This is the Vagabond class. The table didn't make it, so here's some basic info.
Bab is the minimum Conan level. Base dode and parry defense are at Scholar levels. They have a weak Fortitude save and strong Will and Reflex. The MAB is a stronger than normal but weaker than scholar. It has the same progression as a weak defense bonus ending on +7.
Adventures: Even, perhaps especially, in the violent Hyborian age there is a need for people trained in the ways of peace and non-confrontation. This does not mean that all such people are content to stay at home and avoid danger. Far from it, the merchant who braves bandit ridden hills, the doctor who tracks epidemic to tribal lands, and even the princess who must leave the towers of her birth to travel to the bowers of her husband are all too acutely aware of the necessity of travel and the ephemeral nature of home. Indeed, that very ephemeral nature is often motivation in its own right. Many are the refugees who wander the war weary earth of this grim age in search of shelter. The very thriving nature of the world depends on those of these people who learn not only that not all travel means conquest but also that not all conquest comes at the edge of a blade.
Characteristics: Vagabonds are the children of necessity and the masters of persuasion. Luck may save their lives, but only cunning and sense preserve it. They are masters of escape, manipulation, and persistence. They know that not all roads lead to the same end and that no end may be reached by one road alone. They are the most pragmatic of characters, practical where a scholar is theoretical, humble where a noble is proud, and accommodating where a thief is impertinent. In combat, as in life, they conquer through the strength of water. No class is better suited to aid a strike or avoid one.
Religion: One god is as good another. Some vagabonds have a very strong personal faith, but they are the exception and even they may feel reluctant to challenge the faith of another. In this as in all things, vagabonds are practical. A deity who shelters them is to be revered, but who also does not respect the roof of another. Mitra is frequently an exception. His stern but good worship and the success of the Hyborean kingdoms are not be dismissed lightly. In other lands, other gods may be equally generous or severe, but other lands rarely equal the splendor of those who follow Mitra’s faith.
Background: Vagabonds come from a wide variety of backgrounds, but none may call a home their own. Many are self-taught but all are trained for their life on the road by the time they reach young adulthood. Some may have been given considerable institutional support, but it is equally likely that they learned their skills and earned their lives through bitter and hard experience. Whether the back channel is a little frequented creek or the gilded halls of the seraglio makes no difference, those who walk it best will possess the skill and self-control to move without compromising the path.
Game Rule Information:
Abilities: Any attribute can be useful to a vagabond, but their reputation for cunning and sense is built on a strong personalities. Most vagabonds can make use of charm in the worst of situations, and charisma is paramount. For many, wisdom is the better part of valor. Intelligence is useful to all vagabonds, and a life of travel favors those with a healthy constitution. Strength can be of use in a vagabond’s defensive fighting style, but dexterity has broader applications and more merit.
Hit die: d6
See Backgrounds Below: Four Background Skills and ten of player’s choice.
Skill Points at 1st Level: (6+Int Modifier) * 4.
Skill Points at Each Additional Level: 6+Int modifier.
Weapon and Armor Proficiency: Vagabonds are proficient with all simple weapons, all knives, hatchets, and daggers or all flails, maces, and slings, shields, and two-weapon fighting, though two-weapon fighting is limited to staffs or one-handed or light weapons and a shield being used for bashing.
Vagabond Level Table:
1 Background, Vagabond Quality, Nimble 2, and No Good to You Dead
2 Better Lucky than Dead
3 Lucky in Love, Vagabond Quality
4 Minor Vagabond Ability
5 Background +1, Handy in a Fight 4, Nimble 3
6 Minor Vagabond Ability
7 Minor Vagabond Ability
8 Minor Vagabond Ability
9 Honorable Man
10 Background +1, Handy in a Fight 6, Nimble 4
11 Lesser Vagabond Ability
12 Lesser Vagabond Ability
13 Lesser Vagabond Ability
14 Lesser Vagabond Ability
15 Background +1, Handy in a Fight 8, Nimble 5
16 Greater Vagabond Ability
17 Greater Vagabond Ability
18 Greater Vagabond Ability
19 Greater Vagabond Ability
20 Fate’s Eye, Handy in a Fight 10, Nimble 6
Background: A character’s background helps to determine his or her class skill list and provides the character with additional benefits. At first level, the character receives four class skills, a reputation that applies to all background skills, and an initial reputation bonus that lets her add her charisma modifier to her reputation score again. The character may then choose ten additional skills to round out her class list. Every four levels thereafter the character receives a +1 bonus to two of her background skills and a background feat. If a character chooses a new background she receives the class skills, gains the bonus for the new skills, and the new reputation, but does not receive the background feat. A vagabond may have one reputation in addition to his backgrounds.
