Bandit

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Bandit is rad, they are very much like rogue and gets access to all your standard rogue traits like sneak attack and a bunch of skills that they can use, they also get a bunch of unique special abilities for combat and many tools to just keep them going and continue to be that thorn in the side that you just can't get rid of. As a bandit you're always in the fight or getting away from it.

Role: DPS Utility

Characteristics: A hard to kill rogue like with a plethora of skills to escape

Source: Book of Roguish Luck

Game Rule Information

The Bandit has the following game statistics.

Abilities: Dexterity is crucial to avoid damage and skulk through the world, Wisdom is useful for all of your tracking skills, and your Strength helps fight, climb, and swim away from trouble.

Alignment: Any

Hit Die: d6

Starting Gold: 5d4 x 10

Class Skills

The Bandit's class skills are Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Knowledge (local)(Int), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Bandit.

Weapon and Armor Proficiency: A Bandit is proficient with all simple and martial weapons, and light and medium armor

Furtive TrailEx: A Bandit is highly skilled at hiding their tracks. The difficulty class for any wilderness lore check made in attempt to track a bandit increases by 10 instead of the usual 5. A bandit can use this ability to cover their tracks while mounted and can cover the tracks of a number of mounts or companions equal to half their level.

At 8th level, a bandit can move at full walking or riding speed while covering their own tracks, and at half speed covering the tracks of others.

Quick Draw: At 2nd level the bandit gains Quick Draw as a bonus feat even if they do not meet the prerequisites.

Special Ability: At 2nd level and every fifth level thereafter (7th, 12th, and 17th) a bandit gains a special ability of their choice from among the following options:

Evasion (Ex): At 2nd level and higher, a bandit can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the bandit is wearing light armor or no armor. A helpless bandit does not gain the benefit of evasion.

Eye Strike (Ex): A bandit who rolls a critical threat may try to blind an opponent instead of increasing their damage. To do so the bandit replaces the roll to confirm to critical hit with an eye strike attack roll against their foe, using the foe's normal armor class. If this attack roll fails this attack does no damage on the attack.

Should the eye strike attack succeed the target is entitled to a Reflex save (DC 10+ half the bandit's class level). If the save succeeds the target suffers minimum damage for the attack as if the bandit has rolled one on all damage dice.

If the save fails the bandit deals normal damage (no doubling or tripling from critical damage, and no sneak attack bonuses) and injures the eyes or eyelids of their target enough to prevent normal vision temporarily. The opponent is blinded for 2d4 rounds, loses his Dexterity bonus to Armor Class, suffers a 50 percent miss chance on attack rolls and cannot make attacks of opportunity. The loss of sight can be restored before its normal duration ends by regeneration, a cure spell, or natural healing sufficient to offset the damage from the attack.

A bandit can only make eyes trikes against living creatures with discernible eyes, undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to eye strike attacks. The bandit must be able to see the target well enough to pick out its eyes and must be able to reach them; Large creatures who are tall may be able to avoid the eye strike by a melee weapon due to their height. A bandit cannot make an eye strike against a creature who has concealment or one whose eyes are beyond reach. Creatures with multiple heads or more than two eyes, such as ettins and eye tyrants, can be blinded more than once, but each success affects only one head or eye stalk. Feat: A bandit may gain a bonus feat in place of a special ability. They must meet all the prerequisites for the bonus feat.

Flying Charge (Ex): When a bandit makes a charge from horseback, from a jump, or from swinging rope, he gains a +4 bonus on the attack roll rather than the usual +2 bonus. A bandit suffers a -4 to AC during a flying charge.

Knockout (Ex): This ability can only be chosen at 7th level or higher. A bandit can knockout an opponent faster and more reliably than anyone. Whenever a bandit chooses to make a melee attack for nonlethal damage they gain their sneak attack damage as bonus damage on the attack if the opponent fails a Fortitude save (DC 10 + Bandit Class Level). If the knockout attempt is already a sneak attack, the sneak attack damage increases by an additional 2d6 points. The knockout ability cannot be used by ranged weapons and this ability does not stack with the effect of a Merciful weapon.

These nonlethal strikes are more difficult to execute than normal strikes since they involve striking at the head or spine of an opponent. If the strike fails the bandit has gotten too close or has opened themselves up and immediately provokes an attack of opportunity.

Low Blow (Ex): A bandit can use dirt sticks, a kick or other unexpected tactics to gain a sudden advantage during melee combat. A low blow attack can be made as a standard action whenever a bandit attacks a flat-footed foe (though not in a flanking attack). The low blow attack is rolled as an unarmed attack; the bandit must declare it as a stunning or tripping attack before the die is rolled. If successful the opponent suffers the minimum damage for the attack and is left either stunned for one round or prone. If the low blow attack fails the bandit inflicts no damage. Attempting a low blow does not provoke an attack of opportunity.

