the revision!
 
On second thought, what about the option of taking Persuasive or Stealthy? After all, a bandit has to be stealthy to take travelers unawares, and often a drawn bow or brandished sword is all that's necessary for persuasion ;)
 
Uncanny dodge still lists "pirate" :P

Iron_Chef said:
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.

Color and emphasis added my me.

Otherwise great writeup!
 
The Brigand core class from Kingdoms of Kalamar Player's Guide gives +4 Bluff at 1st level, as my "d20 precedent" for giving out Persuasive. There is an "eloquent" (LOL) exchange between Conan and a bandit in Steve Perry's Conan The Formidable, not to mention Robert Jordan's Conan The Invincible (Karela The Red Hawk). As historic and Hollywood examples, the dandy highwaymen of England and Errol Flynn's Robin Hood fit the Persuasive feat as well. True, some bandits are not going to be all that great at bluff or intimidate, but all of them are going to get practical experience using them repeatedly throughout their careers in banditry (unless it's just outright thuggery, smash and grab, kill everyone). Of course, all will bandits will get plenty of hide and move silently practice as well, so you make a good argument. Maybe a straight choice then rather than the "if already have, then get this" standard by which most Conan classes dole out bonus feats. I was trying to stick to that standard, but a straight choice would be more fun and allow two different styles of bandit. Consider it done.

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.
 
Please excuse me for stepping in and being a dick but

Are you trying to create the super class?

Do a quick count of class features for your class, I came up with 31.
In comparison the Thief tops the list at 30, most others are at 25-27.


IMHO Bandits they are not just Pirates on land nor are Pirates just Bandits on boats. Because of this the classes do not need to match up.

I would keep Ferocious Attack & Blood and Slaughter unique to the Pirate. At sea there is nowhere to run and numbers are often equal so unconscious foes are hard to cover. On land the Bandits will try to outnumber the prey and have an escape plan if things go poorly, the first round shock and murder are not nearly as important to their survival.

I would make the Bandit a blend of Pirate and Borderer.

Base attack, Dodge, Parry, Weapons & Armor proficiency of Borderer.
Sneak Attack and Sneak Subdual of Pirate.
Favored Terrain limited to two types, lower max bonus.

I would also give the Bandit Combat Style from the Borderer but with some changes. For Archery replace Far SHot with RAnged Sneak Attack 60'. Instead of the Two Weapon Melee style come up with something intimidating.

Drop Uncanny Dodge, great for close quarters fighting on ship but not as appropriate for a Bandit. I would however keep mobility.

Add bonus feats to bring class features up to par with other classes.
 
Anonymous said:
Please excuse me for stepping in and being a dick but Are you trying to create the super class?

LOL, if you have to say "pardon me for being a dick" as your conversation opener, you might wanna rethink the tone of your introduction so the rest of your message doesn't get tuned out by reader indignation. :P

That said, thanks for bringing some new ideas into the mix. This class has been more difficult to create than I first anticipated, and I was worried it was too powerful... You have some good ideas; let me think about incorporating them.
 
BANDIT (ALTERNATE VERSION)

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 creature 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.

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 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.

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 aply 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
 
Iron_Chef said:
LOL, if you have to say "pardon me for being a dick" as your conversation opener, you might wanna rethink the tone of your introduction so the rest of your message doesn't get tuned out by reader indignation. :P

Not sure what happened, there was supposed to be an end dick mode
after that. Either way, those would tune it out are less likely to take the criticism even if gently presented.

I like your revised version, a lot, it's far better than what I was working on.
While the number of features are still a bit high but the D8 hit die, and limited use of some features (sneak subdual, compass) balances it quite well. Dropping it down to three Favored Terrain and a bonuses of +5/+3/+2 would be more consistent with the trend for hybrid classes.

I also like the Bandit style, with four options the class is versatile yet retains a distinctive feel.
 
Lane Shutt said:
Iron_Chef said:
LOL, if you have to say "pardon me for being a dick" as your conversation opener, you might wanna rethink the tone of your introduction so the rest of your message doesn't get tuned out by reader indignation. :P

Not sure what happened, there was supposed to be an end dick mode
after that. Either way, those would tune it out are less likely to take the criticism even if gently presented.

I like your revised version, a lot, it's far better than what I was working on.
While the number of features are still a bit high but the D8 hit die, and limited use of some features (sneak subdual, compass) balances it quite well. Dropping it down to three Favored Terrain and a bonuses of +5/+3/+2 would be more consistent with the trend for hybrid classes.

