Orcblooded Freebooter
Orcblooded class — see Classes for the full list.
| Prime Requisite: | STR and DEX |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 12 |
As with all sapient races, the orcblooded have found ways to thrive in the criminal underworld. Freebooters are a motley assortment of adventurers who live and die for plunder. Some are dauntless expeditionaries who raid tombs for ancient treasures. Others are criminal fences trafficking in stolen merchandise, cunning inquisitives who find missing people and solve other mysteries, or hardy wayfarers who exact a toll on any who cross the roads and trails of their wilderness homes. Whatever their particular path to plunder, freebooters share a lust for adventure, a taste for gold, and a willingness to resort to subterfuge and backhanded tactics.
Orcblooded Freebooter Level Progression
| XP | Title | Level | Hit Dice | Attack Bonus | Damage Bonus | Backstab |
|---|---|---|---|---|---|---|
| 0 | Scrounger | 1 | 1d6 | +0 | +1 | +1d |
| 2,700 | Looter | 2 | 2d6 | +1 | +1 | +1d |
| 5,400 | Pilferer | 3 | 3d6 | +2 | +2 | +1d |
| 10,800 | Purloiner | 4 | 4d6 | +3 | +2 | +1d |
| 21,600 | Defalcator | 5 | 5d6 | +4 | +2 | +2d |
| 43,200 | Ransacker | 6 | 6d6 | +5 | +3 | +2d |
| 85,000 | Plunderer | 7 | 7d6 | +6 | +3 | +2d |
| 170,000 | Freebooter | 8 | 8d6 | +7 | +3 | +2d |
| 330,000 | Freebooter Captain | 9 | 9d6 | +8 | +4 | +3d |
| 490,000 | Freebooter Captain, 10th level | 10 | 9d6 + 2* | +9 | +4 | +3d |
| 650,000 | Freebooter Captain, 11th level | 11 | 9d6 + 4* | +10 | +4 | +3d |
| 810,000 | Freebooter Captain, 12th level | 12 | 9d6 + 6* | +11 | +5 | +3d |
Orcblooded Freebooter Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells |
|---|---|---|---|---|---|
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ |
| 11-12 | 6+ | 7+ | 8+ | 9+ | 10+ |
Combat Characteristics
The natural savagery of the orcblooded plays well to the freebooter’s strengths as ruthless, dirty combatants.
Combat Proficiencies: Freebooters are proficient with light and very light armor, as well as with all missile weapons and with all swords and polearms. They have fighting style proficiency with two of the three optional styles determined by their Path.
Combat Progression: Orcblooded freebooters advance in attack throws as monsters, by one point every level, and in saving throws as fighters. They increase their base damage roll from successful missile or melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. The freebooter must choose which type of attack will receive the damage bonus at 1st level and cannot change the choice as he advances (i.e. he can choose to be either a melee or missile specialist) They can cleave after felling a foe a maximum of once per round per level.
Starting Class Powers
Backstabbing: Freebooters are skilled at treacherously attacking unprepared enemies. A freebooter can backstab any vulnerable opponent. Backstabs can be made in melee or with missile weapons at short range but cannot be made with missile weapons at medium or longer range. When backstabbing, a freebooter gains a +4 bonus to hit and if the attack succeeds, the freebooter deals an additional die of damage for every four levels he has attained.
Path to Wealth: At first level, the freebooter chooses a path to wealth, which grants six additional class powers.
Streetwise: The freebooter has learned the hard lessons taught by life as a criminal. He might begin play as a member of a thieves’ guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies or thief skills. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities might be harder to recognize. (This class power is equivalent to one rank of Streetwise proficiency.)
Shadowy Senses: Since the bright light of torches will reveal their positions, freebooters learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a freebooter can “see” as if he were carrying a light source that sheds dim light in a 30’ radius. Shadowy senses can be used to fight, probe for traps, and so on. However, shadowy senses cannot be used to discern colors, faces, markings, or flat images (such as frescoes and murals), or to read books, maps, or scrolls. Shadowy senses does not function if the freebooter is charging or running, if deafened, or if in an area of bright light, magical darkness, or magical silence. Because it counts as dim light, an opponent can hide from shadowy senses.
Paths To Wealth
Path of the Expeditionary
EXPEDITIONARY Skills
| Level | Listening | Searching | Sneaking | Trapbreaking |
|---|---|---|---|---|
| 1 | 14+ | 16+ | 17+ | 16+ |
| 2 | 13+ | 15+ | 16+ | 15+ |
| 3 | 12+ | 14+ | 15+ | 14+ |
| 4 | 11+ | 13+ | 14+ | 13+ |
| 5 | 10+ | 12+ | 13+ | 12+ |
| 6 | 9+ | 11+ | 12+ | 11+ |
| 7 | 8+ | 9+ | 10+ | 9+ |
| 8 | 7+ | 7+ | 8+ | 7+ |
| 9 | 6+ | 5+ | 6+ | 5+ |
| 10 | 5+ | 3+ | 4+ | 3+ |
| 11 | 4+ | 1+ | 2+ | 1+ |
| 12 | 3+ | -1+ | 0+ | 0+ |
Delvers into deep places, expeditionaries are well equipped for searching out the hidden places of forgotten tombs and sealed crypts. Traps do not daunt them, and their light steps hardly disturb even the dust.
