HIGHWAYMAN "Your money and your life." "Isn't that supposed to be your money or your life?"WHACK!
"Anyone else got questions?" When one is blessed with psychic powers one can use them for many things. You could heal the sick, or help defend communities. You could scry for dangers, and try to avert disasters. Or you could rob rich people blind out on the rural roads.
BECOMING A HIGHWAYMAN Most Highwaymen begin as Lurks, perhaps with a level or two of Rogue to diversify their skills.
ENTRY REQUIREMENTS Race: Any Goblinoid
Class Abilities: Lurk Augments, Initiative Boost, must be able to Manifest Cloud Mind
Skills: Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Ride 4 ranks
Feats: Lurk Master, Ranged Lurk Augment
Class Skills The Highwayman's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Psionics, Nobility)(Int), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +0 +2 +2 Mah Trusty Steed, Augments
2. +1 +0 +3 +3 Aura of Intimidation
3. +2 +1 +3 +3 +1d6 Sneak Attack
4. +3 +1 +4 +4 Mah Trusty Steed
5. +3 +1 +4 +4 Aura of Intimidation
6. +4 +2 +5 +5 +1d6 Sneak Attack
7. +5 +2 +5 +5 Mah Trusty Steed
8. +6 +2 +6 +6 Aura of Intimidation
9. +6 +3 +6 +6 +1d6 Sneak Attack
10.+7 +3 +7 +7 Fell Blow
Weapon Proficiencies: A Highwayman gains no new weapon or armor proficiencies.
Mah Trusty Steed (Ex): At 1st level the Highwayman learns to link himself psionically to his steed. So long as the Highwayman is psionically focused he and his steed are in constant mental contact. You take no penalty for riding bareback or with an unusual mount, and the DC of all your Ride checks are -5.
At 4th level your ability to bond improves, and you no longer have to be focused to get the benefits. Your Ride Check DC's are now -10.
At 7th level you may Manifest any power with a range of Personal on your steed as well as yourself for +1 power point.
Augments: The Players Highwayman and Lurk levels stack for purposes of determining what Lurk Augments are available to him.
Aura of Intimidation (Su): At 2nd level you gain the ability to psionically generate an Aura of Fear as a Swift Action. The Aura can only be manifested if you have at least 1 power point in reserve (but costs none to Manifest), and lasts for 3 rounds plus 1 round per point of Intelligence Modifier. The duration can be improved by spending power points (+3 rounds per power point spent). Any living creature that can see you within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken for the rest of the encounter.
At 5th level you can spend 2 power points, and if the opponent fails the Save they are Cowering for 1d6 rounds, and then Shaken for the rest of the encounter. These power points are in addition to any spent to increase the auras duration.
At 8th level you can spend 2 power points and if the opponent fails the Save he is Frightened for 1d6 rounds, and then Shaken for the rest of the encounter. These power points are in addition to any spent to increase the auras duration.
Sneak Attack (Ex): Identical to the Rogue ability on page 50 of the PHB, and stacks with Sneak Attack Dice gained from other classes. At 3rd level you may use your Sneak Attack on Ranged Attacks up to 60'.
At 6th level you may use your Lurk Augments at range up to 60'.
At 9th level the range of your Sneak Attacks and Lurk Augments increases to 90'
Fell Blow (Su): At 10th level the Highwayman may instantly kill opponents under circumstances. Should he successfully confirm a critical when his opponent is Denied his Dexterity Bonus to AC, his opponent must make a Willpower Save (10 plus half Hit Dice plus Intelligence Modifier) or die instantly. If the Save is successful, he gains 2 additional dice of Sneak Attack damage instead.
PLAYING A HIGHWAYMAN You want money. Fat, rich people who don't deserve it have money. Therefore you must liberate the poor money from them. It's only natural. Plus putting the occasional crossbow bolt in their buttocks just makes your day.
Combat: You prefer combat at a distance, but if they want it to be up close and bloody you can oblige. They'll be sorry by the time it's over. A quick belly stab works as well as an ambush in the dark.