I also like the Bandit style, with four options the class is versatile yet retains a distinctive feel.

Glad you like it! The advice was good, so I had a solid direction to go in. I am always open to constructive criticism, as other people see things I miss, or come up with ideas I wish had. I may come up with a lot of cool concepts and execute most well, but nobody's perfect. I don't wanna be one of those guys who refuses to believe his sh*t don't stink. A few years ago, I might be singing a different tune, LOL, but age brings wisdom. :wink:

I had trouble filling in the "cookies" at certain levels that had no benefits (hence "bonus feat" at levels 14 and 16). Removing the higher favoured terrain cookies would put me back in that boat of not knowing what to put in there. I'm a big believer in a cookie at every level, otherwise, what's the point in going up further in the class? Conan is generally very good at providing these, one of the (many) reasons I am in love with the classes.
 
Okay, here's my version of the Bandit, or Brigand as I've settled on calling it. :)

Webster's Definition of Brigand: one who lives by plunder usually as a member of a band

BRIGAND (Borderer/Pirate mix)

Adventures: Brigands are raiders, ambushing unwary travelers and demanding payment for safe passage. A brigand’s life is a wild and free one, but often short and violent. Brigands 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 brigand is, by necessity, a fast and agile fighter, adept at laying ambushes and bullying victims into surrendering their valuables. A brigand 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: Brigands often swear by Bel, God of Thieves, while others worship their homeland’s gods.

Background: Many brigands are deserters from shattered armies, down on their luck mercenaries, or criminals forced to flee into the wilderness. Brigands appear 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 brigands, as are rich nations suffering under civil war and rebellion, such as Corinthia, Koth and Ophir.

GAME RULE INFORMATION

Abilities: A brigand’s quick-moving combat style relies on Dexterity in battle first and foremost, and to a lesser degree on Strength and Constitution to help him win against tougher opponents. Finally he relies quite heavily on Charisma to intimidate and bluff his way to the coins of his prey. A high Wisdom also benefits several of his skills, and Intelligence gives him extra skill points.

Hit Die: d8

CLASS SKILLS
The brigand’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 (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis).

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

Weapon and Armour Proficiency: A brigand is proficient with all Simple and Martial Weapons, Two-Weapon Combat, Light Armor and Shields. Note that Armor Check Penalties for wearing medium or heavy armor 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 armor and equipment carried.

Combat Reflexes: At 1st level the brigand receives the Combat Reflexes feat for free. This is an extraordinary ability. If he already has the Combat Expertise feat, he instead gains the Improved Initiative feat. Note: Kozaki, i.e. Brigands that will pick the Kozak Brigand Style; receive the Mounted Combat feat instead of Combat Reflexes. If he already has the Mounted Combat feat, he instead gains the Trample feat.

Favored Terrain: At 1st level a brigand gains a favored 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 favored terrain. All the benefits derived from favored terrain are extraordinary abilities.

Any time a brigand is in one of his favored terrains and wearing at most light armor, 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 brigand is adept at using the natural features of the terrain to his advantage in combat.

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

The brigand gains additional benefits as his favored terrain bonuses increase. If he has a favored 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 favored 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 favored 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 favored terrain bonus of at least +5 for the terrain he is in, he can use the Hide skill while being observed.

Brigand Style: At 2nd level, the brigand may select a brigand style from among the following: Intimidator, Kozak, Show-off, Thug, or Trickster. This is an extraordinary ability.

If he selects Intimidator, he gains the Steely Gaze feat, even if he does not meet the prerequisites for that feat.

If he selects Kozak, he gains the Ride-by Attack feat, even if he does not meet the prerequisites for that feat.

If he selects Show-off, he gains the Improved Disarm feat, even if he does not meet the prerequisites for that feat.

If he selects Thug, he gains the Improved Unarmed Strike feat, even if he does not meet the prerequisites for that feat.

If he selects Trickster, he gains the Improved Feint feat, even if he does not meet the prerequisites for that feat.

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

Sneak Attack: From 3rd level onwards, any time a brigands target would be denied dodge or parry bonus to Defense Value (whether the target actually has a dodge bonus or not), or when the brigand flanks the target, the brigand’s attack deals extra damage. The extra damage is +1d6 at 3rd level and an additional 1d6 every three levels thereafter. Should the brigand 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 brigand cannot strike with deadly accuracy beyond that range.

With a sap or unarmed strike, the brigand can make a sneak attack that deals subdual damage instead of normal damage. The brigand 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 brigand can only sneak attack a living creature with discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The brigand 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 brigand 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 brigand gains the Sneak Subdual feat for free. This is an extraordinary ability.