All Vagabonds automatically gain one Profession skill and Knowledge Geography, Nobility, or Local as class skills and receive a bonus at every background level.
Merchant: Appraise, Decipher Script, Diplomacy, and Sense Motive. The merchant background covers the rank and file of any merchant organization. Not so much the common vendor as the common agent. This man builds the foundations of his fortune and the heights of other’s. This formal education in cunning also fits diplomats. This reputation bonus for this background is known as shrewd.
Herald: Handle Animal, Intimidate, Perform Ritual/Speech, and Ride. The character might also be a professional squire or groom. Their skill feeds and organizes not simply the armies of nations, but also their aristocracy, overseeing both duels and education. This character has reputation for
Tinker: Craft Alchemy, Craft Mundane, Disable Device, and Open Lock. The first of a wandering breed that might be the beginning of science in the Hyborean age, they match practice against the knowledge of scholars. They pit human knowledge against that of the outer darkness. Only the most inventive or the most desperate craftsmen take this route. This character has a reputation for being Clever.
Doctor: Craft Herbalism, Healing, Knowledge Arcana, and Know Religion. Both the great doctor of civilized schools and the humble herb wife a Pictish village know the value of practical experience and that ache of home from which they might be summoned at any hour. Equally they know that a good reputation is all that separates from a pyre. This character has a reputation for being Wise.
Entertainer: Balance, Jump, Perform, and Tumble. Jugglers, tightrope walkers, acrobats, tumblers and strong men wander from village to village in lands both civilized and barbarous bringing light, laughter, and news to each new audience even as they leave their troubles behind them. At times their paths can lead them to older professions. This character has a reputation for being Daring.
Wanderer: Climb, Swim, Survival, and Use Rope. Explorers climbing for their own edification, children born in poverty stricken exile, hermits, guttersnipes, and the most destitute of humanity look to the cunning and charm of the vagabond for hope and leadership and gentle protection even as the thief brings the law down upon their heads. This character has a reputation for being Resourceful.
Gentle: Any two Charisma based skills and any two additional Knowledge skills. Gentles are the velvet glove of the aristocracy. Princesses are trained both by the dancing master that shows them the ideal and the brutal reality of courtship/negotiation and woman stealing that shows them the iron gauntlet they oppose. This character has a reputation for being Beautiful.
Spy: Bluff, Disguise, Forgery, and Gather Information. This background is appropriate for con artists, agents, and informants. They are masters of lies, seduction, and information. They have a reputation for Cunning.
Gutter Snipe: Escape Artist, Sleight of Hand, Stealth, and Spot. The orphan boy on the street is the quintessential gutter snipe, practiced in avoiding trouble and filching the easiest leavings. This character has a reputation for being Quick.
Background Feats: A character may choose any feat that grants a bonus to a background skill, a saving throw, or the light armor proficiency. Should the character have exhausted all such feats, though the character need only have chosen skill focus once, the character may choose any additional non-combat feat approved by the GM.
Vagabond Qualities: At first and third level a character may choose one of these features.
-Bright Eyed-the vagabond has two extraordinary senses from the following list: hearing, smell, sight, touch, or vision. The vagabond may his wisdom bonus again to any wisdom based skill that might make use of one of the two extraordinary senses.
-Clear Minded-the vagabond has an extraordinary memory, as a result he may add his intelligence bonus again to any intelligence based skill roll that might make use of memory.
-Quick to Laugh-the vagabond has a remarkable sense of the value of laughter as a tool not only for humor but also for scorn, affection, and humility. As a result any vagabond with this skill may re-roll a charisma based check as long as he or she can deliver a laugh appropriate to the occasion.
-Resilient – the vagabond is versed in the art of recovery, and has learned to anticipate trouble. He or she may spend a movement action to re-roll any dexterity check or dexterity based skill check. If the character is performing this action in combat the character may opt to loose her initiative on the next round rather than spend a move action in order to activate this power.
Nimble: When using the fight defensively or full defense options in combat a vagabond gains the following benefits; an additional five foot step and +2 dodge bonus to Defense Value, initiative, and skill checks performed in combat. Please note that this bonus does not negate any penalties for performing the check in combat. A number of times per day equal to his charisma modifier, a character may declare a Total Defense Action as a move equivalent action as long as the subsequent standard action is not an attack or offensive spell. At 5, 10, 15, and 20th level the dodge bonus increases by one. This ability does not function if the vagabond is wearing armor.
