Friday, December 11, 2009

New B/X Class: Freebooter

The idea for a freebooter class came to me while I was writing Stonehell Dungeon Supplement One: The Brigand Caves. I wanted a highwayman-type class that was more Fafhrd than Gray Mouser, more Conan than Cugel. Although I solved my dilemma by updating the old bandit “monster type,” the idea of a tougher rogue remained. It’s bound to not be to everyone’s liking, but I’ll offer it up for possible inclusion in your own campaign. The experience point costs are closer to Moldvay/Cook than Labyrinth Lord. Those running Labyrinth Lord may wish to raise the cost of 2nd level by 100-250 experience points and recalculate the level costs from there.

Freebooter
Requirements: None
Prime Requisite: STR
Hit Dice: d6
Maximum Level: None
Attack as: Thief
Save as: Cleric

More rough and rowdy than their city-dwelling counterparts, freebooters are outlaws who ply their trade in the unsettled wilds. Preying on trade caravans, merchant ships, and innocent travelers alike, freebooters run the gamut from base villains to bandits with hearts of gold. Freebooters tend to be more hale and hearty than thieves due to their outdoor living, receiving slightly better hit dice and saving throws. Freebooters are also not restricted to leather armor and may wear up to chainmail and use shields without restriction. They may use any weapon in battle except for pole-arms.

Although not as adept as true thieves, freebooters do possess a handful of thief abilities. They may move silently, hide in shadows, climb sheer surfaces, and backstab as if a thief of equal level. They freely use the magic items they plunder and are able to utilize magical weapons and armor, rings and potions, miscellaneous magic, and protective scrolls. Unlike regular thieves, freebooters do no gain the ability to read languages and use magic scrolls at any level.

Reaching 9th level:Freebooters may not build castles and strongholds like other characters. However, upon reaching 9th level, a freebooter may assemble a band of outlaws. In order to do so, the freebooter must establish a base of operations (a cave hideout, a sailing ship, a desert oasis, etc.) Once established, he attracts 2-12 1st level freebooters who flock to character for a share of plunder. These thugs will be (mostly) loyal and will not be replaced if they should leave or die.

Table A: Freebooter Level Progression

Freebooter Level Progression

Level

Title

Experience

Hit Dice (d6)

1

Thug

0

1

2

Brute

1225

2

3

Outlaw

2500

3

4

Bandit

5000

4

5

Brigand

10,000

5

6

Scoundrel

21,000

6

7

Highwayman

42,000

7

8

Freebooter

94,000

8

9

Freebooter King (Queen)

188,000

9

10

10th level Freebooter King (Queen)

301,000

+2 hp only *

11

11th level Freebooter King (Queen)

414,000

+4 hp only *

12

12th level Freebooter King (Queen)

527,000

+6 hp only *

* Constitution bonus no longer applies.
113,000 experience points per level for each additional level beyond the 12th.

4 comments:

Anonymous said...

Good Class. I think Thieves ought to be a D6 and this a D8 but otherwise its solid.

David said...

I was always going to solve this dilemma by having "Fighter" as a class, but then paying dues to the thieves guild and calling himself a thief in game. My dream M.O. would be to hold up stage-coaches (or, you know, coaches of nobility. . .), with a repeating crossbow and a longsword.

Anonymous said...

on a completely unrelated note who is author of that wonderful illustration for merritt's moon pool? sorry to pester you but my google-fu is week.

Anonymous said...

Rodney Matthews. just after i posted a q here. you work wonders sir!