Defiant Element
2007-11-09, 11:36 PM
The Outlaw is designed to be an amalgam of the Ranger and Rogue classes. It combines the skill utility of a Rogue with a variety of Ranger abilities, most notably those that allow the Outlaw to effectively dual-wield daggers and those that allow him to take advantage of his natural surroundings.
The ambush mechanism is an idea that I think suits the class quite well, although the technical details of the abilities themselves may need some ironing out, since it allows you to capitalize on the standard Outlaw encounter, i.e. you're attacked by Bandits who swoop out from their hiding places and surround you. Camouflage, Hide in Plain Sight, and Strike from the Shadows were also implemented to enhance that concept, and Trackless Step let's the Outlaw evade pursuit after a successful heist.
Outlaw
“The lyricism of marginality may find inspiration in the image of the ''outlaw,'' the great social nomad, who prowls on the confines of a docile, frightened order.”
Class Information
Hit Die: d8
Alignment: Any non-lawful
Class Skills: Bluff (Cha), Craft (Trap) (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: (6 + Int Modifier)
Outlaw
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Track, Improved Initiative
2nd|
+1|
+0|
+3|
+0| Two-Weapon Fighting, Trackless Step
3rd|
+2|
+1|
+3|
+1|Dagger Mastery
4th|
+3|
+1|
+4|
+1|Great Fortitude
5th|
+3|
+1|
+4|
+1| Ambush I
6th|
+4|
+2|
+5|
+2|
7th|
+5|
+2|
+5|
+2|Two-Weapon Defense
8th|
+6/+1|
+2|
+6|
+2|
9th|
+6/+1|
+3|
+6|
+3|Improved Two-Weapon Fighting
10th|
+7/+2|
+3|
+7|
+3|Ambush II
11th|
+8/+3|
+3|
+7|
+3|Improved Two-Weapon Defense
12th|
+9/+4|
+4|
+8|
+4|
13th|
+9/+4|
+4|
+8|
+4| Camouflage
14th|
+10/+5|
+4|
+9|
+4|
15th|
+11/+6/+1|
+5|
+9|
+5|Ambush III
16th|
+12/+7/+2|
+5|
+10|
+5|
17th|
+12/+7/+2|
+5|
+10|
+5|Hide in Plain Sight
18th|
+13/+8/+3|
+6|
+11|
+6|
19th|
+14/+9/+4|
+6|
+11|
+6|Strike from the Shadows
20th|
+15/+10/+5|
+6|
+12|
+6|Ambush IV[/table]
Class Features
Weapon and Armor Proficiencies: Outlaws are proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow, and short sword. Outlaws are proficient with light armor, but not with shields.
Track: At 1st level, the Outlaw gains Track as a bonus feat.
Improved Initiative: At 1st level, the Outlaw gains Improved Initiative as a bonus feat.
Trackless Step: Starting at 2nd level, an Outlaw leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Two-Weapon Fighting: Beginning at 2nd level, while dual-wielding daggers and wearing Light Armor, the Outlaw is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. At 9th level, the Outlaw gains the Improved Two-Weapon Fighting feat, the same qualifications apply.
Dagger Mastery: Beginning at 3rd level, the Outlaw’s extensive training with the Dagger begins to pay off. His ability to consistently attack with increasing degrees of precision results in more damage. At 3rd level, his daggers deal 1d6 damage. At 6th level, they deal 1d8 damage. At 10th level, they deal 2d4 damage. And, at 15th level, his daggers deal 1d10 damage.
Great Fortitude: At 4th level the Outlaw gains a +2 bonus to Fortitude saves.
Ambush: Outlaws are able to master the technical aspects of the Ambush. By surrounding their foes and attacking with lightning speed, they are able to overwhelm and confound their targets. At 5th level, while flanking a foe, the Outlaw gains +4 to attack bonus rather than +2. At 10th level, enemies flanked by the Outlaw become increasingly aware of the threat posed by the Outlaw, and, as a result, become distracted and take a -2 penalty to Will and Reflex Saves. At 15th level, as the Outlaw's power increases, enemies become further distracted and take a -2 to attack rolls. At 20th level, enemies flanked by the Outlaw are considered flat-footed.
Two-Weapon Defense: Beginning at 7th level, while dual-wielding daggers and wearing Light Armor, the Outlaw is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat. At 11th level, the Outlaw gains the Improved Two-Weapon Defense feat, the same qualifications apply.
Camouflage: An Outlaw of 15th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight: While in any sort of natural terrain, an Outlaw of 17th level or higher can use the Hide skill even while being observed.