No Good to you Dead: After being hit in combat, but before damage is applied, a vagabond may make a bluff, diplomacy, or intimidate check to convince an intelligent opponent to immediately take actions to capture the character rather than kill him or her. If the check succeeds damage from the attack is negated, but the opponent immediately and automatically grapples the character. The opponent may, at the GMs discretion, take a will save at the difficulty of the check, plus or minus any modifiers for the quality of the argument, in order to negate this ability. This ability is an extraordinary ability.
Better Lucky than Dead: A vagabond numbers fate among her most powerful allies. Any vagabond character who spends more than 50% of her resources on high living in a week automatically gains fate points. These fate points are tracked separately from the character’s normal fate points vagabond fate points. Should Vagabond fate points ever fall below three the first week of high living restores those points. Each additional week gives the character another fate point, though the character may only accumulate additional fate points equal to the number he or she has earned from story awards. These Vagabond fate points may only be used if the character is wearing light or no armor. Vagabonds may choose to deal mighty blows with sub-dual damage in which case the chance of the weapon breaking is halved and the character gains a 1d10 bonus damage die in addition to any sneak attack dice that might be involved in the attempt. A character attempting this in normal combat would gain a (maximum normal weapon damage + 10), a character attempting this as part of a sneak attack action with the minor vagabond ability sneak attack would receive (maximum normal weapon damage + 10 + 12). A character may only use a blunt or improvised weapon in order to receive this bonus.
Lucky in Love: A vagabond who acquires an allegiance may gain a +1 bonus to reputation due to the much bragged about fervor of his or her devotion. Should the vagabond fail for some reason to maintain this devotion in the eyes of the public then the bonus is lost. Please note that this bonus is cumulative with both the number of allegiances possessed by the vagabond and the number of allegiances owed to him or her, but that the standards for maintaining the reputation grow far higher for each bonus of this type beyond three and the nature of the vagabond’s reputation as a whole will certainly reflect this aspect of his or her character more than any other.
Minor Vagabond Abilities: At fourth, sixth, seventh, and eighth level a vagabond acquires one of these abilities. No minor vagabond ability may be acquired more than once, but a vagabond may still choose a similar lesser or greater vagabond ability.
-Social Ability- the character may choose a social ability from the list of noble social abilities on p. 48, 49, and 50.
-Dabbler Style- the character may either take the dabbler feat for free or pick an additional style that the dabbler feat may apply to. The character gains +2 base PP.
-Defensive Tactic- the character may acquire one of the following feats or abilities: Blind-Fight, Combat Expertise, Dodge, Evasion, Fleet Footed, Improved Disarm, Improved Grapple, Improved Mobility, Improved Uncanny Dodge, Mobility, Parry, and Uncanny Dodge. Should the character choose this ability he or she may take one of these abilities as feat at level 6.
-Sneak Attack- the character acquires a 1d6 sneak attack. If the sneak attack is used in a mighty blow the bonus damage dice are increased to 2d6. This is cumulative with all other sneak attacks.
-Around Here Somewhere- The character may delay to just after an ally’s action in order to make a hide check in combat. Alternately a character may spend a VFP in order to make a stealth check as the first action in a round. The latter hide check may be performed even in circumstances without normal cover.
-Quick Study- After spending a full day studying an object the character may do one of the following gain an insight into its use as though he had spent a fate point, wield it or wear it (should either be appropriate) as though he or she were proficient in its use, or, should he or she be proficient, gain a +1 bonus to some aspect of its use as determined by the GM. Should the object be lost for a day or this ability be used again the character looses all acquired benefits with regard to that object.
-Just Around the Bend- The character may add his charisma modifier to the overland speed of any party or ship that is moving towards a destination he has had described to him or visited and to which he or she desires to travel. The charisma modifier may also be added to attempts to find this location. Should the party contain more than one vagabond the highest benefit applies. Even if a lower level vagabond wishes to go in another direction the higher benefit leads the characters in the direction it desires.
-Feat- The character may gain one of the following feats even if he lacks the prerequisites:
Weapon focus, lightfoot, steely gaze, or two-weapon defense.
Handy to have Around: If the character successfully performs an Aid Another Maneuver the player may impart a +4 bonus to DV or an attack. This bonus increases by +2 every 5 levels.