Fighting Styles: Expeditionaries are proficient with the dual weapon and weapon and shield styles, but not with the two-handed style.
Dungeon Reflexes: The expeditionary is ever alert to the dangers that lurk in dungeons. They gain a +1 to surprise and initiative rolls.
Listening: Expeditionaries at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the expeditionary. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The expeditionary must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Searching: Through careful inspection and probing of his surroundings, an expeditionary can find concealed traps, secret doors, obscured objects, buried treasure, and other hidden features. An expeditionary can attempt to search for hidden features either hastily or methodically.
-
Attempting to hastily search requires one round and a Searching proficiency throw. The Judge makes the throw in secret on behalf of the expeditionary. If the throw succeeds, the expeditionary notices any hidden features within 5’ of his location. If it fails, or there is nothing hidden, the expeditionary finds nothing. The expeditionary cannot make another attempt to hastily search the same area again until he reaches a higher experience level, but he can attempt to methodically search the location.
-
Attempting to methodically search requires one turn (10 minutes) and a Searching proficiency throw with a +4 bonus. The Judge makes the throw in secret on behalf of the expeditionary. If the throw succeeds, the expeditionary notices any hidden features within 5’ of his location. If the throw fails, or there is nothing hidden, the expeditionary finds nothing. The expeditionary can make repeated attempts to methodically search a location if desired.
When an expeditionary is moving at exploration speed, he can choose to attempt to hastily search as he moves. If so, then anytime the expeditionary moves within 5’ of a hidden feature, the Judge secretly makes a proficiency throw on his behalf. If the throw succeeds, the thief notices it (and if it’s a trap, he notices it before triggering it). If the throw fails, the expeditionary does not notice anything (and, if it’s a trap, he or another character in the party might trigger it as they move). Note that this counts as a failure to hastily search for hidden features.
If the expeditionary is equipped with a long pole or similar implement, he can search a 5’ radius area within 10’ of his location. This can be advantageous because if a trap gets set off, he might be far enough to avoid being harmed. Other rules, bonuses or penalties might apply to the attempt, depending on the expeditionary’s tools, the degree of concealment, and other factors.
Sneaking: Expeditionaries learn to prowl with great stealth. An expeditionary can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.
When the expeditionary begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the expeditionary. An expeditionary will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the expeditionary suffer a -2 penalty to surprise rolls if the expeditionary is outside their line of sight.
If the throw succeeds, the expeditionary is also sneaking. If the throw fails, the expeditionary is not sneaking. When sneaking, the expeditionary makes no noise when he moves. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking expeditionary engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Trapbreaking: With the aid of thieves’ tools, an expeditionary can attempt to disable or discharge a trap harmlessly. An expeditionary can crack traps either hastily or methodically.
-
Attempting to hastily disarm a trap requires one round and a Trapbreaking proficiency throw. If the throw succeeds, the trap is disarmed or discharged harmlessly (expeditionary’s choice). If it fails on a natural roll of 1 – 3, the expeditionary accidentally triggers the trap. If it fails on any other result, the expeditionary cannot figure out how to quickly disable the trap. He can still attempt to disable it methodically but cannot make another attempt to hastily remove the same trap again until he reaches a higher experience level.
-
Attempting to methodically disarm a trap requires one turn (10 minutes) and a Trapbreaking proficiency throw with a +4 bonus. If the throw succeeds, the trap is disarmed or discharged harmlessly. If it fails on a natural roll of 1, the expeditionary accidentally triggers the trap. If it fails on any other result, the expeditionary is unable to disable the trap. The expeditionary can make repeated attempts to methodically remove the same trap if desired.
Other bonuses or penalties might apply to the proficiency throw, depending on the expeditionary’s tools, the complexity of the trap, and other factors.
Expert Trapfinding: The expeditionary is an expert at searching for traps and disarming them. He gains a +2 bonus on Searching and Trapbreaking proficiency throws (already factored into the chart above). He triggers undetected traps only one-half as often as other adventurers (1 on 1d6 instead of 1-2). This is effectively the Expert Trapfinding proficiency selected as a class power.
Path of the Fence
Fence Skills
| Level | Listening | Lockpicking |
|---|---|---|
| 1 | 14+ | 18+ |
| 2 | 13+ | 17+ |
| 3 | 12+ | 16+ |
| 4 | 11+ | 15+ |
| 5 | 10+ | 14+ |
| 6 | 9+ | 13+ |
| 7 | 8+ | 11+ |
| 8 | 7+ | 9+ |
| 9 | 6+ | 7+ |
| 10 | 5+ | 5+ |
| 11 | 4+ | 3+ |
| 12 | 3+ | 1+ |
Fences are the brokers and magnates of the underworld, inconspicuously acquiring and disposing of all manner of valuables, keeping a circumspect finger on the pulse of commerce, and cutting extortionate deals in darkness.
