TEXT: #36
  The highwayman
  (hybrid Class)
  
  B
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  Player Paraphernalia #36 The Highwayman (Hybrid Class) ©2015, The Knotty-Works; 
  Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player ParaPhernalia #36
  By the Knotty-Works
  Welcome to the thirty 
  sixth issue of Player 
  Paraphernalia, a hodge podge of character ideas and 
  alternate rules that may be used with the Pathfinder 
  Roleplaying Game (Paizo, Inc©). This issue introduces 
  the Highwayman, a hybrid class that combines 
  roguishness with honor while astride a mount, i.e. 
  cavalier and rogue. Focusing on gentlemanly robbery 
  with a fast get away, the highwayman follows a code 
  of ethics that founded the Order of the Road which is 
  also detailed.
  The Highwayman
  For some the lure of easy money on unsuspecting 
  travelers has become more than just simple 
  banditry. These individuals believe that taking 
  advantage of others is not without honor if done 
  with respect and dignity, after all why should 
  someone who is about to have a bad day suffer 
  any further trauma or indignity?
  The highwayman is no fool however, and 
  understands the necessity of being very mobile 
  and being able to flee quickly once the deed 
  is done. As a result, these individuals focus just 
  as much on their ability to work with mounted 
  animals just as much as their skill to wield a 
  weapon or goading others into giving away their 
  personal possessions.
  Role:  The highwayman combines the honor and 
  mounted battle finesse of the cavalier with the 
  less than honorable skills of banditry and theft.  
  While astride their mount the highwayman’s skill is 
  legendary and their ability to face powerful foes 
  while so equipped makes them invaluable while 
  traveling abroad. Even when not mounted the 
  martial skills allow them to hold their own in minor 
  skirmishes though easily outclassed by other 
  trained combatants.
  Highwaymen are generally direct with their 
  roguish skills, preferring confrontation and 
  dignified intimidation over skulking and sneaking 
  around by less reputable thieves. As such, 
  they may pick up some skills in stealth and 
  prestidigitation, but generally do not focus on 
  such activities and are not nearly as skilled as 
  others whose sole focus is being underhanded 
  and cloaked in secrecy.
  Parent Classes: Cavalier and Rogue
  Alignment: The highwayman may be of any 
  alignment. Most range from neutral to evil though 
  a good highwayman is not unheard, especially in 
  areas ruled by despots or evil warlords. Although 
  most of their activities are illegal, highwaymen 
  may be lawful if sanctioned by a higher power 
  or purpose, strictly adhere to their own code of 
  ethics or that of their order, and perform their 
  activities in a structured and methodical process.
  Hit Die: d8
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) 
  and an outfit worth 10 gp or less
  Class Skills:  Appraise, Bluff, Craft, Diplomacy, 
  Handle Animal, Intimidate, Knowledge (local), 
  Perception, Profession, Ride, and Sense Motive 
  Skill Ranks per Level:  6 + Int modifier.
  Class Features
  Weapon and Armor Proficiencies:  The 
  highwayman is proficient with simple and martial 
  weapons and the hand crossbow. He is proficient 
  with light and medium armor, but not with any 
  type of shield.
  Skills of Interest (Ex): Due to his extended exposure 
  to the more unsavory elements of society, the 
  highwayman gains a +1 bonus to any of the 
  following skills in which he has at least one 
  rank; Acrobatics, Climb, Disguise, Escape Artist, 
  Knowledge (nobility), Sleight of Hand, Stealth, 
  and Swim. These skills are not considered class 
  skills and do not qualify if required as a class skill 
  requirement for any additional benefits or abilities.
  Choose your Mark (Ex): Once per day, the 
  highwayman may select one individual as his 
  target of opportunity as a swift action beginning 
  at 1st level. This highwayman must have line of 
  sight to select his target, and once selected 
  it cannot be changed during the 
  encounter or until the target is 
  dead or unconscious (in which 
  case if the highwayman has 
  more than one daily use, he 
  may select another target).
