Xeran
2006-11-12, 04:55 PM
I made this pretty quickly for a friend who wanted a class with the fighting ability of a fighter with the skills and sneak attacks of a rogue. I once again used the Class Construction Engine by Shadowcraft. Table is once again messed up, all I can say is it looks all right on word. I made this one kinda fast, didn't put all the usual work into it. Oh well. What do ya think?
Bandit
Game Rule Information:
Bandits have the following statistics.
Abilities: Strength is important to Bandit due to their high involvement in melee combat. A high dexterity is also good.
Alignment: Always Chaotic.
Hit Die: D10
Class Skills: Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Disguise (CHA), Forgery (INT), Gather Information (CHA), Hide (DEX), Intimidate (CHA), Knowledge: Local (INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Ride (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Survival (WIS), Swim (WIS), 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 armor Proficiency: Bandits Are Proficient with all Simple and Martial Weapons, with all Light and Medium of armor but not with Shields.
Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Sneak Attack +1d6
2 +2 +3 +0 +0 Evasion
3 +3 +3 +1 +1 Sneak Attack +2d6, Agility Training
4 +4 +4 +1 +1 Highwayman’s Presence.
5 +5 +4 +1 +1 Sneak Attack +3d6
6 +6/1 +5 +2 +2 Bonus Feat
7 +7/2 +5 +2 +2 Sneak Attack +4d6
8 +8/3 +6 +2 +2
9 +9/4 +6 +3 +3 Sneak Attack +5d6
10 +10/5 +7 +3 +3
11 +11/6/1 +7 +3 +3 Sneak Attack +6d6
12 +12/7/2 +8 +4 +4 Bonus Feat
13 +13/8/3 +8 +4 +4 Sneak Attack +7d6
14 +14/9/4 +9 +4 +4
15 +15/10/5 +9 +5 +5 Sneak Attack +8d6
16 +16/11/6/1 +10 +5 +5
17 +17/12/7/2 +10 +5 +5 Sneak Attack +9d6
18 +18/13/8/3 +11 +6 +6 Bonus Feat
19 +19/14/9/4 +11 +6 +6 Sneak Attack +10d6
20 + 20/15/10/5 +12 +6 +6 Bandit Chief
Class Features:
Sneak Attack: Works exactly like the rogue ability of the same name.
Evasion: Works exactly like the rogue ability of the same name.
Agility Training: You have spent long hours getting accustomed to heavier armor, allowing you to be much more comfortable in it. Your Armor Check penalty is reduced by 2, to a minimum of 0.
Highwayman’s Presence: You can now instill fear in those you intend to rob and burglarize. When you use Intimidate to Demoralize foes, it affects anyone within thirty feet you say who can both see and hear you. The effect lasts an amount of round equal to Charisma modifier (minimum 1). This is a mind affecting attack and multiple uses do not stack.
Bonus Feat: You pick up things from your rough and tumble environment. Choose any feat for which you meet the prerequisites and add it to your feat list.
Bandit Chief: You are now so aware of your surroundings that you gain knowledge about all allies within 100 feet as if you had cast the Status spell. You must be able to either see or hear them, though they don’t necessarily have to be visible or making noise. (Example, this would still work if your ally had invisibility and silence cast on them, but were technically in your field of vision and hearing, but not if they were in a locked room, gagged.)
Bandit
Game Rule Information:
Bandits have the following statistics.
Abilities: Strength is important to Bandit due to their high involvement in melee combat. A high dexterity is also good.
Alignment: Always Chaotic.
Hit Die: D10
Class Skills: Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Disguise (CHA), Forgery (INT), Gather Information (CHA), Hide (DEX), Intimidate (CHA), Knowledge: Local (INT), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Ride (DEX), Search (INT), Sense Motive (WIS), Spot (WIS), Survival (WIS), Swim (WIS), 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 armor Proficiency: Bandits Are Proficient with all Simple and Martial Weapons, with all Light and Medium of armor but not with Shields.
Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Sneak Attack +1d6
2 +2 +3 +0 +0 Evasion
3 +3 +3 +1 +1 Sneak Attack +2d6, Agility Training
4 +4 +4 +1 +1 Highwayman’s Presence.
5 +5 +4 +1 +1 Sneak Attack +3d6
6 +6/1 +5 +2 +2 Bonus Feat
7 +7/2 +5 +2 +2 Sneak Attack +4d6
8 +8/3 +6 +2 +2
9 +9/4 +6 +3 +3 Sneak Attack +5d6
10 +10/5 +7 +3 +3
11 +11/6/1 +7 +3 +3 Sneak Attack +6d6
12 +12/7/2 +8 +4 +4 Bonus Feat
13 +13/8/3 +8 +4 +4 Sneak Attack +7d6
14 +14/9/4 +9 +4 +4
15 +15/10/5 +9 +5 +5 Sneak Attack +8d6
16 +16/11/6/1 +10 +5 +5
17 +17/12/7/2 +10 +5 +5 Sneak Attack +9d6
18 +18/13/8/3 +11 +6 +6 Bonus Feat
19 +19/14/9/4 +11 +6 +6 Sneak Attack +10d6
20 + 20/15/10/5 +12 +6 +6 Bandit Chief
Class Features:
Sneak Attack: Works exactly like the rogue ability of the same name.
Evasion: Works exactly like the rogue ability of the same name.
Agility Training: You have spent long hours getting accustomed to heavier armor, allowing you to be much more comfortable in it. Your Armor Check penalty is reduced by 2, to a minimum of 0.
Highwayman’s Presence: You can now instill fear in those you intend to rob and burglarize. When you use Intimidate to Demoralize foes, it affects anyone within thirty feet you say who can both see and hear you. The effect lasts an amount of round equal to Charisma modifier (minimum 1). This is a mind affecting attack and multiple uses do not stack.
Bonus Feat: You pick up things from your rough and tumble environment. Choose any feat for which you meet the prerequisites and add it to your feat list.
Bandit Chief: You are now so aware of your surroundings that you gain knowledge about all allies within 100 feet as if you had cast the Status spell. You must be able to either see or hear them, though they don’t necessarily have to be visible or making noise. (Example, this would still work if your ally had invisibility and silence cast on them, but were technically in your field of vision and hearing, but not if they were in a locked room, gagged.)