Should there be a social class in addition to Noble?

A

Anonymous

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I like the Noble, though the Lead by Example bit seems more than a little out of character and I think they need some more martial qualities to make sense of how often they fill out the ranks of knights in armies, but it seems to me that it doesn't fit the spectrum of social classes.

My only real complaints for any of the classes are about the Noble's class features and the Born to the Saddle for Nomad, but that's not what gets me. What get's me is that in this wonderfully specific game the poor Noble class has to do too many duties.

Afterall, if there are going to be Barbarians and Borderers shouldn't there be something to represent low class and non-military social types?

It just doesn't fit the feel of the stories for me to have merchants with titles and princesses with heavy armor proficiencies. I need something different. A non-combat adventuring class with social, skill, and trickery power that fits somewhere in the space between scholar, noble, and thief.

I've been working on something based off of the mechanics for Arcana Unearthed's Akashic, but mostly I wanted to know what the general opinion is on this.

Does anyone else have a complaint or an argument to assuage my bitter heart? Or a suggestion on what class I could put into its place?

I ask not just for my desire to have a class for every princess that people have to rescue, but also for a suffering PC who I just know wants something along these lines.
 
As I read the description of the Devi Yasmina in RoK, I didn't own the main rulebook yet and thought the sentence "... she can wield the tulwar as a martial weapon, and is proficient with the light lance" as a misprint.

Now I have a copy of AE and know the sentence isn't a misprint. Sure, this is a minor detail, but I share your opinion that the Noble class doesn't fit for every noble. Maybe the Seductress class (someone mentioned it on this forum as announced for summer 2005) will be helpful in this point, especially if you combine it with the Noble feat from SoS(?).

Regarding nobles as knights: why do you not multiclass Noble / Soldier? For example in the AE p.265 there is the Royal Cavalry of Koth described a 2 lvl Noble / 2 lvl Soldier.

Your suggestion about a low non-military class do I support: imho it is unrealistic that every thief / rogue-like character has assassin-abilities, i.e. sneak attack.
 
I'm working on something to fill all of those needs. It's a little complicated to print up on a forum, but I'll see what I can do later.
 
You do know there is a Commoner class right? With some appropriate skills and feats a Commoner can fill just about every non-military role or represent "lesser" martial characters such as Militia, Merchants, lesser thieves, etc.
 
Tristan said:
You do know there is a Commoner class right? With some appropriate skills and feats a Commoner can fill just about every non-military role or represent "lesser" martial characters such as Militia, Merchants, lesser thieves, etc.

But if you want it for a player character, the Commoner class is underpowered. So I think a flexible lower social class is missing.
 
Have to agree with Rene there. I've never much liked the commoner. It works if you assume that there are huge numbers of people who just don't do much, but otherwise is a fairly sorry filler class.

Plus, the rough and tumble princesses of much pulp literature just don't qualify too well as commoners.

So I'm working on it.

Does anyone have an opinion on the Akashic from Arcana Unearthed as inspiration?

A sort of specialist skill used class with a few defensive and fate based abilities, but mostly a lot of options off of a long list of fairly minor thematic abilities.

Somewhere between the Pirate, Noble, and scholar in character.
 
dr. strangemonkey said:
Does anyone have an opinion on the Akashic from Arcana Unearthed as inspiration?

A sort of specialist skill used class with a few defensive and fate based abilities, but mostly a lot of options off of a long list of fairly minor thematic abilities.

Somewhere between the Pirate, Noble, and scholar in character.

Akashic are very cool but I think their abilities are a bit too magically oriented to fit into a Sword and Sorcery Genre, especially Conan.
Are we trying to work out a merchant/trader class that a PC would want to play? If that is your intention then maybe Conan is the wrong genre for you. While merchants are obviously very important in the game world I think they should be NPC's. The character classes should, IMHO all fit into either the Sword or Sorcery area. That is how the character classes seem to have been written. The weakest, Thief, is still more combat oriented than the rogue in standard D20 with better weapon profs and HP's. They can still easily be made "talky" with all their skill points if needed.
But if you really want a lesser combat noble why not noble 1( that gives the character a title of knight or equiv) and schollar to take adv of the skill pts and swap out the magic fo feats. I think that would make a pretty good petty noble. Sure he is still going to have all the weapon and armor skills but the worst combat progression, no regional bonuses and the lowest HD's would make them much less of a combatant.
For a merchant you could use the D20 expert class or simply come up with some ability to replace the thieves sneak attack and trap bonus. How about skill focus, Diplomacy, bluff, sense motive, etc. For the trap sense how about letting the merchant pick one of those skill and now allow him to have more skill ranks in it than his level would normally allow? For Ref save swap to Wil save.
I don't think anything particularly new has to be created just use what is already there with a few twists.
 
AZZA said:
I don't think anything particularly new has to be created just use what is already there with a few twists.

I rather agree with you. The system is extremely flexible as it is, and your solution is the one I would have used if this had been a problem in my campaigns.
 
Vincent Darlage said:
AZZA said:
I don't think anything particularly new has to be created just use what is already there with a few twists.

