Chapter 1 - Class - Character Kits - Other Kits
Outlaw
Note: This kit is taken from the book Skills and Powers.
These characters spit in the face of authority and scoff at the mention of “the
law.” They are men and women wanted by the campaign’s government officials and
law-enforcement authorities.
Some outlaws are the heroic Robin Hood type. They become outlaws because they
oppose an evil, corrupt, or tyrannical regime. These outlaws are more concerned with
justice than the strict letter of the law. And while they willingly break laws, they do it for
the common good—robbing from the rich to give to the poor, smiting the minions of the
vile administration, and generally making life as uncomfortable as possible for those
who’ve turned the law to their own wicked ends.
Other outlaws are bandits and highwaymen who inhabit the fringes of many
civilizations hoping to rob innocent passersby of their hard-earned valuables. These
despicable louts truly give the term “outlaw” a bad name.
Social ranks: Outlaws typically come from the poorer segments of society. Roll 2d6
to determine an outlaw’s social rank.
2d6 roll Rank
2–7 Lower Class
8–12 Lower Middle Class
Requirements: As many Outlaws must leave the comforts of civilization behind to
avoid capture, they must be hardy souls. All outlaws must have minimum
Strength/Stamina and Constitution/Health scores of 12. This kit is open to all races and
classes, but paladin outlaws require special approval from the DM.
Weapon proficiencies: Outlaws can wield whatever weapons are allowed by their
class. However, they tend to favor missile weapons because they like to strike at the
forces of the law from a safe distance.
Recommended nonweapon proficiencies: Rope use, set snares, survival tracking,
fire-building, riding (any), animal lore, bowyer/fletcher, hunting, running, local history,
disguise, tumbling.
Equipment: Characters who are on the run, such as outlaws, are apt to be lightly
equipped to allow for quick, quiet movements.
Recommended traits: Alertness, internal compass, glibness, impersonation, keen
senses, light sleeper, lucky.
Benefits: Outlaws have a designated hideaway, a place where they can feel safe.
Possible locations include a grove in the local forest, a hidden valley, the city’s sewer
system, or a nearby dungeon. The DM and player should work out the specifics.
Hindrances: Outlaws always have someone out to get them—usually the collective
force of the campaign’s law enforcers. They might have some player characters after
them, too, if the bounty on their head becomes tempting enough.
Wealth: Standard for the character’s class.