  
  2
  Once made, any successful attacks made 
  against the chosen target cause an additional 
  1d6 points of damage. In addition, the 
  highwayman gains a circumstance bonus to any 
  sense motive checks involving the target equal 
  to ½ the highwayman’s class level (minimum of 
  1). This ability requires much of the highwayman’s 
  concentration however, and he suffers a penalty 
  also equal to ½ his class level to any perception 
  and sense motive checks involving anyone else.
  The highwayman gains an additional use of this 
  ability as well as an additional 1d6 in damage 
  for every three levels beyond 1st with a maximum 
  of 7 times per day for 7d6 points of additional 
  damage. The damage is considered precision 
  based (equivalent to the rogue’s sneak attack 
  damage), and anyone or anything immune to 
  precision damage will not suffer the additional 
  damage from this class ability.
  Mount (Ex): The highwayman has an eye and 
  sense for a beast that will provide not just an 
  effective means of conveyance, but will prove 
  loyal and complicit companion for their travels 
  and encounters on the road. The mount functions 
  as the druid’s animal companion, using the 
  highwayman’s class level as his effective druid 
  level. A medium sized highwayman may select 
  a camel or horse while a small highwayman 
  may choose from a pony or dog.  The GM may 
  approve other animals as suitable mounts as well.
  The mount is considered to be combat trained 
  and the Light Armor Proficiency as a bonus feat.  
  The highwayman suffers no armor check penalty 
  to his Ride checks while astride his mount.
  If the highwayman’s mount should be killed or 
  permanently removed from the highwayman, 
  he may find another mount after a week’s time, 
  though the new mount will have none of the 
  special abilities normally associated with an 
  animal companion until the highwayman gains a 
  new level.
  Order (Ex): The highwayman considers his 
  profession an elevated form of banditry, where 
  honor and ethics are key to differentiate himself 
  from the rabble of rogues that indiscriminately 
  rob and murder hapless victims. To 
  further that perceived difference, 
  highwaymen must pledge 
  themselves to a fraternal order 
  of like-minded individuals. The 
  function of these orders are 
  identical to the same orders 
  Highwayman Progression Table
  Base Attack Bonus
  Saving Throws
  Level
  Fort
  Ref
  Will
  Special
  1
  +1
  +2
  +2
  +0
  Choose Your Mark (1d6, 1/day), Skills of Interest, Mount, Order
  2
  +2
  +3
  +3
  +0
  Order Ability, Sixth Sense +1, Travelling Boon
  3
  +3
  +3
  +3
  +1
  Evasion
  4
  +4
  +4
  +4
  +1
  Choose Your Mark (2d6, 2/day)
  5
  +5
  +4
  +4
  +1
  Sixth Sense +2
  6
  +6/+1
  +5
  +5
  +2
  Travelling Boon
  7
  +7/+2
  +5
  +5
  +2
  Choose Your Mark (3d6, 3/day)
  8
  +8/+3
  +6
  +6
  +2
  Sixth Sense +3, Order Ability
  9
  +9/+4
  +6
  +6
  +3
  Improved Evasion
  10
  +10/+5
  +7
  +7
  +3
  Choose Your Mark (4d6, 4/day), Travelling Boon
  11
  +11/+6/+1
  +7
  +7
  +3
  Sixth Sense +4
  12
  +12/+7/+2
  +8
  +8
  +4
  Mounted Mastery
  13
  +13/+8/+3
  +8
  +8
  +4
  Choose Your Mark (5d6, 5/day)
  14
  +14/+9/+4
  +9
  +9
  +4
  Sixth Sense +5, Travelling Boon
  15
  +15/+10/+5
  +9
  +9
  +5
  Order Ability, Mounted Mastery
  16
  +16/+11/+6/+1
  +10
  +10
  +5
  Choose Your Mark (6d6, 6/day)
  17
  +17/+12/+7/+2
  +10
  +10
  +5
  Sixth Sense +6
  18
  +18/+13/+8/+3
  +11
  +11
  +6
  Travelling Boon, Mounted Mastery
  19
  +19/+14/+9/+4
  +11
  +11
  +6
  Choose Your Mark (7d6, 7/day)
  20
  +20/+15/+10/+5
  +12
  +12
  +6
  Knight of the Road
  
  3
  followed by cavaliers and samurai, though the 
  code of ethics may be a little more loose in their 
  interpretation.