Bribery: The fence is exceptionally skilled at bribing officials with gifts of money or merchandise. He gains a +1 bonus to reaction rolls if he offers one day’s pay for the target; a +2 bonus for a week’s pay; and a +3 bonus for a month’s pay. His bribery is so subtle that the attempt is politely deniable by both parties. The character is only blatant enough to be charged with the crime of bribery if he rolls an unmodified 2.
Criminal Network: The fence builds and maintains relationships with webs of contacts, factors, and agents wherever they set up shop. Whenever fences buy or sell equipment or engage in mercantile ventures in a market they have previously entered, they can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets) or they can take a +1 bonus to market impact, whichever is more useful. This increase additionally applies to transaction visibility, making their exchanges less visible to authorities (both rulers above, and underworld bosses). When fences engage in arbitrage, they are able to transact in even greater quantity by accepting a smaller margin. A fence can choose to gain a bonus to his market impact of up to his level, but the spot price will be half as many price steps worse (round up).
Expert Bargaining: The fence is adept at getting the best deals available for goods, services, and information. Any items he purchases costs 10% less than the listed price and any items he sells go for 10% more than the listed price. If both the buyer and seller have the Bargaining proficiency, the opposed Bargainers should make reaction rolls. Whichever character scores the higher result gets the discount. (Special rules apply when using Bargaining for mercantile ventures).This is effectively one rank of the Bargaining proficiency and can be improved by selecting that proficiency additional times.
Fighting Styles: Fences have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.
Listening: Fences at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the fence. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The fence must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Lockpicking: With the aid of thieves’ tools, a fence can pick mechanical locks. A fence can pick locks either hastily or methodically.
-
Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the fence breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the fence cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).
-
Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the fence breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the fence fails to pick the lock but can make another methodical attempt if desired.
Other bonuses or penalties might apply to the throw, depending on the fence’s tools, the complexity of the lock, and other factors.
Treachery: “Honor among thieves” is a vaunted concept, but when a deal goes bad, a fence is always ready to turn things around, by force if need be. Anytime the fence uses Bribery or Diplomacy to gain a Friendly reaction roll, he can force every creature (allied or enemy) within 30’ to make surprise rolls at a -3 penalty by treacherously attacking. Any creature that fails the roll is surprised for the first round of combat. If the fence has some way of secretly signaling to his party (such as Signaling proficiency) or has planned the treachery to occur in advance, then his party does not have to make the surprise roll. The art of treachery cannot be used if the NPC opposition also has a character with this power handling negotiation, due to professional courtesy and mutual paranoia.
Path of the Inquisitive
Inquisitive Skills
| Level | Listening | Lockpicking | Searching |
|---|---|---|---|
| 1 | 14+ | 18+ | 18+ |
| 2 | 13+ | 17+ | 17+ |
| 3 | 12+ | 16+ | 16+ |
| 4 | 11+ | 15+ | 15+ |
| 5 | 10+ | 14+ | 14+ |
| 6 | 9+ | 13+ | 13+ |
| 7 | 8+ | 11+ | 11+ |
| 8 | 7+ | 9+ | 9+ |
| 9 | 6+ | 7+ | 7+ |
| 10 | 5+ | 5+ | 5+ |
| 11 | 4+ | 3+ | 3+ |
| 12 | 3+ | 1+ | 1+ |
Inquisitives are private detectives who specializes in finding missing persons or those who don’t want to be found, though they will solve any mystery for the right price.
Bring ‘em In Kickin’: When attempting the Incapacitate special maneuver, an inquisitive suffers no penalty on his attack throw. This is effectively the Combat Trickery (incapacitate) proficiency.
Fighting Styles: Inquisitives have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.
Finding the Mark: Once per hour, the inquisitive can cast locate object as the spell with a casting time of 1 turn.
Listening: Inquisitives at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the inquisitive. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The inquisitive must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Lockpicking: With the aid of thieves’ tools, an inquisitive can pick mechanical locks. A inquisitive can pick locks either hastily or methodically.
-
Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the inquisitive breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the thief cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).
-
Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the inquisitive breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, scoundrel thief fails to pick the lock but can make another methodical attempt if desired.
Other bonuses or penalties might apply to the throw, depending on the inquisitive’s tools, the complexity of the lock, and other factors.
Searching: Through careful inspection and probing of his surroundings, an inquisitive can find concealed traps, secret doors, obscured objects, buried treasure, and other hidden features. An inquisitive can attempt to search for hidden features either hastily or methodically.
-
Attempting to hastily search requires one round and a Searching proficiency throw. The Judge makes the throw in secret on behalf of the inquisitive. If the throw succeeds, the inquisitive notices any hidden features within 5’ of his location. If it fails, or there is nothing hidden, the inquisitive finds nothing. The inquisitive cannot make another attempt to hastily search the same area again until he reaches a higher experience level, but he can attempt to methodically search the location.