Honourable Man: The character can, after a round of study, determine who in an environment has a code of honor and what that code is. Further, the character can bluff having any code of honor or faith versus another character’s sense motive check, though doing so forces a save versus corruption.
Lesser Vagabond Abilities: The character may acquire one LVA apiece at levels 11-14.
-Social Ability- The character may choose a new social ability from pages 48, 49, and 50.
-Defensive Tactic- Same as minor Vagabond ability, save that an ability may be chosen as a feat at level 12.
-Dabbler Style- The character may choose a new sorcery style to apply the dabbler feat to and may choose from any style of sorcery not simply those normally applied to the dabbler feat. The character gains an additional +1 BPP.
-Sneak Attack- The character gains a 1d6 sneak attack. If the sneak attack is used in a mighty blow the bonus damage dice are increased to 2d6. This is cumulative with all other sneak attacks.
-Lesser Delve- The character gains the ability ask one question that has a one word or name answer of any thinking creature. The character must communicate with the creature for one full round though the character and creature do not necessarily have to understand each other. If the creature does not wish to answer it must make a will save against the character’s bluff, diplomacy, handle animal, intimidate, or performance roll. The character can ask the same question of a creature repeatedly, and the creature must answer or save repeatedly. Information obtained is never a lie and is updated as the creature becomes aware.
-They Know Me Here- The character may separate from the rest of the party and spend a VFP to conduct bluff, diplomacy, gather information, intimidate, or performance rolls with the benefit of the highest reputation modifier available to the character in any location. Any character with a reputation within 10 points of the character’s, however, and with contacts in the local area may make an opposing role to learn of the attempt. Depending on the level of success, an opposing character may learn nothing, that someone is asking questions or agitating, the nature of who is doing so, the name of who is doing so, or, pending a badly failed contest, be fed misinformation.
-Lay of the Land- The character gains a +4 bonus to detect ambushes or hidden attackers. If the character spends a day investigating or observing a location he will gain a relevant clue as though he or she had spend a fate point.
-Impersonate- The character gains +5 bonus to impersonate a specific opponent the character has observed with or interacted with in the past, a character may also spend a VFP to use this ability to instantly create a new alias and thus negate the normal reputation penalties to disguise checks.
-Feat- The character may gain one of the following feats even if he lacks the prerequisites: Defensive Martial Arts, Intricate Swordplay, Menacing Aura, or Weapon Specialization.
-Take Ten- As the thief ability.
Greater Vagabond Abilities: A character may choose one greater ability apiece at levels 16-19.
-Social Ability- As minor Social Ability.
-Defensive Tactic- As lesser Defensive Tactic save that the character may take an ability as a feat at level 18.
-Advanced Spell- The character may pick one advanced spell from one of his Dabbler styles that the character knows regardless of Dabbler rolls. The character gains +2 bpp.
-Sneak Attack- The character gains a 1d6 sneak attack. The character receives 2d6 damage dice if attempting the sneak attack as part of a mighty blow. This is cumulative with all other sneak attacks.
-Greater Delve- The character can after spending an hour communicating with another character gain a truthful answer to a question. The level of communication is so subtle that the opponent will not realize that he has answered such a question as long as the answer is shorter than one word per Vagabond level. The opponent may make a will save versus the vagabond’s bluff check to realize that the he has revealed the information, though depending on the circumstances of the communication the opponent may not know to whom the information was revealed.
-Steal Identity- After spending a week observing and studying a target a character the player may impersonate that character with a +10 bonus, note that this bonus is cumulative with the impersonate bonus.
-Convert Allegiance- After spending a fate point, the player may attempt to steal another character’s allegiance. At the least, the GM must reveal the means a character might use to gain such allegiance, and such a means much be reasonably, if possibly very heroically, within the player’s and his allies means and abilities. The character must be capable of having a code of honor for this ability to function. The amount of time and effort it takes for this feat to manifest is up to the GM. Player’s should be warned about the perils of ensnaring sorcerors.
-Feat- The character may gain any one feat, subject to approval by the GM, regardless of whether or not he possesses the prerequisites.
-Lucky in Combat- The character may spend a fate point to temporarily gain access to a combat maneuver he may not otherwise have access to. The GM should pick a maneuver appropriate to the situation. The character has access to the maneuver until the end of combat. The player may always default to pantherish twist.
Eye of Fate: Aw, a huge bonus to Wars of the Soul.