  The order grants the highwayman specific benefits 
  to his Choose the Mark ability, possible additional 
  class skills, and other order abilities gained at 
  higher levels. The highwayman’s Choose the Mark 
  ability is treated as the cavalier’s Challenge in 
  regards to any bonuses granted by the order’s 
  Challenge modifier. If the skills granted as class 
  skills are already on the highwayman’s class 
  skill list, he gains an additional +1 bonus to any 
  skill checks made with those skills. He also gains 
  any additional bonuses as given in the Skills 
  description. The highwayman also gains the order 
  abilities listed for 2nd, 8th, and 15th levels.
  As with other classes that pledge themselves to 
  an order, the highwayman must follow the edicts 
  of the order or lose the benefits from his order’s 
  challenge and other order abilities for 24 hours.  
  The GM has full rights to adjudicate whether or not 
  the highwayman has violated the code of ethics.
  The default order chosen by most highwaymen is 
  the Order of the Road (see New Orders below).  
  However, the highwayman may choose another 
  order that does not frown upon his activities.  
  Other possible orders include: Order of the 
  Cockatrice, Order of the Dragon, or Order of 
  the Shield. Other Orders may be viable with GM 
  approval.
  Sixth Sense (Ex): The unsavory business of 
  highway robbery can be tricky at times and over 
  time the highwayman gains a sixth sense when 
  sizing up a possible target before he decides 
  to confront them. Beginning at 2nd level, the 
  highwayman gains a +1 bonus to Perception and 
  Sense Motive checks. This bonus increases by +1 
  every three levels with a maximum of +6 at 17th 
  level.
  Traveling Boon: Over time, the highwayman 
  learns new and innovative ways to relieve 
  others of their property while traveling. Traveling 
  boons are custom skills and abilities that the 
  highwayman may choose beginning at 2nd level, 
  gaining an additional boon every four levels 
  thereafter. Unless otherwise specified within the 
  boon’s description, no boon may be taken more 
  than once.
  Ambush Master (Ex): The highwayman gains a 
  circumstance bonus equal to ½ his class level 
  when using Stealth in a natural environment 
  where cover is present (such as trees, hedges, 
  etc.). If the highwayman has time to prepare the 
  area beforehand, he may apply this bonus to 
  his ally’s Stealth skill as well including his mount.  
  If more than on highwayman is present with this 
  boon, the highest level wins out, the bonuses do 
  not stack.
  Caravan Infiltrator (Ex): The highwayman gains a 
  bonus equal to ½ his class level to any Bluff and 
  Disguise checks required to infiltrate a caravan or 
  traveling party. This bonus may also be applied 
  when attempting to convince someone that the 
  highwayman is something he is not. He may not 
  use this boon to disguise himself as a particular 
  person, but only as a role that may be less out of 
  place for the area he is trying to infiltrate.
  Commandeer Mount (Ex): The highwayman may 
  attempt to command the mount of an opponent 
  by making a Diplomacy check, adding ½ his 
  class level to the roll. This functions similarly to 
  the druid’s Wild Empathy class ability, treating 
  normal mounts as indifferent, magical or specially 
  trained mounts as unfriendly, and animal 
  companions as hostile.
  The highwayman may use this ability to force 
  the mount to stop, move in a different direction, 
  or attempt to buck the rider off. If the mount 
  is indifferent, the highwayman may make the 
  request as a standard action. If the mount is 
  unfriendly or hostile, the highwayman must 
  improve it’s attitude first which typically takes a 
  minute or more though the highwayman may 
  attempt to improve it’s attitude as a standard 
  action, though with a -5 penalty to the check.
  The highwayman must be at least 10th level to 
  take this boon and have the Horse Whisperer 
  boon.