-
Attempting to methodically search requires one turn (10 minutes) and a Searching proficiency throw with a +4 bonus. The Judge makes the throw in secret on behalf of the inquisitive. If the throw succeeds, the inquisitive notices any hidden features within 5’ of his location. If the throw fails, or there is nothing hidden, the expeditionary finds nothing. The inquisitive can make repeated attempts to methodically search a location if desired.
When an inquisitive is moving at exploration speed, he can choose to attempt to hastily search as he moves. If so, then anytime the inquisitive moves within 5’ of a hidden feature, the Judge secretly makes a proficiency throw on his behalf. If the throw succeeds, the thief notices it (and if it’s a trap, he notices it before triggering it). If the throw fails, the inquisitive does not notice anything (and, if it’s a trap, he or another character in the party might trigger it as they move). Note that this counts as a failure to hastily search for hidden features.
If the expeditionary is equipped with a long pole or similar implement, he can search a 5’ radius area within 10’ of his location. This can be advantageous because if a trap gets set off, he might be far enough to avoid being harmed. Other rules, bonuses or penalties might apply to the attempt, depending on the expeditionary’s tools, the degree of concealment, and other factors.
Tracking: The inquisitive can search for tracks left behind by passing creatures. It requires one turn (10 minutes) to search for tracks in the vicinity of an encounter. If the throw fails, the inquisitive cannot try again in that area until at least 6 turns (one hour) has passed. Searching for tracks requires a Tracking proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances:
-
+2 if tracking 2 – 4 creatures
-
+4 if tracking 4 – 8 creatures
-
+6 if tracking 8 – 16 creatures
-
+8 if tracking 17+ creatures
-
+4 if trail is through soft/muddy ground
-
-8 if the trail is through hard/rocky ground
-
-1 per 12 hours of good weather since trail was made
-
-4 per hour of rain/snow since trail was made
-
-4 if dim lighting (torch, moonlight, etc.)
Once tracks are discovered, the inquisitive can begin following them, moving at half exploration speed in dungeons and half expedition speed in wilderness. Following tracks does not require a proficiency throw. However, if the tracks enter water or if one hour of Rainy/Snowy conditions elapses, the tracks are lost, and the inquisitive must search again to find them. Additionally, when searching for lairs in a 6-mile hex, an inquisitive’s party gains a +4 bonus on the proficiency throw. This ability is effectively one rank of the Tracking proficiency and can be improved by taking that proficiency additional times.
Path of the Pirate
Pirate Skills
| Level | Climbing | Acrobatics |
|---|---|---|
| 1 | 6+ | 18+ |
| 2 | 5+ | 17+ |
| 3 | 4+ | 16+ |
| 4 | 3+ | 15+ |
| 5 | 2+ | 14+ |
| 6 | 1+ | 13+ |
| 7 | 0+ | 12+ |
| 8 | -1+ | 11+ |
| 9 | -2+ | 10+ |
| 10 | -3+ | 9+ |
| 11 | -4+ | 8+ |
| 12 | -5+ | 7+ |
Cut-throat wanderers trained in the swashbuckling combat of sea vessels; pirates are dirty fighters who’ll leverage every edge thrown their way. Sure-footed and capable on the ropes, pirates are well able to outmaneuver heavily clad opponents and land a lethal blow or slip past them to their treasures.
Acrobatics: Pirates are trained to jump, tumble, somersault, and free-run around obstacles. They gain a +2 bonus to saving throws where agility would help avoid the danger, such as tilting floors and pit traps. They can add their class level to their DEX for purposes of the distance and height they can jump (see Dungeon Delves). As his movement action, a pirate can attempt a proficiency throw to tumble past an opponent he has engaged. If the throw fails, the pirate remains stationary. If it succeeds, he tumbles directly past his enemy into the space on the enemy’s opposite side, ending up either facing towards or away from the opponent (player’s choice). If the space on the enemy’s opposite side is occupied, the pirate cannot tumble.
If he ends up facing away from the opponent, he can make a combat movement in lieu of attacking if desired. If he ends up facing towards the opponent, he can attack (and possibly backstab) him. The pirate cannot tumble if he has an encumbrance of more than 5 stone and cannot tumble past the same enemy on two consecutive rounds. (This class power is the equivalent of Acrobatics proficiency.)
Cat Burglary: The pirate knows how to deftly move across narrow and precarious paths. He gains a +4 bonus when attempting balancing traverses. He never falls while traversing narrow paths and only fails when traversing precarious paths on an unmodified 1. He gains a +2 to saving throws where perfect balance would help avoid the danger. If the pirate falls while climbing, he can make a second proficiency throw with a -4 penalty in order to catch himself and prevent any damage.
Climbing: Pirates are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The pirate must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the pirate can safely ascend or descend the distance. If the throw fails, the pirate falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A pirate can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Dodge and Weave: At sea, armor is a liability, and the pirate is adept at doing without. If the pirate is wearing light armor, very light armor, or no armor, and carrying 5 stones or less encumbrance, he gains a +1 bonus to initiative and a +1 bonus to Armor Class. The AC bonus increases to + 2 at 7th level, and to +3 at 13th level. This ability can be stacked with the Swashbuckling proficiency to increase the AC bonus, but the bonus from Swashbuckling is capped at +1 unless the character is unarmored.
