Vagabond ¶
A homebrew class for 13th Age 2E
Overview ¶
You’re a wanderer and a wayfarer, out to make your own luck.
The vagabond class doesn’t have its own talents, powers or spells. Instead, vagabonds pick up their knowledge on the road, from friends they make, from events they witness and stories they hear.
Backgrounds ¶
Axis street rabble; Iron Sea pirate; escaped forsaken of the Crusader’s troops; happy-go-lucky wanderer
Ability Scores ¶
Vagabonds come in all shapes and sizes. Because most of your abilities are a hodge-podge mix of other classes, any ability score might be useful to you.
Gear ¶
Depending on your chosen style (see class features), you might be using full-on martial weapons or something light and easy to use.
As someone constantly on the road, most of your possessions will be selected for light weight, ease of use and durability.
As every character in 2nd edition, you start with a healing potion, likely some herbal brew you concocted from herbs you found by the roadside.
Weapons and Armor ¶
Armor Types ¶
| Armor Type | Base AC | Attack Penalty |
|---|---|---|
| Heavy Armor | 13 | -2 |
| Light Armor | 12 | - |
| Unarmored | 10 | - |
| Shield | +1 | -1 |
Melee Weapons ¶
| One-Handed | Two-Handed | |
|---|---|---|
| Simple | d4 dagger, club | d6 spear |
| Light | d6 shortsword, handaxe | d8 greatsword, greataxe |
| Heavy | d8 longsword, warhammer (-1) | d10 dire flail (-1) |
Ranged Weapons ¶
| Thrown | Crossbow | Bow | |
|---|---|---|---|
| Simple | d4 dagger | d4 hand crossbow | - |
| Light | d6 javelin, handaxe | d6 hand crossbow | d6 shortbow |
| Martial | - | d8 heavy crossbow (-1) | d8 longbow (-1) |
Level Advancement ¶
| Level | Total HP | Recovery Dice | Total Feats | Talents | Powers / Spells | Level-up Benefit |
|---|---|---|---|---|---|---|
| 1 | (7 + Con) x 3 | 1d8 + Con | 1 adventurer | 3 | 3 | - |
| 2 | (7 + Con) x 4 | 2d8 + Con | 2 adventurer | 3 | 3 | - |
| 3 | (7 + Con) x 5 | 3d8 + Con | 3 adventurer | 3 | 3 | - |
| 4 | (7 + Con) x 6 | 4d8 + Con | 4 adventurer | 3 | 4 | +1 to 3 abilities |
| 5 | (7 + Con) x 8 | 5d8 + Con x2 | 4 adventurer + 1 champion | 4 | 4 | - |
| 6 | (7 + Con) x 10 | 6d8 + Con x2 | 4 adventurer + 2 champion | 4 | 5 | - |
| 7 | (7 + Con) x 12 | 7d8 + Con x2 | 4 adventurer + 3 champion | 4 | 5 | +1 to 4 abilities |
| 8 | (7 + Con) x 16 | 8d8 + Con x4 + 5 | 4 adventurer + 3 champion + 1 epic | 4 | 6 | - |
| 9 | (7 + Con) x 20 | 9d8 + Con x4 + 10 | 4 adventurer + 3 champion + 2 epic | 4 | 6 | - |
| 10 | (7 + Con) x 24 | 10d8 + Con x4 + 15 | 4 adventurer + 3 champion + 3 epic | 4 | 6 | +1 to 5 abilities |
Class Stats ¶
| Stat | Value |
|---|---|
| Ability Scores | Any. You are what you were born with. |
| Hit Points | (7 + Con modifier) x Level multiplier (see Level Advancement table) |
| Recoveries | 8 |
| Recovery Dice | Level d8 + Con modifier (Con x2 at 5th level, Con x4 at 8th level) |
| Armor Class | 12 + middle modifier of Con/Dex/Wis (heavy armor) |
| Physical Defense | 11 + middle modifier of Str/Con/Dex (+2 bonus in Despair state) |
| Mental Defense | 10 + middle modifier of Int/Wis/Cha (+2 bonus in Hope state) |
| Initiative | Dex modifier + Level |
| Attack Bonus | Strength modifier + Level |
| Background Points | 8 |
| Icon Relationship Points | 3 |
Adventurer Basic Attacks ¶
Melee Basic Attack ¶
Melee attack
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
8th/9th/10th: +5/+10/+15 damage
Miss: Damage equal to your level
Ranged Basic Attack ¶
Ranged attack
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Level damage
8th/9th/10th: +5/+10/+15 damage
Miss: —
Vagabond Class Features ¶
Multi-Talented ¶
At first level, you start with three talents, and you gain fourth talent at fifth level.
