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<blockquote data-quote="Byrons_Ghost" data-source="post: 2760767" data-attributes="member: 7396"><p><strong>Outlaw (orig. Fixer)</strong></p><p></p><p><strong>Outlaw</strong></p><p></p><p>Outlaws are wandering thieves and bandits who rely on stealth, cunning, and force of arms to take what they want. Although some work alone, most often they work in small groups, often with varying specialties spread between different members. Outlaws like to focus on targets that provide large amounts of money and a quick getaway, such as banks and train cars. They enjoy the nomadic, carefree lifestyle, and usually don’t have the patience for long-term planning or complicated scams. Usually, once an outlaw is safely away from pursuit, they will spend their ill-gotten gains on extravagant living, and then begin planning their next robbery.</p><p></p><p>Hit Dice: d8</p><p>Class Skills: Athletics, Bargain, Build/Repair, Creep, Deceive, Heist, Intimidate, Knowledge (Nature or any geographical area), Profession, Ride</p><p></p><p>Skill Points at First Level: (6 + Int modifier) x 4</p><p>Skill Points at Each Level: 6 + Int modifier</p><p></p><p><strong>Starting Feats:</strong></p><p> Small Firearms Proficiency</p><p> Large Firearms Proficiency</p><p> Improved Feint</p><p></p><p>[code]</p><p> [b]</p><p>Level BAB AC Init Fort Ref Will Special </p><p>[/b] </p><p>1 +0 +1 +0 +1 +2 +0 Starting feats, dexterous, bonus feat </p><p>2 +1 +2 +1 +2 +3 +0 Bonus feat </p><p>3 +2 +2 +1 +2 +3 +1 Defensive Roll 1/day </p><p>4 +3 +3 +2 +2 +4 +1 Bonus feat, stealthy +2 </p><p>5 +3 +3 +2 +3 +4 +1 Sneak Attack +1d6 </p><p>6 +4 +4 +3 +3 +5 +2 Bonus feat </p><p>7 +5 +4 +3 +4 +5 +2 Light-Fingered +2 </p><p>8 +6 +5 +4 +4 +6 +2 Bonus feat, stealthy +4 </p><p>9 +6 +5 +4 +4 +6 +3 Sneak Attack +2d6 </p><p>10 +7 +6 +5 +5 +7 +3 Bonus feat </p><p>11 +8 +7 +5 +5 +7 +3 Defensive Roll 2/day, light-fingered +4 </p><p>12 +9 +7 +6 +6 +8 +4 Bonus feat, stealthy +6 </p><p>13 +9 +8 +6 +6 +8 +4 Sneak Attack +3d6 </p><p>14 +10 +8 +7 +6 +9 +4 Bonus feat </p><p>15 +11 +9 +7 +7 +9 +5 Light-Fingered +6 </p><p>16 +12 +9 +8 +7 +10 +5 Bonus feat, stealthy +8 </p><p>17 +12 +10 +8 +8 +10 +5 Sneak Attack +4d6 </p><p>18 +13 +10 +9 +8 +11 +6 Bonus feat </p><p>19 +14 +11 +9 +8 +11 +6 Defensive Roll 3/day, light-fingered +8 </p><p>20 +15 +12 +10 +9 +12 +6 Bonus feat, like a shadow, stealthy +10 </p><p></p><p>[/code]</p><p></p><p><strong>Dexterous:</strong> Outlaws gain the Evasion ability, as the rogue ability of the same name. Additionally, whenever they make a Dexterity-based skill check, they may roll two dice and keep the best result. This is the Outlaw’s core ability.</p><p></p><p><strong>Defensive Roll:</strong> This acts exactly the same as the rogue ability of the same name. The Outlaw may use this ability once per day at level 2, twice per day at level 11, and three times per day at level 19.</p><p></p><p><strong>Stealthy:</strong> Starting at 4th level, the Outlaw gains a +2 bonus to all Creep checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.</p><p></p><p><strong>Sneak Attack:</strong> This works the same as the rogue ability. Extra sneak attack damage starts at +1d6 at 5th level, then increases to +2d6 at 9th level, +3d6 at 13th level, and +4d6 at 17th level.</p><p></p><p><strong>Light-Fingered:</strong> Upon reaching 7th level, the Outlaw receives +2 to any Build/Repair or Heist checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level.</p><p> NOTE: This is the same as the Maverick's ability. IMC, the Maverick will be less of a thief class and more of a charismatic jack of all trades. Their replacement ability will be called Smooth Talker, and will add to Bargain and Chat rolls. IMO a Maverick could still pursue a criminal career fairly easily, thanks to their huge number of skill points.</p><p></p><p><strong>Like A Shadow:</strong> Once an outlaw reaches 20th level, he has become a master of stealth and skullduggery. He may Hide in Plain Sight, allowing him to make a Creep check even while being observed, as long as he is within 10 feet of some shadow. Additionally, the Outlaw may move his full speed when Creeping without the usual –5 penalty to the check, and may make a double move with only a –5 penalty, or run with only a –10 penalty.