Fighting Styles: Pirates are proficient with the dual weapon and two-handed weapon fighting styles, but not with the weapon and shield style.
Seafaring: The pirate knows how to sail or row (his choice). If he also has Navigation proficiency, he can serve as a navigator on a seafaring vessel. This is effectively one rank of the Seafaring proficiency and may be improved by selecting that proficiency additional times.
Walking the Plank: When attempting the force back special maneuver, the pirate suffers only a -2 penalty on their attack throw (instead of -4) and, if the attack throw is successful, the opponent suffers a -2 penalty on their Paralysis save to resist. This is effectively the Combat Trickery (force back) proficiency selected as a custom power.
Path of the Scoundrel
Scoundrel Skills
| Level | Climbing | Hiding | Lockpicking | Pickpocketing | Sneaking |
|---|---|---|---|---|---|
| 1 | 6+ | 17+ | 18+ | 17+ | 15+ |
| 2 | 5+ | 16+ | 17+ | 16+ | 14+ |
| 3 | 4+ | 15+ | 16+ | 15+ | 13+ |
| 4 | 3+ | 14+ | 15+ | 14+ | 12+ |
| 5 | 2+ | 13+ | 14+ | 13+ | 11+ |
| 6 | 1+ | 12+ | 13+ | 12+ | 10+ |
| 7 | 0+ | 10+ | 11+ | 10+ | 8+ |
| 8 | -1+ | 8+ | 9+ | 8+ | 6+ |
| 9 | -2+ | 6+ | 7+ | 6+ | 4+ |
| 10 | -3+ | 4+ | 5+ | 4+ | 2+ |
| 11 | -4+ | 2+ | 3+ | 2+ | 0+ |
| 12 | -5+ | 0+ | 1+ | 0+ | -2+ |
Climbing: Scoundrels are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The scoundrel must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the scoundrel can safely ascend or descend the distance. If the throw fails, the scoundrel falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A scoundrel can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Fighting Styles: Scoundrels are proficient with the dual weapon and two-handed weapon fighting styles, but not with the weapon and shield style.
Hiding: Scoundrels are trained to skulk unseen in the cover of darkness. A scoundrel can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the scoundrel begins hiding, the Judge must make a Hiding proficiency throw on behalf of the scoundrel. A scoundrel will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the scoundrel suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the scoundrel is hidden. If the throw fails, the scoundrel is not hidden. No creature can claim line of sight on a scoundrel that is hidden from it. If a hidden scoundrel engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden scoundrel’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the scoundrel if it doesn’t know his general location. The hidden condition expires at the end of the scoundrel’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the scoundrel from his opponents.
Lockpicking: With the aid of thieves’ tools, a scoundrel can pick mechanical locks. A scoundrel can pick locks either hastily or methodically.
-
Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the scoundrel breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the thief cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).
-
Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the scoundrel breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, scoundrel thief fails to pick the lock but can make another methodical attempt if desired.
Other bonuses or penalties might apply to the throw, depending on the scoundrel’s tools, the complexity of the lock, and other factors.
Pickpocketing: The scoundrel is practiced in the art of picking pockets and cutting purses. To use this skill, he must move within 5’ of his target and make a Pickpocketing proficiency throw. If the target is unaware of the scoundrel, the scoundrel gains a +4 bonus to the throw. If the throw succeeds, the target can be robbed of the contents of one pocket, or any one item or tiny or small weapon hung on his person (but not a held item or weapon). If the throw fails, the scoundrel fails to pickpocket the target. If the throw fails, and the roll is a natural roll of 1 or less than half the target value, the intended target notices the thieving attempt. The Judge will then make a reaction roll with a -3 penalty to determine the intended victim’s reaction.
Sneaking: Scoundrels learn to prowl with great stealth. A scoundrel can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -2 penalty to the Sneaking proficiency throw. If he runs, he takes a -5 penalty.
When the scoundrel begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the scoundrel. A scoundrel will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the scoundrel suffer a -2 penalty to surprise rolls if the scoundrel is outside their line of sight.
If the throw succeeds, the scoundrel is also sneaking. If the throw fails, the scoundrel is not sneaking. When sneaking, the scoundrel makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking scoundrel engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Skulking: The scoundrel excels at moving furtively and finding concealment. He gains a +2 bonus on Hiding and Sneaking proficiency throws. When sneaking at more than one-half combat speed, his penalty is reduced to -2 (instead of -5). When sneaking while running, his penalty is reduced to -5 (instead of -10). These benefits are already accounted for in the chart and descriptions above. This power is effectively the Skulking proficiency.
Path of the Skald
SKALD Skills
| Level | Loremastery | Listening |
|---|---|---|
| 1 | 18+ | 14+ |
| 2 | 17+ | 13+ |
| 3 | 16+ | 12+ |
| 4 | 15+ | 11+ |
| 5 | 14+ | 10+ |
| 6 | 13+ | 9+ |
| 7 | 12+ | 8+ |
| 8 | 11+ | 7+ |
| 9 | 10+ | 6+ |
| 10 | 9+ | 5+ |
| 11 | 8+ | 4+ |
| 12 | 7+ | 3+ |
Skalds make their names and fortunes in remembering and recounting the sagas of their clans.