Opportunist (Ex): Once per round, the bandit can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the bandit’s attack of opportunity for that round. Even a bandit with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Diehard: At 3rd level, a bandit's strength of will grants them Diehard as a bonus feat, even if they do not meet the pre-requisites.

Sneak AttackEx: If a bandit can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The bandit’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bandit flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two bandit levels thereafter. Should the bandit score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a bandit can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A bandit can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is 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 such a spot. A bandit cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. The sneak attack damage of a bandit stacks with sneak attack damage gained from other sources.

PounceEx: At 4th level and higher, a bandit can maximize his advantage when he catches others off guard. A bandit can take a full attack action when he charges an opponent who is surprised, flat footed, or who would be denied their Dexterity bonus to Armor Class.

BravadoEx: At 6th level, a bandit can use a flurry of attacks to overwhelm an opponent who is caught off guard. The bandit gains a +2 bonus on all damage rolls made during a surprise round.

Improved Disarm: At 6th level, a bandit gains Improved Disarm as a bonus feat even if they do not meet the requirements.

Ride Like the WindEx: At 8th level or higher, a bandit can outride most pursuit without difficulty. A bandit's mount gains a 10-foot bonus to its move speed whenever the bandit rides it even in unusual movement modes (such as flight). The bandit himself gains a +4 competence bonus on all Ride checks in combat. This ability can be used whether or not the bandit is being pursued.

Strike First: When they reach 12th level, the bandit gains a permanent +2 bonus on initiative checks.

Woodland StealthEx: When a bandit reaches 14th level, he gains the ability to blend into natural terrain. This ability means that a bandit can move normally or take two move actions while hiding and moving silently in natural terrain without suffering the usual -5 penalties for moving at full speed while hiding. A bandit cannot run using this ability and cannot hide while being directly observed.

If he is traveling on a mount through natural terrain that provides concealment (such as forest, jungle, scrub, savannah, tall grass prarie, or bayou), a bandit can apply his ranks in Hide or Move Silently to his mount's checks with these skills. He can move at normal speed while doing so but cannot take a double move, run, or withdraw while using woodland stealth when mounted. Normally a rider cannot attempt to hide while mounted.

Great DisarmEx: At 16th level or higher, a bandit can disarm a flat-footed opponent as a free action. If successful, they remove a single held or sheathed weapon from the target creature and can make an immediate follow up attack.

The bandit can gain possession of the item if they choose, of they may toss the item up to 10 feet away as part of the great disarm attempt.

Great EscapeEx: At 20th level the bandit gains the ability to retreat from any fight unharmed. They gain a +4 bonus on Tumble checks when withdrawing from melee combat and can do so at full speed, rather than half speed without penalty. With a successful tumble check they can leave combat at full running speed without provoking attacks of opportunity.

If they must tumble through occupied squares or over the head of foes the DC increases by 5.

This ability also helps a bandit escape capture. They gain a +4 on Escape Artist checks against any nonmagical ropes, chains, bars, shackles or other bonds to confine them.

A bandit can even escape from magical constraints such as a hold person spell or supernatural paralysis; doing so requires a full-round action and an escape artist check. The DC to escape from magical bonds is equal to the save DC of the spell +5. The bandit is always entitled to an escape artist check even in situations that normally do not allow one.

Table 1-1: Bandit Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +2 +0 Furtive Trail
2nd +1 +0 +3 +0 Quick draw, special ability
3rd +2 +1 +3 +1 Diehard, sneak attack +1d6
4th +3 +1 +4 +1 Pounce
5th +3 +1 +4 +1 Sneak attack +2d6
6th +4 +2 +5 +2 Bravado, Improved disarm
7th +5 +2 +5 +2 Sneak attack +3d6, special ability
8th +6/+1 +2 +6 +2 Ride like the wind, furtive trail (full speed)
9th +6/+1 +3 +6 +3 Sneak attack +4d6
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3 Sneak attack +5d6
12th +9/+4 +4 +8 +4 Strike first, special ability
13th +9/+4 +4 +8 +4 Sneak attack +6d6
14th +10/+5 +4 +9 +4 Woodland stealth
15th +11/+6/+1 +5 +9 +5 Sneak attack +7d6
16th +12/+7/+2 +5 +10 +5 Great disarm
17th +12/+7/+2 +5 +10 +5 Sneak attack +8d6, special ability
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +9d6
20th +15/+10/+5 +6 +12 +6 Great escape