Strike from the Shadows: At 19th level, the Outlaw gains a bonus to attack and damage rolls while using daggers equal to one-fourth his class level, provided he has concealment relative to his target and succeeds on a Move Silently check opposed by the target’s Listen check.
The ambush mechanism is an idea that I think suits the class quite well, although the technical details of the abilities themselves may need some ironing out, since it allows you to capitalize on the standard Outlaw encounter, i.e. you're attacked by Bandits who swoop out from their hiding places and surround you. Camouflage, Hide in Plain Sight, and Strike from the Shadows were also implemented to enhance that concept, and Trackless Step let's the Outlaw evade pursuit after a successful heist.
Outlaw
“The lyricism of marginality may find inspiration in the image of the ''outlaw,'' the great social nomad, who prowls on the confines of a docile, frightened order.”
Class Information
Hit Die: d8
Alignment: Any non-lawful
Class Skills: Bluff (Cha), Craft (Trap) (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: (6 + Int Modifier)
Outlaw
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Track, Improved Initiative
2nd|
+1|
+0|
+3|
+0| Two-Weapon Fighting, Trackless Step
3rd|
+2|
+1|
+3|
+1|Dagger Mastery
4th|
+3|
+1|
+4|
+1|Great Fortitude
5th|
+3|
+1|
+4|
+1| Ambush I
6th|
+4|
+2|
+5|
+2|
7th|
+5|
+2|
+5|
+2|Two-Weapon Defense
8th|
+6/+1|
+2|
+6|
+2|
9th|
+6/+1|
+3|
+6|
+3|Improved Two-Weapon Fighting
10th|
+7/+2|
+3|
+7|
+3|Ambush II
11th|
+8/+3|
+3|
+7|
+3|Improved Two-Weapon Defense
12th|
+9/+4|
+4|
+8|
+4|
13th|
+9/+4|
+4|
+8|
+4| Camouflage
14th|
+10/+5|
+4|
+9|
+4|
15th|
+11/+6/+1|
+5|
+9|
+5|Ambush III
16th|
+12/+7/+2|
+5|
+10|
+5|
17th|
+12/+7/+2|
+5|
+10|
+5|Hide in Plain Sight
18th|
+13/+8/+3|
+6|
+11|
+6|
19th|
+14/+9/+4|
+6|
+11|
+6|Strike from the Shadows
20th|
+15/+10/+5|
+6|
+12|
+6|Ambush IV[/table]
Class Features
Weapon and Armor Proficiencies: Outlaws are proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow, and short sword. Outlaws are proficient with light armor, but not with shields.
Track: At 1st level, the Outlaw gains Track as a bonus feat.
Improved Initiative: At 1st level, the Outlaw gains Improved Initiative as a bonus feat.
Trackless Step: Starting at 2nd level, an Outlaw leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Two-Weapon Fighting: Beginning at 2nd level, while dual-wielding daggers and wearing Light Armor, the Outlaw is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. At 9th level, the Outlaw gains the Improved Two-Weapon Fighting feat, the same qualifications apply.
Dagger Mastery: Beginning at 3rd level, the Outlaw’s extensive training with the Dagger begins to pay off. His ability to consistently attack with increasing degrees of precision results in more damage. At 3rd level, his daggers deal 1d6 damage. At 6th level, they deal 1d8 damage. At 10th level, they deal 2d4 damage. And, at 15th level, his daggers deal 1d10 damage.
Great Fortitude: At 4th level the Outlaw gains a +2 bonus to Fortitude saves.
Ambush: Outlaws are able to master the technical aspects of the Ambush. By surrounding their foes and attacking with lightning speed, they are able to overwhelm and confound their targets. At 5th level, while flanking a foe, the Outlaw gains +4 to attack bonus rather than +2. At 10th level, enemies flanked by the Outlaw become increasingly aware of the threat posed by the Outlaw, and, as a result, become distracted and take a -2 penalty to Will and Reflex Saves. At 15th level, as the Outlaw's power increases, enemies become further distracted and take a -2 to attack rolls. At 20th level, enemies flanked by the Outlaw are considered flat-footed.
Two-Weapon Defense: Beginning at 7th level, while dual-wielding daggers and wearing Light Armor, the Outlaw is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat. At 11th level, the Outlaw gains the Improved Two-Weapon Defense feat, the same qualifications apply.
Camouflage: An Outlaw of 15th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight: While in any sort of natural terrain, an Outlaw of 17th level or higher can use the Hide skill even while being observed.
Strike from the Shadows: At 19th level, the Outlaw gains a bonus to attack and damage rolls while using daggers equal to one-fourth his class level, provided he has concealment relative to his target and succeeds on a Move Silently check opposed by the target’s Listen check.