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
Hit Dice (d6)
Freebooter King (Queen)
10th level Freebooter King (Queen)
+2 hp only *
11th level Freebooter King (Queen)
+4 hp only *
12th level Freebooter King (Queen)
+6 hp only *
* Constitution bonus no longer applies.