Arcane Dabbling: The skald can attempt to use wands, staffs, and other magic items only useable by arcane spellcasters. The skald does not need to know the command word for the item, but he must make a proficiency throw of 4+ or the attempt backfires with potentially disastrous consequences (Judge’s discretion).
Armor Training: The skald is proficient with medium armor.
Fighting Styles: Skalds are proficient with the weapon and shield and dual weapon fighting styles, but not with the two-handed weapon style.
Inspire Courage: By reciting heroic lays and epic poems, skalds can improve the effectiveness of their allies. Inspiring courage requires a few moments of oration before a battle (one round) and makes up to 30 of the skald’s allies within a 50’ radius inspired. An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A skald can inspire courage once per day per class level. (Even the most inspired epic gets stale if you hear it twice in the same day.) A skald cannot inspire courage on characters who are already engaged in combat.
Listening: Skalds at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the expeditionary. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The expeditionary must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Loremastery: The skald is knowledgeable on a variety of esoteric subjects. At 1st level, the character can make a proficiency throw to decipher occult runes, remember ancient history, or identify a historic artifact or special monster part. The character can identify magic items through magic research as if he were a 5th level mage. This is effectively the Loremastery proficiency chosen as a class power.
Performance: The skald has been trained in a performing art such as chanting, reciting poetry, singing, or playing an instrument. He can earn 10gp per month from working as a street performer or tavern entertainer. He can identify renowned performers, famous works, and unusual songs with a proficiency throw of 11+. (This class power is equivalent to one rank of Performance proficiency.)
Path of the Slayer
Slayer Skills
| Level | Climbing | Hiding | Sneaking |
|---|---|---|---|
| 1 | 6+ | 19+ | 17+ |
| 2 | 5+ | 18+ | 16+ |
| 3 | 4+ | 17+ | 15+ |
| 4 | 3+ | 16+ | 14+ |
| 5 | 2+ | 15+ | 13+ |
| 6 | 1+ | 14+ | 12+ |
| 7 | 0+ | 12+ | 10+ |
| 8 | -1+ | 10+ | 8+ |
| 9 | -2+ | 8+ | 6+ |
| 10 | -3+ | 6+ | 4+ |
| 11 | -4+ | 4+ | 2+ |
| 12 | -5+ | 2+ | 0+ |
Climbing: Slayers are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The slayer must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the slayer can safely ascend or descend the distance. If the throw fails, the slayer falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A slayer can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Disguise: The slayer can make himself or a subject resemble another person. This can be a real person (e.g. “the priestess Genelen of Türos Tem”) or a fictional persona the slayer makes up for purposes of his disguise (e.g. “an orc scout named Grik”). When creating the disguise, the slayer must have access to a disguise kit with cosmetics and wigs, as well as to any clothing and accessories necessary for the disguise. If imitating a real person or a creature of another race, he must also have either a detailed sketch of the person or race to be imitated or be personally familiar with the person or race. Once put on, the disguise lasts until the slayer takes it off or until he bathes, disrobes, or gets wet. Discarding a disguise takes one full round.
Creating the disguise requires is an ancillary activity requiring 6 turns (one hour). At the end of the time, the slayer must make a proficiency throw of 11+. The slayer gains a +2 bonus if disguising himself as a fictional persona of his own making. He suffers a -2 penalty to his throw if imitating another sex, another race, or another age than himself (all penalties are cumulative). If the throw fails, the disguise fools no one, but the slayer can try again if desired.
If the throw succeeds, the slayer has made an excellent disguise that will fool most people. A creature who is intimately familiar with the disguised slayer or the person being imitated might see through it. After the creature spends one round interacting with the disguised slayer, he can make a proficiency throw 14+ to identify the slayer, adding his Will modifier to their die roll. The creature can check again after one turn (10 minutes) of interaction, one hour of interaction, and every eight hours of interaction thereafter.
This is effectively the Disguise proficiency and can be improved by taking the proficiency additional times. Each time it is taken, the slayer gains a +2 bonus to his proficiency throw, while those attempting to see through his disguise suffer a -2 penalty.
Fighting Styles: Slayers are proficient with the dual weapon and two-handed weapon fighting styles, but not with the weapon and shield style.
Hiding: Slayers are trained to skulk unseen in the cover of darkness. A slayer can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the slayer begins hiding, the Judge must make a Hiding proficiency throw on behalf of the scoundrel. A slayer will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the slayer suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the slayer is hidden. If the throw fails, the slayer is not hidden. No creature can claim line of sight on a slayer that is hidden from it. If a hidden slayer engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden slayer’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the slayer if it doesn’t know his general location. The hidden condition expires at the end of the slayer’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the slayer from his opponents.
