Outlaw of Renown

To Medieval Classes

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The Peasants (Wat Tyler) burn Palace of the Savoy. AD 1381 Date 1 January 1900 Alfred Garth Jones

The Peasants (Wat Tyler) burn Palace of the Savoy. AD 1381 Date 1 January 1900 Alfred Garth Jones

Originally on the Terra Viejo Website

Hunted by the law and respected by the common man, the Outlaw of Renown possesses the skills needed for his dangerous life, and can earn the renown of those he champions. He is often the leader of a band like minded souls who show little sympathy for the powerful but who share their wealth with the poor and oppressed. Great Outlaws include Robin Hood and his “Merry Men” and William Tell.

The Outlaw of Renown can come from any background, but he must have the right skills and martial talents, and he must be an outlaw. Only a great act in defiance of authority, but otherwise popular, can earn Outlaw’s Renown. Sometimes Outlaws are pardoned for their perceived crimes. In such a case he may still advance as an Outlaw of Renown, but only if he remains true to the spirit of the Outlaw.

Requirements

To qualify to become an Outlaw of Renown, a character must fulfill all the following criteria:
Alignment: Chaotic Good
Feats: Weapon Focus (quarterstaff or any ranged weapon)
Skills: Bluff 4 ranks, Hide 9 ranks, Spot 4 ranks
Weapons: Proficient with quarterstaff and at least one ranged weapon
Other: Must be wanted by the law for an illegal, but otherwise popular, act

Hit Die: d8

Class Skills: The Outlaw's class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Diplomacy (Charisma), Disguise (Charisma), Escape Artist (Dexterity), Gather Information (Intelligence), Handle Animal (Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (local) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Profession (Wisdom), Ride (Dexterity), Search (Intelligence), Sense Motive (Wisdom), Spot (Wisdom), Survival (Wisdom), Swim (Strength), Tumble (Dexterity), and Rope Use(Dexterity).

Skill Points at Each Additional Level: 6+Intelligence Modifier

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+0

Staff Fighting, Cover Tracks

2nd

+2

+0

+3

+0

Bonus Feat

3rd

+3

+1

+3

+1

Commoner's Regard (+2)

4th

+4

+1

+4

+1

Bonus Feat/Sneak Attack +1d6

5th

+5

+1

+4

+1

Camouflage

6th

+6

+2

+5

+2

Bonus Feat

7th

+7

+2

+5

+2

Commoner's Regard (Region/+4)

8th

+8

+2

+6

+2

Bonus Feat/Sneak Attack +1d6

Weapon and Armor Proficiency: An Outlaw is proficient with simple weapons, long sword, short bow, short sword, and with light armor. An Outlaw from Cymru or Albion is also proficient with the longbow.

Staff Fighting: The Outlaw can gain the benefits of the Weapon Finesse and Retaliatory Strike feats when using the quarterstaff, and can use the quarterstaff to make trip attacks. The Outlaw can drop the quarterstaff to avoid being tripped on their own trip attempt.

Cover Tracks: While moving at half speed and attempting to cover their trail, the Outlaw and his party can add a +10 to the DC of someone tracking them, rather then the standard +5, on a successful Survival check (DC 15). For longer journeys, this check should be made twice a day (every six hours).

Bonus Feat: At 2nd, 4th , 6th and 8th level the Outlaw gains a feat. The Outlaw must meet the normal perquisites for the feat, but can treat their levels in Outlaw as levels in fighter when determining eligibility for a feat. The Outlaw can choose from: Aim, Display of Prowess, Far shot, Hawkeye, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Leadership, Manyshot, Nimble Defense, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Two-Weapon Defense, Two-Weapon Fighting, Two Weapon Mastery, Weapon Finesse. They can also take one of the following feats with the heavy crossbow, light crossbow, long bow, quarterstaff, or short bow: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

Sneak Attack: At 4th and 8th level (but not 2nd or 6th) instead of gaining a bonus feat, a character with Sneak Attack can increase the extra damage dealt on a sneak attack by one d6.

Commoners’ Regard: Starting at 3rd level, an Outlaw who shares his wealth with the local people, and particularly the local commoners, and is seen as their champion, will be rewarded with commoners’ regard. An Outlaw who donates at least 5 Gold pieces per character level to local commoners a month and shows a willingness to fight for their cause receives a +2 to all Charisma based checks when dealing with local commoners. The Outlaw also receive a +2 to their leadership score if they have the leadership feat, and this bonus is added to the DC of any Intimidate or Gather Information attempts made by authorities (or any one suspicious) to Gather Information from commoners about the Outlaw or his band. At the DM’s discretion, the Outlaw may also receive these bonuses with sympathetic non-commoners as well. This bonus increases to +4 at 7th level. At 7th level the bonus also applies to all commoners and other potential sympathizers in the region the Outlaw lives in, e.g. all of England or the Scotland.

If the Outlaw fails to make these donations, word travels fast, and the Regard is lost. If the Outlaw holds a feast and makes a donation of 50 shillings (or marks) per character level, the regard will be restored. If the Outlaw moves to a new region, a similar feast and donation can be used to establish a good reputation, though it must be maintained afterwards as normal.

Camouflage (Ex): An Outlaw of 6th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. If the character already has the Camouflage ability, they gain Hide in Plain Sight, as described in the Ranger class description.

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