Highwayman
Mar 31, 2014 9:38:31 GMT
Post by Adele on Mar 31, 2014 9:38:31 GMT
Scourge of the open roads, and quarry of the Road Wardens, Highwaymen have been common in the Middleheim region since the days of Maravok the Red of House Argaene. Though their numbers dwindle and surge depending on the political state of Doltanbran and Terias, they have a continued presence to this day. Rogues, Bards, Rangers and Duelists typically take levels of Highwayman although Paladins, Sorcerers and Wizards may find it difficult to qualify for.
Prerequisites
Base Attack Bonus: +4
Skills: Hide-8 ranks, Move Silently-4 ranks, Intimidate-4 ranks
Alignment: Any Non-Good
Special: Evasion
Class Skills: The Class Skills of the Highwayman are: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Knowledge [Local and Geography] (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis).
Hit Die: d10.
Skill points at each level: 6+ Int modifier
Weapon and Armour Proficiency: Highwaymen are proficient with Crossbows (light, heavy, hand and repeating), Dagger (normal and punching), Rapier, Sap and Shortbow (normal and composite). Highwaymen are proficient in light armor, but not shields.
Appraise Victim: A Highwayman can, when not engaged in combat, appraise a potential target. The Highwayman makes a Character Level Check plus his intelligence bonus (if any) versus DC 10 + target's HD + 1 per 10ft distance between Highwayman and target. If the test is passed, the Highwayman can determine the value of a number of items equal to his Highwayman class level (in order from most to least expensive). Note that items that are not visible (such as jewels kept in a box), or have hidden abilities (such as an ordinary-looking Magic weapon) cannot be accurately appraised in this way. This technique can (at the DM's discretion) be used to determine the true identity of a disguised individual (per the actively scrutinizing in the Disguise Skill descriptor).
*NOTE: This ability is in addition to the Appraise skill itself. The Appraise Victim skill can only be used once per encounter.
Bonus Feats: At 1st level, the Highwayman may select either the Improved Initiative or the Track feat. At 4th level, a Highwayman may select either Precise Shot or Two-Weapon Fighting, even if they do not meet the prerequisites for the Feat.
Sneak Attack: At 1st level, and every two levels thereafter (3rd and 5th), a Highwayman gains Sneak Attack benefits, exactly like the Rogue Ability of the same name. If the Highwayman has Sneak Attack levels from another class (such as a Rogue), these benefits stack.
Hide in Plain Sight: A Highwayman gains this ability at 3rd level. This ability behaves exactly as the Shadowdancer's.
Holdup: At 2nd level, as a Full Round action, a Highwayman can make a "Holdup" action. This action must be rolled prior to initiative or entering combat. The victim makes an opposed Intimidate check. If the defender wins the opposed check, he is unaffected, and may act normally. If the defender fails the opposed roll, the defender's attitude changed to "Helpful" for the duration of the encounter [per the Intimidate skill]. This ability also affects PCs, save that instead of changing their attitude, it makes them "Shaken" for the duration of the encounter.
SPECIAL: Defenders in a group gain a +2 per member to their check, as does the Highwayman gain a +2 for every person in his brigade. Each defender rolls a check separately. Creatures that are immune to fear (such as Undead, Constructs, Oozes or Clerics with the Fear Domain), or those who are not intelligent enough to be robbed (such as a Horse, Wolf or Dire Rat) are not affected.
Prerequisites
Base Attack Bonus: +4
Skills: Hide-8 ranks, Move Silently-4 ranks, Intimidate-4 ranks
Alignment: Any Non-Good
Special: Evasion
Class Skills: The Class Skills of the Highwayman are: Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Knowledge [Local and Geography] (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis).
Hit Die: d10.
Skill points at each level: 6+ Int modifier
Weapon and Armour Proficiency: Highwaymen are proficient with Crossbows (light, heavy, hand and repeating), Dagger (normal and punching), Rapier, Sap and Shortbow (normal and composite). Highwaymen are proficient in light armor, but not shields.
Level | BAB | Fortitude | Reflex | Will | Special |
1 | +0 | +0 | +2 | +0 | Bonus Feat Appraise Victim +1d6 Sneak Attack |
2 | +1 | +0 | +3 | +0 | Holdup |
3 | +2 | +1 | +3 | +1 | Hide in Plain Sight +2d6 Sneak Attack |
4 | +3 | +1 | +4 | +1 | Bonus Feat |
5 | +3 | +1 | +4 | +1 | +3d6 Sneak Attack |
Appraise Victim: A Highwayman can, when not engaged in combat, appraise a potential target. The Highwayman makes a Character Level Check plus his intelligence bonus (if any) versus DC 10 + target's HD + 1 per 10ft distance between Highwayman and target. If the test is passed, the Highwayman can determine the value of a number of items equal to his Highwayman class level (in order from most to least expensive). Note that items that are not visible (such as jewels kept in a box), or have hidden abilities (such as an ordinary-looking Magic weapon) cannot be accurately appraised in this way. This technique can (at the DM's discretion) be used to determine the true identity of a disguised individual (per the actively scrutinizing in the Disguise Skill descriptor).
*NOTE: This ability is in addition to the Appraise skill itself. The Appraise Victim skill can only be used once per encounter.
Bonus Feats: At 1st level, the Highwayman may select either the Improved Initiative or the Track feat. At 4th level, a Highwayman may select either Precise Shot or Two-Weapon Fighting, even if they do not meet the prerequisites for the Feat.
Sneak Attack: At 1st level, and every two levels thereafter (3rd and 5th), a Highwayman gains Sneak Attack benefits, exactly like the Rogue Ability of the same name. If the Highwayman has Sneak Attack levels from another class (such as a Rogue), these benefits stack.
Hide in Plain Sight: A Highwayman gains this ability at 3rd level. This ability behaves exactly as the Shadowdancer's.
Holdup: At 2nd level, as a Full Round action, a Highwayman can make a "Holdup" action. This action must be rolled prior to initiative or entering combat. The victim makes an opposed Intimidate check. If the defender wins the opposed check, he is unaffected, and may act normally. If the defender fails the opposed roll, the defender's attitude changed to "Helpful" for the duration of the encounter [per the Intimidate skill]. This ability also affects PCs, save that instead of changing their attitude, it makes them "Shaken" for the duration of the encounter.
SPECIAL: Defenders in a group gain a +2 per member to their check, as does the Highwayman gain a +2 for every person in his brigade. Each defender rolls a check separately. Creatures that are immune to fear (such as Undead, Constructs, Oozes or Clerics with the Fear Domain), or those who are not intelligent enough to be robbed (such as a Horse, Wolf or Dire Rat) are not affected.