However, unlike other classes, the adventurer does not have their own talent list. Instead, you choose your talents from any other class. Each talent has to come from a different class.
The chosen talents are class talents for you. You can replace mentions of the original class with “adventurer”.
You can spend feats on these talents as usual.
For how to resolve issues with specific talents, see “Edge cases and special rules” below.
Tricks of the Trade ¶
Together with the talents, you learn a bit of the tricks of that class. You can’t do them as reliably and often, but you can pull them off from time to time.
For each talent you choose, gain access to a class feature from that class as below. If you swap out a talent later, your access to these class features also changes.
Barbarian: Rage 1 turn / arc. You can use Raging Strike or Raging Throw that turn.
Bard: Gain a 1/arc use of Social Skills and a 1/arc use of Ghost Sound
Cleric: Heal 1/arc
Fighter: Gain Momentum 1/arc (you gain it at the end of that turn and keep it until you are hit by an attack or you are reduced to 0 hp)
Paladin: Smite 1/arc OR Lay on Hands 1/arc (choose when you take the talent)
Ranger: Lethal Hunter 1/arc (regardless of whether you choose a Hunter talent or not)
Rogue: Sneak Attack 1/arc OR Rush Attack 1/arc (choose when you take the talent)
Sorcerer: Gather Power 1/arc
Wizard: Cast utility spell 1/arc (in addition to your other spells and powers) OR learn three cantrips (choose when you take the talent)
Well-Traveled ¶
You gain extra background points equal to your Intelligence modifier. However, you tend to move on before really mastering anything, and tbe maximum background points you can have in any background is 3.
Happy Go Lucky ¶
1/arc per point of Charisma modifier, reroll one d20 roll and take the second result.
Fighting Style ¶
Adventurers are a varied bunch, and so is their approach to combat. Choose one of the fighting styles below, each giving different benefits.
Martial Style ¶
You don’t have an attack penalty with martial weapons (d8 one handed, d10 two-handed, and d8 ranged weapons). You can also use shields without taking an attack penalty.
Adventurer Feat: You suffer no attack penalty in heavy armor.
Adventurer Feat: Two weapon fighting
Individualist Style ¶
You replace Strength with your highest ability score for attack and damage with melee basic attacks.
Magical Trickster ¶
Choose three at-will attack spells or at-will attack powers. Instead of at-will, you can use these powers 1/battle each. The one per class rule does not apply to these picks.
Powers & Spells ¶
Similar to talents, adventurers don’t have their own spell or power list either. Instead, you also choose your spells and powers from other classes, and each spell or power must come from a different class. (You can have both a talent and a spell / power from the same class, but only one each.)
The chosen spell or power must be from the regular spell / power list, not from a talent or class feature. For example, the cleric’s Cure Wounds is eligible, while Heal is not.
You can spend feats on these as usual.
You can spend feats normally.
You can use any implement you can get your hands on for spells. (Maybe you don’t understand the difference.)
Class Feats ¶
As a vagabond, you have access to the class feats of other classes, but as with everything else, you can only choose one from each class.