I rather agree with you. The system is extremely flexible as it is, and your solution is the one I would have used if this had been a problem in my campaigns.

Ah, but the system is also neat.

There are very specific classes for very specific types, and the helpful in combat essential elsewhere pulp type is not covered very well.

I mean if you going to go so far as to put together a Borderer in addition to soldier, nomad, and barbarian I think you should go ahead and cover this role too.

Particularly since, given the importance of chivalry and titles to these stories, I think it's important to make the Noble a less generic class.

Sword and Sorcery stories need the 'helpful' archetype. In general I think the archetype is neglected. You can play Sancho Panza using one of the available classes, but you can't really be him.

The thing with the Akashic wasn't the nature of the abilities it was the structure.

For those of you who don't know: the Akashic is a skill using class with some, basicly just not the worst, combat abilities. Most of the power of the class comes from class features. There are a few that are common to all Akashics but most simply let you pick features off of a series of lists. As a result though the abilities do have general themes there are very few identical Akashics.

The class I wrote up is called the Vagabond and it applies to anyone who wants to play a defensive, skilled, social, and lucky character.

I put it together so that it would cover everyone from the barmaid hitting people on the head with frying pans to the clever courtier or timid squire. I even tried to run the street orpan stereotype through it.

So far, two players have decided to try it, and they are having a great time of it. Though I think that at this point the class fits into the setting better than the characters do. They leapt at the chance to play guttersnipes and I think I may have the party leave them outside the next time they visit with polite company.

I have yet to test the class extensively through combat, but I think it will do pretty much what I want it to do. In fact, the class with its defensive abilities, may be the one to survive the next encounter. I'm not certain that everyone has grasped the very different nature of Conan combat.

I'll post the class when I can, though I must warn you that the list based approach means that it is very very long in description and I have yet to work out the final ability.
 
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.



Vagabond

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

Class Skills:

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.

Class Features:
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
Diligence.

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.
 
I really like the Vagabond, but I'm not sure how Defensive Tactics are supposed to work. And is Delve a magical ability?
 
dr. strangemonkey said:
…shouldn't there be something to represent low class and non-military social types?

What are thieves?

Truthfully, any character with a high charisma can organize themselves as a "social class" if they want to put their skill points in the right place.
 
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 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

EDIT: This is the completely revised, final version of the Bandit Class, replacing my previous post in this slot.
_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork!
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GM's Guide To Creating Hyborian Age Adventures
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1331

Last edited by Iron_Chef on Sun Apr 11, 2004 12:43 am; edited 1 time in total
 
sbarrie said:
I really like the Vagabond, but I'm not sure how Defensive Tactics are supposed to work. And is Delve a magical ability?

Delve is not technically a magical ability and defensive tactics works as a free feat each time you take it, though some of the abilities are not technically feats.

Thanks for the approval.

The bandit is pretty sweet.
 
dr. strangemonkey? said:
sbarrie said:
I really like the Vagabond, but I'm not sure how Defensive Tactics are supposed to work. And is Delve a magical ability?

Delve is not technically a magical ability and defensive tactics works as a free feat each time you take it, though some of the abilities are not technically feats..

So a 4th level Vagabond could have Improved Mobility through Defensive Tactics? Seems excessive.

It's not Conan, but it is Swords and Sorcery. I'm thinking Cudgel here. Although it needs some playtest polish, I'm definitely going to make this available to my PCs. For instance, a Will save vs a Skill roll really doesn't give the Will save much of a chance.

"At times their paths can lead them to older professions." Heh.
 
sbarrie said:
So a 4th level Vagabond could have Improved Mobility through Defensive Tactics? Seems excessive.

It's not Conan, but it is Swords and Sorcery. I'm thinking Cudgel here. Although it needs some playtest polish, I'm definitely going to make this available to my PCs. For instance, a Will save vs a Skill roll really doesn't give the Will save much of a chance.

"At times their paths can lead them to older professions." Heh.

Well, a 4th level Vagabond who had mobility from another character class would be able to get it, but not a 4th level Vagabond who is also a 4th level character since he would never have been able to pick up Mobility from another source.

The skill roll vs will save isn't much, it's true, but the ability should be one that works most of the time. Every once in a while it should fail, and catching the true name of the sorceror or demon should be possible but pretty unlikely.

In play test, the 'feel' of the class as defensive monsters has been somewhat compromised by the all daggers or all clubs proficiency. I'm not certain about whether that's to the worst, however, since that does give them a slightly more distinctive Conan feel.

The fate points for extra sub-dual damage thing has worked brilliantly. The players are having a little bit of trouble properly applying nimble but they are applying it. I think they just have trouble understanding how defensive combat works, it not being an option they regularly used in DnD.
 
dr. strangemonkey said:
Well, a 4th level Vagabond who had mobility from another character class would be able to get it, but not a 4th level Vagabond who is also a 4th level character since he would never have been able to pick up Mobility from another source.

In the AE Mobility is available as a regular Feat. IMHO, this isn't all that good, since it makes Improved and Greater available much earlier than in the original printing. In fact, here is a a link to were I bitch about it a little... :lol:

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=4528&highlight=
 
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