  Greater Roadside Tactics (Ex): The highwayman 
  becomes more skilled when working with others 
  while relieving the unfortunate individuals of their 
  possessions. The highwayman must have the 
  Roadside Tactics boon and be at least 10th level 
  before he may take this boon. The boon grants 
  him an additional bonus teamwork 
  feat and he may convey the 
  benefit to an ally as a move 
  action rather than a standard 
  action.  In addition, the 
  highwayman may grant this 
  bonus up to a number of 
  
  4
  allies equal to his Charisma modifier, though only 
  one ally may be chosen per round and each ally 
  consumes one of his daily uses of this ability.  This 
  boon modifies the use of the Roadside Tactics 
  and adds two additional uses per day.
  Horse Whisperer (Ex): The highwayman may add 
  a bonus equal to ½ his class level when using 
  Handle Animal on any animal that serves as a 
  mount. When training mounts a new animal trick, 
  the highwayman may reduce the time to 1 day 
  per week required by increasing the DC by +5.  
  He may also train additional mounts at one time, 
  though the overall DC for each mount increases 
  by +2 per additional mount being trained. The 
  highwayman must be at least 6th level before he 
  may take this boon.
  Improved Uncanny Dodge (Ex):  The 
  highwayman may not be flanked except by 
  another character that also possesses Improved 
  Uncanny Dodge and at least four levels higher 
  than the highwayman. If the highwayman has 
  levels in another class that include uncanny 
  dodge as a class ability, the levels stack to 
  determine the level required to still flank the 
  highwayman.
  The highwayman must have the Uncanny Dodge 
  boon or obtain it from another class and be at 
  least 10th level before he may take this boon.
  Into the Woods (Ex):  The highwayman gains 
  Knowledge (nature) and Survival as class skills 
  and a +2 bonus if he has at least one rank in the 
  skill. Once the highwayman reaches 8th level he 
  gains the ability to move in natural surroundings 
  without leaving a trail unless he consciously 
  wishes to do so. At 12th level the highwayman 
  may travel while mounted without leaving a trail 
  in natural surroundings.
  Martial Training (Ex): The highwayman may take 
  one combat feat as a bonus feat. He must meet 
  any prerequisites for the feat taken.
  Roadside Tactics (Ex): The highwayman make 
  take a teamwork feat as a bonus feat as long 
  as he meets the prerequisites for the feat. In 
  addition, he may select a single ally within 30 
  feet who can see and hear the highwayman, 
  granting the ally the benefit of the feat as a 
  standard action. The selected ally does not have 
  to meet the prerequisite of the feat, but may 
  only use it for 3 rounds plus a number of rounds 
  equal to ½ the highwayman’s class level. The 
  highwayman may only use this boon a number 
  of times per day equal to his Intelligence modifier 
  (minimum of 1). The highwayman may take this 
  boon more than once, gaining two additional 
  number of uses per day each time it is taken and 
  an additional teamwork bonus feat.
  Roguish Influence:  The highwayman may choose 
  from any of the following Rogue Talents: Assault 
  Leader, Canny Observer, Distracting Attack, 
  Follow Clues, Hard to Fool, Honeyed Words, Minor 
  Magic, Offensive Defense, Positioning Attack, 
  Resiliency, Slow Reactions, Stand Up, and Strong 
  Impression. The highwayman’s Choose Your Mark 
  class ability is treated as the Sneak Attack ability 
  for those talents that modify the rogue’s Sneak 
  Attack.
  The highwayman may take this boon more than 
  once, selecting another rogue talent each time 
  he takes this boon. The highwayman must meet 
  any requirements listed for the rogue talent 
  before he may take it.
  Uncanny Dodge (Ex): The highwayman cannot 
  be caught flat-footed, nor does he loose his 
  Dex bonus to his AC when the attack is invisible.  
  He does lose his Dex bonus to his AC if he is 
  immobilized or if the highwayman’s opponent 
  successfully uses the feint action against him.  
  The highwayman must be 6th level before he may 
  choose this boon.
  Evasion (Ex): Beginning at 3rd level the 
  highwayman’s sixth sense grants him the ability 
  to quickly react even to magical and unusual 
  attacks. Whenever the highwayman successfully 
  makes a Reflex saving throw against an attack 
  that would still deal damage, the highwayman 
  suffers no damage. The highwayman must be 
  wearing light or no armor or carrying no more 
  than a light load. If the highwayman is helpless, 
  he does not gain any benefit from this ability.