Intimidation: The slayer knows how to bully others to get what he wants. He receives a +1 bonus on all reaction rolls when implicitly or explicitly threatening violence or dire consequences. The targets must be less than 5HD or the character and his allies must outnumber or grossly outrank the targets. This is effectively the Intimidation proficiency chosen as a class power.
Poisoning: The slayer is an expert at identifying, extracting, and using natural toxins and venoms. He can identify poisonous plants and venomous monsters and distinguish their different poisons as if he had one rank of Naturalism. He can extract venom from slain creatures as if he had one rank of Animal Husbandry. He can extract toxins from plants as if he had one rank of Alchemy. (If he already has ranks of Animal Husbandry, Alchemy, or Naturalism, he functions as if having an additional rank.) He does not botch when extracting or using poison. This is effectively the Poisoning proficiency selected as a class power.
Sneaking: Slayers learn to prowl with great stealth. A slayer can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.
When the slayer begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the slayer. A slayer will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the slayer suffer a -2 penalty to surprise rolls if the slayer is outside their line of sight.
If the throw succeeds, the slayer is also sneaking. If the throw fails, the slayer is not sneaking. When sneaking, the slayer makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking slayer engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Path of the Wayfarer
Wayfarer Skills
| Level | Climbing | Hiding | Sneaking | Trapbreaking |
|---|---|---|---|---|
| 1 | 6+ | 19+ | 17+ | 18+ |
| 2 | 5+ | 18+ | 16+ | 17+ |
| 3 | 4+ | 17+ | 15+ | 16+ |
| 4 | 3+ | 16+ | 14+ | 15+ |
| 5 | 2+ | 15+ | 13+ | 14+ |
| 6 | 1+ | 14+ | 12+ | 13+ |
| 7 | 0+ | 12+ | 10+ | 11+ |
| 8 | -1+ | 10+ | 8+ | 9+ |
| 9 | -2+ | 8+ | 6+ | 7+ |
| 10 | -3+ | 6+ | 4+ | 5+ |
| 11 | -4+ | 4+ | 2+ | 3+ |
| 12 | -5+ | 2+ | 0+ | 2+ |
Climbing: Wayfarers are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The wayfarer must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the wayfarer can safely ascend or descend the distance. If the throw fails, the wayfarer falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A wayfarer can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Fighting Styles: Wayfarers are proficient with the weapon and shield and two-handed weapon fighting styles, but not with the dual weapon style.
Hiding: Wayfarers are trained to skulk unseen in the cover of darkness. A wayfarer can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the wayfarer begins hiding, the Judge must make a Hiding proficiency throw on behalf of the scoundrel. A wayfarer will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the wayfarer suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the wayfarer is hidden. If the throw fails, the wayfarer is not hidden. No creature can claim line of sight on a wayfarer that is hidden from it. If a hidden wayfarer engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden wayfarer’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the wayfarer if it doesn’t know his general location. The hidden condition expires at the end of the wayfarer’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the wayfarer from his opponents.
Pathfinding: Wayfarers rarely lose their bearings, even in trackless wilderness. When the wayfarer guides a party in familiar territory, the party gains a +4 bonus on proficiency throws to avoid getting lost.
Sneaking: Wayfarers learn to prowl with great stealth. A wayfarer can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.
When the wayfarer begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the wayfarer. A wayfarer will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the wayfarer suffer a -2 penalty to surprise rolls if the wayfarer is outside their line of sight.
If the throw succeeds, the wayfarer is also sneaking. If the throw fails, the wayfarer is not sneaking. When sneaking, the wayfarer makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking wayfarer engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Sniping: The wayfarer can backstab using missile weapons at up to long range, rather than being limited to short range for such attacks.
Tracking: The wayfarer can search for tracks left behind by passing creatures. It requires one turn (10 minutes) to search for tracks in the vicinity of an encounter. If the throw fails, the wayfarer cannot try again in that area until at least 6 turns (one hour) has passed. Searching for tracks requires a Tracking proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances:
-
+2 if tracking 2 – 4 creatures
-
+4 if tracking 4 – 8 creatures
-
+6 if tracking 8 – 16 creatures
-
+8 if tracking 17+ creatures
-
+4 if trail is through soft/muddy ground
-
-8 if the trail is through hard/rocky ground
-
-1 per 12 hours of good weather since trail was made
-
-4 per hour of rain/snow since trail was made
-
-4 if dim lighting (torch, moonlight, etc)
Once tracks are discovered, the wayfarer can begin following them, moving at half exploration speed in dungeons and half expedition speed in wilderness. Following tracks does not require a proficiency throw. However, if the tracks enter water or if one hour of Rainy/Snowy conditions elapses, the tracks are lost, and the wayfarer must search again to find them. Additionally, when searching for lairs in a 6-mile hex, a wayfarer’s party gains a +4 bonus on the proficiency throw. This ability is effectively one rank of the Tracking proficiency and can be improved by taking that proficiency additional times.
