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==Outlaw== *Prime Requisite: DEX & WIS *Requirements: None. *Hit Dice: 1d6. *Maximum Level: 14. Outlaws advance in attack throws and saving throws by two points and AC by one point every four levels of experience. At first level, Outlaws hit AC0 with an attack throw of 10+. Martial Skills: Outlaws have Basic rank in all Common and Major weapons, any 2 Military or Unusual weapons, and Unarmed. At levels 3 & 9 increase any 2 weapons by 1 rank. At levels 6 & 12 increase any 4 weapons by 1 rank. Outlaws may use light armor but may not use shields. Chi Powers: Outlaws begin play knowing Lightfoot & Perfect Action and may have any two abilities from their known power sets. They gain 1 additional ability at every new experience level from any known power set and gain access to an additional power set at levels 6, 10 & 14. When hiring bandits and criminals Outlaws treat the market class of the city as one better (Class I markets remain Class I). Proficiencies: Outlaws gain Ambushing, Swashbuckling and Skulking proficiency for free at first level. Level-linked features: *2nd Level: Outlaws improve their Alertness, Climbing and Stealth throws by +1. This increases by an additional +1 at each even level thereafter. *3rd Level: Outlaws improve their Dismantle and Legerdemain throws by +1. This increases by an additional +1 at each odd level thereafter. *5th Level: Any bandits, pirates or other criminals hired by the Outlaw gain a +1 bonus to their morale score if the character leads them. *7th Level: All Hijinks undertaken by an Outlaw or one of their retainers receive a +2 to the proficiency throw. *9th Level: An Outlaw can build a hideout and become a ruler. When they do, 2d6 1st level Bandits will come to join the band. *12th level: The Outlaw has become legendary. No bonds or prisons can possibly hold them. Whenever they are restrained (including pinned) or imprisoned they may make a Fire save to escape. If this save fails it may be retried once each day at midnight. ''Proficiency list'': Acrobatics, Alertness, Bargaining, Blind Fighting, Bribery, Contortionism, Disguise, Eavesdropping, Gambling, Intimidation, Lip Reading, Mapping, Riding, Running, Seafaring, Skulking, Wakefulness {| {{table}} | align="center" style="background:#f0f0f0;"|'''Outlaw''' | align="center" style="background:#f0f0f0;"|'''Wood''' | align="center" style="background:#f0f0f0;"|'''Fire''' | align="center" style="background:#f0f0f0;"|'''Earth''' | align="center" style="background:#f0f0f0;"|'''Metal''' | align="center" style="background:#f0f0f0;"|'''Water''' | align="center" style="background:#f0f0f0;"|'''Attack''' | align="center" style="background:#f0f0f0;"|'''AC''' |- align="center" | '''1-2'''||14||13||16||15||13||10||0 |- align="center" style="background:#f0f0f0;" | '''3-4'''||13||12||15||14||12||9||1 |-align="center" | '''5-6'''||12||11||14||13||11||8||1 |- align="center" style="background:#f0f0f0;" | '''7-8'''||11||10||13||12||10||7||2 |- align="center" | '''9-10'''||10||9||12||11||9||6||2 |- align="center" style="background:#f0f0f0;" | '''11-12'''||9||8||11||10||8||5||3 |- align="center" | '''13-14'''||8||7||10||9||7||4||3 |- align="center" style="background:#f0f0f0;" | |}
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