</p><p></p><p><strong>Bonus Feats:</strong> Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Fortitude, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Improved Bull Rush, Improved Critical, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Iron Gut, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Shot on the Run, Spring Attack, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus, Under the Stars</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 2760767, member: 7396"] [b]Outlaw (orig. Fixer)[/b] [B]Outlaw[/B] Outlaws are wandering thieves and bandits who rely on stealth, cunning, and force of arms to take what they want. Although some work alone, most often they work in small groups, often with varying specialties spread between different members. Outlaws like to focus on targets that provide large amounts of money and a quick getaway, such as banks and train cars. They enjoy the nomadic, carefree lifestyle, and usually don’t have the patience for long-term planning or complicated scams. Usually, once an outlaw is safely away from pursuit, they will spend their ill-gotten gains on extravagant living, and then begin planning their next robbery. Hit Dice: d8 Class Skills: Athletics, Bargain, Build/Repair, Creep, Deceive, Heist, Intimidate, Knowledge (Nature or any geographical area), Profession, Ride Skill Points at First Level: (6 + Int modifier) x 4 Skill Points at Each Level: 6 + Int modifier [B]Starting Feats:[/B] Small Firearms Proficiency Large Firearms Proficiency Improved Feint [code] [b] Level BAB AC Init Fort Ref Will Special [/b] 1 +0 +1 +0 +1 +2 +0 Starting feats, dexterous, bonus feat 2 +1 +2 +1 +2 +3 +0 Bonus feat 3 +2 +2 +1 +2 +3 +1 Defensive Roll 1/day 4 +3 +3 +2 +2 +4 +1 Bonus feat, stealthy +2 5 +3 +3 +2 +3 +4 +1 Sneak Attack +1d6 6 +4 +4 +3 +3 +5 +2 Bonus feat 7 +5 +4 +3 +4 +5 +2 Light-Fingered +2 8 +6 +5 +4 +4 +6 +2 Bonus feat, stealthy +4 9 +6 +5 +4 +4 +6 +3 Sneak Attack +2d6 10 +7 +6 +5 +5 +7 +3 Bonus feat 11 +8 +7 +5 +5 +7 +3 Defensive Roll 2/day, light-fingered +4 12 +9 +7 +6 +6 +8 +4 Bonus feat, stealthy +6 13 +9 +8 +6 +6 +8 +4 Sneak Attack +3d6 14 +10 +8 +7 +6 +9 +4 Bonus feat 15 +11 +9 +7 +7 +9 +5 Light-Fingered +6 16 +12 +9 +8 +7 +10 +5 Bonus feat, stealthy +8 17 +12 +10 +8 +8 +10 +5 Sneak Attack +4d6 18 +13 +10 +9 +8 +11 +6 Bonus feat 19 +14 +11 +9 +8 +11 +6 Defensive Roll 3/day, light-fingered +8 20 +15 +12 +10 +9 +12 +6 Bonus feat, like a shadow, stealthy +10 [/code] [B]Dexterous:[/B] Outlaws gain the Evasion ability, as the rogue ability of the same name. Additionally, whenever they make a Dexterity-based skill check, they may roll two dice and keep the best result. This is the Outlaw’s core ability. [B]Defensive Roll:[/B] This acts exactly the same as the rogue ability of the same name. The Outlaw may use this ability once per day at level 2, twice per day at level 11, and three times per day at level 19. [B]Stealthy:[/B] Starting at 4th level, the Outlaw gains a +2 bonus to all Creep checks. This bonus increased to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level. [B]Sneak Attack:[/B] This works the same as the rogue ability. Extra sneak attack damage starts at +1d6 at 5th level, then increases to +2d6 at 9th level, +3d6 at 13th level, and +4d6 at 17th level. [B]Light-Fingered:[/B] Upon reaching 7th level, the Outlaw receives +2 to any Build/Repair or Heist checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level. NOTE: This is the same as the Maverick's ability. IMC, the Maverick will be less of a thief class and more of a charismatic jack of all trades. Their replacement ability will be called Smooth Talker, and will add to Bargain and Chat rolls. IMO a Maverick could still pursue a criminal career fairly easily, thanks to their huge number of skill points. [B]Like A Shadow:[/B] Once an outlaw reaches 20th level, he has become a master of stealth and skullduggery. He may Hide in Plain Sight, allowing him to make a Creep check even while being observed, as long as he is within 10 feet of some shadow. Additionally, the Outlaw may move his full speed when Creeping without the usual –5 penalty to the check, and may make a double move with only a –5 penalty, or run with only a –10 penalty. [B]Bonus Feats:[/B] Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Fortitude, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Improved Bull Rush, Improved Critical, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Iron Gut, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Shot on the Run, Spring Attack, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus, Under the Stars [/QUOTE]
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