Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: Stamina 12, Aim 14, Appearance 12
- Alignments: Non-Lawful
- Starting Cash: by class
- Weapon Slots: +1 slot
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Longbow, Longsword, Quarterstaff, Dagger1
- Allowed Weapons: By class
- Allowed Armors: By class
1 Substitute Shortbow, Shortsword, Club, and Dagger for Small-sized outlaws.
- Non-weapon Slots: By class
- Available Categories: By class, plus Larceny
- Bonus Non-weapon Proficiencies: Disguise, Fast-Talking, Hiding, Secret Language (Thieves’ Cant)
- Required Proficiencies: none
- Recommended Proficiencies: Acting, Animal Lore, Animal Training, Appraise, Begging, Blacksmithing, Bowyer/Fletcher, Brewing, Camouflage, Danger Sense, Direction Sense, Dirty Fighting, Fire-Building, Forgery, Gaming, Hiding, Hunting, Information Gathering, Jumping, Leatherworking, Local History, Land-based Riding, Looting, Modern Languages, Persuasion, Reading Lips, Rope Use, Running, Set Snares, Singing, Street Fighting, Tightrope Walking, Trailing, Tumbling, Weather Sense, Ventriloquism
- Forbidden Proficiencies: none
Overview: This character is the heroic scofflaw, an adventurer who defies the laws and rulers of the land and steers his own course. Usually in the company of other outlaws, he fights the minions of the rulers he defies, and comes to be regarded as a hero by others who suffer at those rulers’ hands. The outlaw, like a Bandit, often makes his home in the wilderness and preys on the traffic moving through that wilderness.
Description: The outlaw is more inclined toward thieving than other characters. Outlaws love the rush of excitement from burgling houses and staying one step ahead of the law. Some outlaws will even go so far as to leave cryptic clues as to their identity, playing a cat-and-mouse game with local law enforcement. Such games gain the outlaw infamy, but also place him at great risk-but risk and thrills are the things most desired by outlaws.
The outlaw makes full use of all his skills to “earn” money, while avoiding the law at the same time. They have more highly developed thieving skills than other characters, for they practice and use the dexterous arts more often, and the morsels of magical knowledge that they pick up can mean the difference between a successful heist and capture. These abilities, plus their support from the commoners (who have the most to gain from the generous exploits of some outlaws), can often give these characters an edge over more common thieves.
Role-Playing: Outlaws are sometimes burglars who work with thieves’ guilds for personal profit, or occasionally, are members in wilderness-based bandit gangs. Many more, however, are freelance thieves; they show loyalty to no one but themselves. Good-aligned outlaws are most likely to be from this group—they “rob the rich to give to the poor,” whereas the evil outlaws rob the rich and poor alike, and keep all the money for themselves!
Outlaws are usually tolerated by thieves’ guilds, even those that generally dislike non-thieves, although they tend to treat outlaws as “second-rate.” Most powerful guilds are anxious to make a successful outlaw join their ranks, just to receive a cut of the profits. Outlaws, with the wanderlust, rarely feel comfortable in something as rigid and inflexible as a thieves’ guild, and the powerful guilds dislike the outlaw’s love of unnecessary risks and thrills.
- Outlaws rely more heavily upon their thieving talents to earn a living than other adventurers. At 1st level, the outlaw gains 2 bonus non-weapon proficiency slot which must be spent on proficiencies from the Larceny Group.
- Underworld contacts: Being more criminally aware than other adventurers, the outlaw is an expert at finding contacts among local thieves. Given an hour in a seedy tavern, and four or five gold pieces for drinks and bribes, an outlaw can find a contact-typically a thief of levels 1-4. This contact can lead the character to other rogues, take him to the local thieves’ guild, exchange information about possible “jobs,” or even buy stolen goods to fence at a later date.
- Once per day, prior to making an attack, an outlaw may spend 1d4+1 rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the outlaw makes a successful Leadership check afterwards, the companions enjoy a +2 bonus to their morale for the next 3d4 rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn’t affect animals or himself. The outlaw can’t attempt to inspire his companions in the midst of battle or while they’re occupied in any other activity.
- Outlaws may only keep as much treasure and equipment as they can carry.
- The major problem with being an outlaw is that the law is always after the characters. Though the authorities do not have to put in an appearance in every single play-session, they’re always out there, plotting against the heroes. Many of them are quite clever, they probably have more money, ships, and men than the heroes, and they’ll continue to plague the heroes until the campaign is done.
- Any time after reaching 4th level, the Outlaw will acquire a personal nemesis. This is an NPC of equal level whose campaign goal is to capture or kill the Outlaw.
Return to Universal Kits.