  Improved Evasion (Ex): Beginning at 9th level the 
  highwayman’s supernatural senses become so 
  acute when dealing with magical and unusual 
  attacks that even if the highwayman fails his 
  Reflex save he only suffers half damage from the 
  attack.
  Mounted Mastery (Ex):  Over time 
  the highwayman becomes so 
  attuned with his mount that 
  the two seem to become one. 
  At 12th level the highwayman 
  
  5
  may take any of the following 
  feats as a bonus feat: 
  Mounted Archery, Mounted 
  Combat, Mounted Skirmisher, 
  Ride-by Attack, Spirited 
  Charge, Trample, Trick Riding, 
  and Unseat.  The highwayman 
  gains an additional bonus feat 
  at 15th and 18th level.
  Knight of the Road (Su):  Once 
  the highwayman reaches 
  20th level his prowess with 
  highway robbery is supreme.  
  The highwayman gains an 
  additional +4 bonus to attack 
  the target of his Choose Your 
  Mark class ability and gains 
  a +4 deflection AC against 
  attacks from his target.
  In addition, the first successful 
  strike against his target may 
  be paralyzed for 2d6 rounds 
  unless a successful Fortitude 
  save is made. The DC of this save is equal to 10 + 
  ½ the highwayman’s class level + his Intelligence 
  modifier. Creatures immune to precision damage 
  are also immune to this effect.
  New Orders
  Order of the Road
  There are those that believe that there is no 
  honor amongst thieves. The Order of the Road 
  was created to combat that idea by providing a 
  loose code of ethics for those that may resort to 
  banditry for whatever reason yet wish to do so in 
  an honorable and chivalric means.
  Edicts:  Those that join the order of the road 
  must face an opponent directly and offer terms 
  of acquiescence before commencing with an 
  attack. Victims that comply are to be treated 
  with respect and dignity. Enemies that seek 
  surrender should be granted some measure of 
  mercy and compassion.
  Challenge:  Whenever a member of the order 
  of the road issues a challenge, he gains a +1 
  circumstance bonus to his attack rolls against 
  the target when facing him directly and no one 
  is flanking the target. This bonus increases by +1 
  at 5th level and every five class levels the order 
  member possesses.
  Skills:  A member of the 
  Order of the Road gains 
  Knowledge (Geography) 
  and Knowledge (Local) as 
  class skills. In addition, the 
  member adds ½ his class level 
  as a circumstance bonus to 
  any Diplomacy skill checks 
  when attempting to convince 
  someone to hand over their 
  property.
  Order Abilities:  A member of 
  the Order of the Road gains 
  the following abilities as he 
  increases in level.
  Convincing Compliance (Ex): 
  The order member’s ability to 
  gain his victim’s compliance 
  through eloquence and 
  bravado grants him Persuasive 
  as a bonus feat at 2nd level.
  Stand and Deliver (Ex): The 
  task of relieving a victim of his property takes 
  both a threatening and convicting tone, as a 
  result the order member may use Bluff instead 
  of Intimidation when attempting to demoralize 
  an opponent at 8th level. When using Bluff in this 
  fashion, the order member gains a +1 bonus to 
  the check, increasing by an additional +1 per 
  four levels beyond 8th level. A demoralized victim 
  remains shaken for a number of rounds equal to 
  the order member’s Charisma modifier (minimum 
  of 1).
  Your Money or Your Life (Ex):  Although 
  members of the order seek honorable means, 
  there are times when violence may become 
  necessary. At 15th level, if an opponent refuses to 
  acquiescence to the order member’s demands 
  and violence ensues, the order member gains 
  a +2 circumstance bonus to all attacks against 
  that opponent. In addition, if the attack is 
  successful, the order member may immediately 
  make a demoralize check against the target. If 
  the target is already shaken, if the demoralize 
  check is successful, the target becomes 
  frightened for 1 round, otherwise 
  the target becomes shaken for 
  a number of rounds equal to 
  the order member’s Charisma 
  modifier (minimum of 1).
  
  6
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  Pathfinder cOmPatible PrOducts
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 36 - The Highwayman (Hybrid Class).pdf