Outlaw

Where there is law, there are those who would break it, circumvent it, and fly in its face.  Outlaws are rogue individuals who rightly or wrongly have crossed the line and now pay the price for their indiscretion.  Naturally, outlaws cover a lot of territory, from freedom fighters waging a private war against tyranny to bloodthirsty cutthroats and murders wanted in twelve systems.
Outlaws can include a whole host of characters, but the most notorious outlaws are those who make being outside the law their primary profession.  Their exploits are the stuff of legend, bucking authority and causing so much trouble that arrest warrants have been issued.
Outlaws sometimes earn respect from common citizens.  Regardless of the crimes they commit to earn their outlaw status, their ability to evade capture resonates with those who have suffered from oppression.  In some areas, outlaws can even get supplies, shelter, and support from common folk, and if they help these people, they might be seen as true heroes.

REQUIREMENTS

To qualify to become an outlaw, a character must fulfill the following criteria.

  • Minimum Level: 7th
  • Trained Skills: Stealth and Survival
  • Talent: Any one talent from the Disgrace talent tree (Expert base class) or the Misfortune talent tree (Scoundrel base class)
  • Special: You must be wanted by the authorities in at least one jurisdiction larger than a city.

GAME RULE INFORMATION

Outlaws have the following game statistics.

HIT POINTS

At each level, outlaws gain 1d8 hit points + their Constitution modifier.

HERO POINTS

Outlaws gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +0 Defense bonuses, talent
2nd +1 Fugitive +1
3rd +2 Talent
4th +3 Fugitive +2
5th +3 Talent
6th +4 Fugitive +3
7th +5 Talent
8th +6 Fugitive +4
9th +6 Talent
10th +7 Fugitive +5

CLASS FEATURES

The following are features of the outlaw prestige class.

DEFENSE BONUSES

At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to your Reflex Defense.

TALENTS

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent.  The talent can be selected from the Outlaw talent tree (presented below), the Slicer talent tree (Scoundrel base class), the Fringer talent tree (Scoundrel base class), or the Survivor talent tree (Scout base class).  You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

OUTLAW TALENT TREE

As an outlaw, you live under a shadow, and everywhere you go, any time you reveal yourself, you risk being noticed and captured.  As a result, you develop a number of abilities that help you escape pursuers, even when hopelessly outnumbered.
Confounding Attack: Once per encounter, whenever you would use Uncanny Instincts, you can forgo the movement to make an immediate melee or ranged attack against the opponent that hit you.  If your attack is a melee attack that hits and deals damage, you and your opponent immediately switch places, if both you and your opponent can end in a legal space.
Prerequisites: Tangle Up, Uncanny Instincts.
Double Up: Once per encounter, whenever you would use Seize the Moment, you can forgo the extra swift action to make an immediate melee or ranged attack against the damaged opponent.  If your attack is a ranged attack that hits and deals damage, you treat the damage dealt by you and your ally as though it was one attack for the purposes of overcoming DR, SR, and determining whether the damage exceeded the target’s damage threshold.
Prerequisites: Find an Opening, Seize the Moment.
Find an Opening: Whenever you would use Seize the Moment, you can forgo the swift action to be able to aim as a single swift action on your next turn.
Prerequisite: Seize the Moment.
Opportunistic Defense: Once per encounter, whenever you would use Uncanny Instincts, you can forgo this extra movement and instead increase your Reflex Defense by 5 until the end of your next turn.
Prerequisite: Uncanny Instincts.
Preternatural Senses: Once per encounter, as a reaction, you can add one-half your class level to the defense score of your choice.
Seize the Moment: Once per round, whenever an ally successfully damages an opponent, you can take a swift action as a reaction.
Tangle Up: As a standard action, you can make a non-area melee or ranged attack against an opponent within range.  If the attack hits, you deal half your normal damage (minimum 1 point), but your opponent loses its next move action.
Prerequisite: Uncanny Instincts.
Uncanny Instincts: Once per round whenever an opponent successfully deals damage to you, you move 1 square as a reaction.  This movement does not provoke attacks of opportunity.

FUGITIVE

As an outlaw, you must stay one step ahead of the authorities and bounty hunters or they might take you down for good.  Your experiences have taught you to be fast on your feet.  Once per encounter, starting at 2nd level, you can move 1 additional square whenever you use the withdraw action.  Thus, if you have a speed of 6, you can withdraw up to 4 squares (3 for half speed, +1 for this ability).  This bonus increases by 1 at every even level thereafter (+2 squares at 4th, +3 at 6th, +4 at 8th, +5 at 10th).