Outlaw 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.

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