Edge cases and special rules ¶
A class that can pick from anywhere runs into a number of edge cases, so here is a FAQ to smooth things out.
You can take a champion-tier talent with your 5th-level talent slot (from classes that have them). It still counts against the one talent per class limit.
Barbarian ¶
- If you want to take the Two-Hander Talent for juicy d12 weapon dice, make sure to take the Martial Fighting Style to avoid an attack penalty.
- Heavy Iron gives you base AC 14 in heavy armor as written.
Bard ¶
- If you pick the Voice talent, yes you get to do Jack of Spells if you want, but the spell you get is still part of your adventurer class spell slots so the one spell per class limit applies (so if you take a wizard spell this way, that is your one wizard spell). The only benefit here is using your Charisma ability score, if that is beneficial to you.
- As written, the Overture Talent does nothing for you since you won’t have any bard instrument talents. As a generous exception, pick one of the at-will spells from the list anyway.
Chaos Mage ¶
- Taking a Chaos Mage spell doesn’t really work straight-forward. A compromise would be that you assign one of your spell slots to either an at-will, per-battle or per-arc (daily) chaos mage spell, and then randomly choose an icon at the start of battle to determine which icon spell list you have access to. (And we’re skipping attack and defense spells.)
- The Warp talents don’t do anything since you don’t use chaos mage spell determination.
- Stench of Necromancy and similar talents just count as taking a spell of that class in that slot (except it’s chosen randomly each arc) — probably not the best use of a talent slot.
Cleric ¶
- For cleric spells, choose whether you want to count as a vestments or armor cleric. (You don’t gain the class feature benefits of either, just what’s in the spell.)
- You can cast cleric spells for power or broad effect like a cleric (if the spell has that option).
Commander ¶
- Tactics work normally.
- To make a command work, you would have to use either Lead from the Front or Weigh the Odds, but then gain a random number of command points which will not guarantee you can use the power if it costs more than 1 point. And you’d have to wait for the specific trigger of that command. At that point maybe just build a commander.
Druid ¶
Since you can only take one druid talent, you can only be an initiate in any of the druid talents. You get the same benefits a druid gets by becoming an initiate in that talent. Any spell slots are granted by the druid talent and separate from your adventurer class spell / power slots.
(You don’t get additional class features.)
Necromancer ¶
- You can take the Dead Wizard talent, but any Wizard spell you get is just treated as if you had taken it directly (i.e. it counts as a wizard spell pick)
- You don’t get any additional class features if you take a necromancer talent:
Occultist ¶
If you take an Occultist spell, you get the ability to Gather Focus at-will, but it doesn’t really do anything except enable your occultist spell. You probably want to take a spell with a reasonably common trigger, otherwise you’ll end up having wasted a whole turn.
Paladin ¶
- Talents that are basically just redirects to another class, like Divine Domain, are treated as taking the talent of that class directly. So if you use Divine Domain to get the War domain (for example), that is treated as a cleric talent. You can still take a different Paladin talent, but not a second cleric talent.
- Talents that grant you extra spells in addition to your normal slots work normally. So the God-Touched talent grants you a cleric spell, which doesn’t count as your “one per class” cleric spell you can take with the power/spell slots granted by the adventurer class.
Ranger ¶
- Since Animal Companion takes two talent slots and each slot needs to be from a different class, you can’t take this talent.
- For Fey Queen’s Enchantments and Ranger Ex Cathedral, see the note under Paladin for God-Touched.
Rogue ¶
- The Both Styles Now talent will let you use either Sneak Attack OR Rush attack once per arc, so not very useful for you.
- If you choose a rogue power that requires Bravado, you gain 1 point of Bravado when you hit with any adventurer attack on your turn, like a Rogue. (You don’t get Bravado on initiative)
Sorcerer ¶
- Since you only get to gather power 1/arc, and most of the overspills have a higher frequency, those extra uses will be lost.nt here.
This content is under 13th Age Community License.
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