Advancement: Highwaymen concentrate on powers that let them perform their job, i.e. rob people and run like hell afterwards. If it doesn't help them do that, they usually aren't interested.
Resources: Highwaymen are usually loners, but some do it to help support their tribe, and if so they'll have their assistance. Some end up stealing from truly vicious despots (whether by accident or design) and end up folk heroes because of it.
HIGHWAYMEN IN THE WORLD "One day. One day we will catch the Masked Wolf Bandit. And then he will know pain!" You generally interact with people by taking their stuff forcibly. It'd be nice if they just handed it over for a change, but no one ever does. Poor bastards. You'd kill a lot less of them if that were the case.
Daily Life: You're usually out listening for rumors about who's traveling where, or doing what. Anything that can be a chance to steal something.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Highwaymen are too individualistic to be organized, and often consider one another rivals.
NPC Reaction If they have money, NPC's usually have a pretty poor disposition towards you. If not, they probably think it's awesome how you stole Lord Bile's money and left him naked in the woods. It may even get you a couple of free beers!
HIGHWAYMEN IN THE GAME Much like the fictional characters this class is inspired by, Highwaymen tend to hog the limelight. Try to make sure the campaign occasionally focuses on giving the other players a chance.
Adaptation: This could go in a silly or serious campaign. Maybe even in a horror one if you wanted.
Encounters: If the PC's are loaded down with phat loot or guarding nobility, they'll probably encounter Highwaymen out on the roads. If not, they'll probably be sharing a cell with him if the local nobility takes a disliking to them.
Sample Encounter EL 12: The PC's have been asked to guard a local nobleman's coach as he travels through a nearby forest on the way to a neighboring Duke's manse. Apparently the noble is afraid of a lone goblin. A lone goblin! Whatever happened to the good ole days when nobles had a little fire in them?
The Masked WolfNE Male Goblin Lurk 3/Rogue 3/Highwayman 6
Init +3,
Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Common, Goblin, Orc, Gnoll
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AC 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +4,
Ref +14,
Will +10
Evasion
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Speed 30 ft. (6 squares)
Melee +1 Rapier +11/+6 (1d4-1/15-20)
Ranged +1 Light Crossbow +11/+6 (1d6/17-20)
Base Atk +8,
Grp +2
Atk Options Psionic Sneak Attack +1d6, Sneak Attack +4d6
Combat GearAugments Known Additional Sneak Attack, Deceptive Strike, Ignore Concealment, Mental Assault, Reach Attack, Sneak Attack Undead, Solid Strike, Stunning Attack, Unfocusing Strike
Powers Known 1st: Extend Range, Mighty Spring, Defensive Precognition
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Abilities Str 6, Dex 16, Con 10, Int 16, Wis 13, Cha 12
SQ Trapfinding, Trap Sense +1, Mah Trusty Steed, Aura of Intimidation (DC 19)
Feats Lurk Master, Ranged Lurk Augment, Weapon Finesse
Skills Appraise +11, Autohypnosis +9, Bluff +7, Concentration +8, Diplomacy +5, Disguise +5, Gather Information +5, Hide +13, Jump +6, Knowledge (Local, Nobility, Psionics) +7, Listen +7, Move Silently +9, Ride +11, Search +12, Sense Motive +6, Spot +7, Tumble +8
Possessions Hat of Anonymity, +4 Ring of Protection, +3 Cloak of Resistance, +1 Quick Loading Keen Light Crossbow, +1 Keen Rapier, Gauntlets of Giant Felling, Belt of Hidden Pouches, 845 GP
EPIC HIGHWAYMAN Hit Die: d6
Skills Points at Each Level : 4 + int
Lurk Augments The Highwayman continues to gain an additional daily use of his Lurk Augments with each Epic Level.
Sneak Attack The Highwayman gains +1d6 Sneak Attack at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Highwayman gains a Bonus Feat every 3 levels higher than 20th