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

If he selected Intimidator, he gains the Demon Killer feat, even if he does not meet the prerequisites for that feat.

If he selected Kozak, he gains the Spirited Charge feat, even if he does not meet the prerequisites for that feat.

If he selected Show-off, he gains the Intricate Swordplay feat, even if he does not meet the prerequisites for that feat, including no Weapon Focus (Arming Sword or Broadsword), although the ability still only applies to Arming Swords and Broadswords.

If he selected Thug, he gains the Improved Grapple feat, even if he does not meet the prerequisites for that feat.

If he selected Trickster, he gains the Striking Cobra feat, even if he does not meet the prerequisites for that feat.

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

Mobility: From 5th level onwards the brigand gets a +4 dodge bonus to Defense Value against attacks of opportunity caused when he moves out of or within a threatened area. If the brigand 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 brigand is mounted.

Bonus Feat: At 10th level and every four levels thereafter, the Brigand may select a bonus feat, taken from the following list: Acrobatic, Alertness, Animal Affinity, Armored Stealth, Blind-Fight, Brawl, Carouser, Combat Expertise, Dodge, Endurance, Eyes of the Cat, Fleet-Footed, Leadership, No Honor, Parry, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Reflexive Parry, Run, Stealthy, Toughness, Track.

Improved Mobility: From 10th level onwards the brigand never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during that combat round. If the brigand somehow already has Improved Mobility (such as for already having had Mobility from another source before reaching 5th level, 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 brigand is mounted. This is an extraordinary ability.

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

If he selected Intimidator, he gains the Menacing Aura feat, even if he does not meet the prerequisites for that feat.

If he selected Kozak, he gains the Horde feat, even if he does not meet the prerequisites for that feat.

If he selected Show-off, he gains the Reflexive Parry feat, even if he does not meet the prerequisites for that feat.

If he selected Thug, he gains the Stunning Attack feat, even if he does not meet the prerequisites for that feat.

If he selected Trickster, he gains the Zingaran Surprise feat, even if he does not meet the prerequisites for that feat, including not being a Zingaran.

In either case, the brigand only gains the benefits of the style when wearing at most light armor.

Greater Mobility: From 15th level onwards the brigand 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 brigand is mounted or is wearing heavy armor. This is an extraordinary ability.

Table 1-1: The Brigand
BAB = Level x .75
BDB = Level x .5
BPB = Level x .5
MAB = Level x .25
Fort = Level x .6
Ref = Level x .6
Will = Level x .3

Level Special
1 Combat Reflexes (or Mounted Combat), Favored Terrain +1
2 Brigand Style
3 Sneak Attack +1d6, Sneak Subdual
4 Favored Terrain +2
5 Improved Brigand Style, Mobility
6 Sneak Attack +2d6
7 Second Favored Terrain +1
8 Favored Terrain +3
9 Sneak Attack +3d6
10 Bonus feat, Improved Mobility
11 Brigand Style Mastery
12 Second Favored Terrain +2, Favored Terrain +4, Sneak Attack +4d6
13 Third Favored Terrain +1
14 Bonus feat
15 Greater Mobility, Sneak Attack +5d6
16
17 Favored Terrain +5
18 Second Favored Terrain +3, Sneak Attack +6d6, Bonus feat
19 Third Favored Terrain +2, Fourth Favored Terrain +1
20 Favored Terrain +6

I'd appreciate your comments on this, as of yet un-tested, class. Especially on the five flavors of Brigand Styles.

TTFN,

Yokiboy
 
I have updated my Brigand alternative Conan the RPG class with a Kozak flavor. You can now use it to recreate the Kozaki.

I'd enjoy some feedback on, and assistance with, the Brigand Styles:

BRIGAND STYLES

Intimidator
2 - Steely Gaze
5 - Demon Killer
11 - Menacing Aura

Kozak
2 - Ride-by Attack
5 - Spirited Charge
11 - Horde

Show-off
2 - Improved Disarm
5 - Intricate Swordsplay
11 - Reflexive Parry

Thug
2 - Improved Unarmed Strike
5 - Improved Grapple
11 - Stunning Attack

Trickster
2 - Improved Feint
5 - Striking Cobra
11 - Zingaran Surprise

The Intimidator's 5th level ability of Demon Killer is maybe not the greatest fit, but I want a feat that shows that he's a tough guy.

TTFN,

Yokiboy
 
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