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:
Region: Britannia, Gallia, Iberia, Western Empire
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 (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information
(Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge
(local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession
(Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival
(Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Additional Level: 6+Int Modifier
Level |
Base Attack Bonus |
|
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 |
Commener'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
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 g ains 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 shillings (or marks) 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
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.