The Outlaw Class - Idea!
Added 2024-02-22 17:16:28 +0000 UTCOne of the things I'm working on with the outlaw class is versatility. I don't want it to simply be a rogue in the D&D sense, nor do I want it to function like a bard.
My goal with the outlaw is to provide the sense of customization that the youxia has, but related to checks and leveraging focus/intellect. At the core of this is the idea of "talents". I love the idea of a trained-expert-master progression with a lot of player choice, but I'm currently trying to make sure trained and expert are better differentiated.
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Outlaw Talents - You are proficient at skills related to an unlawful lifestyle. Starting at level 1, you may spend a talent point to become trained in a skill set. Another may be spent on a trained skill to become an expert (overriding the trained bonus), and then another to become a master (stacking with the expert bonus). Talent points must be spent when a bandit character ADVANCES (i.e. levels up).
One example is stealth:
Stealth & Evasion
- Trained - checks related to blending into crowds, moving undetected, or hiding your presence receive a +2 bonus.
- Expert - checks related to blending into crowds, moving undetected, or hiding your presence are AMPLIFIED.
- Master - when you attack an unsuspecting target from a hidden position, you may add your INTELLECT BONUS to your damage.
I'm also leaning on communicating it like this (adding more nuance):
Stealth & Evasion
- Trained - checks related to blending into crowds, moving undetected, or hiding your presence in dim light or shadowy areas are AMPLIFIED
- Expert - checks related to hiding in plain sight are AMPLIFIED.
- Master - when you attack an unsuspecting target from a hidden position, you may add your INTELLECT BONUS to your damage. You may also move at your full COMBAT SPEED while hiding.