Additional Class Powers
Hideout (9th): By acquiring a hideout worth at least 5,000gp, the freebooter can attract followers to his service. 2d6 1st level ne’er-do-wells will arrive to serve him as followers within 1d4 weeks of acquiring the hideout. If the freebooter already has a hideout, the followers arrive to serve him within 1d4 weeks of him reaching 9th level. If hired, the followers must be paid standard rates for ruffians. These followers will serve the character with some loyalty, though at least one will be an infiltrator working for the freebooter’s local rivals, sent to keep an eye on the character. A cunning and resourceful freebooter can use these followers to start a criminal syndicate. Additional rules for hideouts and syndicates are detailed in Campaigns.
Racial Traits
Savage Fury: On their initiative, an orcblooded may enter a savage fury, gaining a +2 on damage rolls and becoming immune to fear until the combat ends. Once this state is entered, the character may not cast spells or retreat; they will fight until all foes are defeated or they are incapacitated.
Brute Strength: Orcblooded gain a +4 bonus on dungeonbashing throws.
Bonus Languages: Orcblooded are raised multilingual, able to speak and understand Orcish, Drow, Goblin, and Valerian.
Monstrous Appearance: Orcblooded characters often have tusks, strange skin colors, and other markings that humans and demihumans find unsettling. As a result, the freebooter suffers a -1 penalty to reactions, loyalty, and morale of humans and other demihumans, while gaining a +1 bonus with other orcblooded characters. At the Judge’s discretion, the bonus may also apply to other “monstrous” races such as goblinoids.
Class Proficiencies
Proficiency Progression: At 1st level, freebooters select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, and 9th level.
Freebooter Proficiency List: Acrobatics, Alertness, Berserkergang, Cat Burglary, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Disguise, Eavesdropping, Fighting Style Specialization, Gambling, Intimidation, Kin-Slaying, Lockpicking Expertise, Martial Training, Mountaineering, Passing Without Trace, Poisoning, Precise Shooting, Running, Skirmishing, Skulking, Sniping, Swashbuckling, Trapfinding, Unarmed Fighting, Weapon Finesse, Weapon Focus
Orcblooded Freebooter Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Wanderer (Wayfarer) | Passing Without Trace Survival | Shabby tunic and pants, threadbare cloak, leather belt, high boots, dagger, short bow, quiver with 20 arrows, leather armor, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, simple blanket, 50’ rope, 6 iron spikes, small hammer (enc. 7 2/6 stone) |
| 5 – 6 | Bounty Hunter (Inquisitive) | Running Endurance | Light brown tunic and pants, tanned brown cloak, leather belt, high shoes, 2 daggers, net, crossbow, case with 20 bolts, padded armor, backpack, 1 week’s iron rations, waterskin, crowbar, manacles (enc. 4 2/6 stone) |
| 7 – 8 | Buccaneer (Pirate) | Skirmishing Navigation | Short bow, quiver with 20 arrows, scimitar, well-balanced dagger with boot-sheath, leather armor, colorful tunic and pants, silk sash, high boots, 50’ rope, grappling hook, waterskin, 1 week’s iron rations (enc. 5 st) |
| 9 – 10 | Knave (Scoundrel) | Precise Shooting Gambling | Traveler’s tunic and pants, traveler’s leather cloak, embossed leather belt, low boots, pair of serrated short swords, crossbow, case with 20 bolts, thieves’ tools, leather armor, backpack, 1 week’s iron rations, waterskin, 1gp (enc. 4 1/6 stone) |
| 11 – 12 | Dungeoneer (Expeditionary) | Climbing Mapping | Thick tunic and pants, leather belt, high boots, leather gloves, short sword, throwing dagger, short bow, quiver with 20 arrows, thieves’ tools, leather armor, steel shield, 2 large treasure sacks, 1 week’s iron rations, waterskin, tinderbox, 6 torches, ear trumpet, 10’ pole, 50’ rope, mapping journal, quill and ink, small hammer, 12 iron spikes, 1 pint military oil, 3gp (enc. 9 4/6 stone) |
| 13 – 14 | Bard (Skald) | Eavesdropping Romance | Fancy tunic and pants, flamboyant fur-lined cloak, gold-threaded silk sash, polished high boots, long leather gloves, gleaming sword, sturdy long bow, quiver with 20 arrows, polished chain mail armor, gleaming steel shield, 1 week’s iron rations, waterskin, lyre (enc. 8 3/6 stone) |
| 15 – 16 | Assassin (Slayer) | Kin-Slaying Alchemy | Fine linen tunic and pants, leather cloak, silk sash, high boots, slender sword and short sword, pair of daggers, leather armor, 1 week’s iron rations, waterskin, disguise kit, 1 dose of giant centipede venom, 1 lb belladonna, 5gp (enc. 5 1/6 stone) |
| 17 – 18 | Smuggler (Fence) | Alertness Riding | Fancy merchant’s tunic and pants, fine fur-lined cloak, embossed leather belt, low boots, sword, pair of daggers, glaive, thieves’ tools, leather armor, backpack, 2 weeks’ fine iron rations, waterskin, tinderbox, 12 torches, medium riding horse, riding saddle and tack, saddlebag, 6gp (enc. 6 1/6 stone with rations on horse) |
Notes: Each template’s Path to Wealth is noted in parenthesis.