Part of the adjusted A to Z Challenge.
The Elven Vagabond
Vagabonds are Urban Elves who have been exiled or are estranged from their families, perhaps orphans raised on the streets, black sheep, or the runts of the litter. They are wanderers, nomadic by necessity, moving throughout the city and never settling down. Sometimes Vagabonds gang together for mutual protection or need, but most are loners or prefer the company of non-elves, people of similar attitudes; such as adventurers. Indeed, many Vagabonds join up with adventuring parties, acting as guides in the city, or lending their prowess in the ruins and dungeons of the Weeping Chasm.
Hit Dice: 1d6, and 2 hit points per level after 9th.
Requirements: Dexterity of 9+.
Prime Requisites: Strength, Dexterity.
Maximum Level: 13.
Like all Urban Elves, Vagabonds are always aware of their surroundings, their keen and heightened senses allowing them to detect hidden and secret doors with a proficiency throw of 14+ on 1d20 when actively searching, or 18+ on casual inspection, and gaining a +1 bonus to surprise rolls when in the City of Bones; their upbringing in the city has taught them many languages, specifically the common trade tongue, Elven, Dwarf, Loppe, and Goblin. The urban elf also has the ability to Duck Out of Sigh, able to seemingly disappear into crowds and alleyways of the city, with a proficiency throw of 3+ on 1d20 within the City of Bones, or 11+ in another urban environment. In dungeons, if motionless, quiet and in cover, the elf can escape detection with a proficiency throw of 14+ on 1d20. Despite being natives to the city and losing touch with their links to the wilderness and forests of their cousins, urban elves have retained some of the elven Connection to Nature, and are thus unaffected by the paralysis ghouls can inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells.
Vagabonds have learnt to defend themselves, able to wield two weapons (one in each hand, naturally ambidextrous) or two-handed weapons, and favour short bows, crossbows, short swords and daggers especially. Their Attack Throw is 10+ at Level 1, and increases at a rate of 2 every four levels (as a thief), as they prefer swiftness to standing still, they are used to wearing only leather armour or lighter, and do not use shields. Their life on the streets have built up their endurance and immunities, and their natural grace has not left them. Their Saving Throws progress the same as a Fighter, modified for their Connection to Nature (see above).
Attack Progression Table
| Level |
Attack Throw |
| 1-2 |
10+ |
| 3-4 |
9+ |
| 5-6 |
8+ |
| 7-8 |
7+ |
| 9-10 |
6+ |
| 11-12 |
5+ |
| 13 |
4+ |
Saving Throw Progression Table
| Level |
Petrifications & Paralysis |
Poison & Death |
Blast & Breath |
Staffs & Wands |
Spells |
| 1 |
15+ |
14+ |
16+ |
16+ |
17+ |
| 2-3 |
14+ |
13+ |
15+ |
14+ |
16+ |
| 4 |
13+ |
12+ |
14+ |
13+ |
15+ |
| 5-6 |
12+ |
11+ |
13+ |
12+ |
14+ |
| 7 |
11+ |
10+ |
12+ |
11+ |
13+ |
| 8-9 |
10+ |
9+ |
11+ |
10+ |
12+ |
| 10 |
9+ |
8+ |
10+ |
9+ |
11+ |
| 11-12 |
8+ |
7+ |
9+ |
8+ |
10+ |
| 13 |
7+ |
6+ |
8+ |
7+ |
9+ |
The Vagabond is constantly viewed with suspicion, distrusted by everyone, even other Urban Elves, and suffers a -1 penalty to all Reaction Rolls. This distrust is often earned, as these elves prefer to ambush their enemies, taking them by surprise so that they can backstab, inflicting double damage initially; this increases as the Vagabond gains experience, as noted in the progression table below. Vagabonds often travel by rooftop, able to climb walls easily, and leap across alleyways and between buildings without too much difficulty. Their roof-running allows them to travel easily across the roofs of buildings, walls and narrow ledges, ignoring the difficulty of the terrain, although more hazardous or tricky travel requires a Proficiency Throw of 11+ to overcome; their leaps require a Proficiency Throw equal to the size of the gap, in feet (for example, a 10′ gap requires a throw of 10+).
Level Progression Table
| Experience |
Title |
Level |
Hit Dice |
Backstab |
Climb Walls |
| 0 |
Beggar |
1 |
1d6 |
x 2 |
6+ |
| 1,325 |
Vagrant |
2 |
2d6 |
x 2 |
5+ |
| 2,650 |
Roof-Runner |
3 |
3d6 |
x 2 |
5+ |
| 5,300 |
Rascal |
4 |
4d6 |
x 2 |
4+ |
| 10,600 |
Rover |
5 |
5d6 |
x 3 |
4+ |
| 21,200 |
Wayfarer |
6 |
6d6 |
x 3 |
4+ |
| 40,000 |
Nomad |
7 |
7d6 |
x 3 |
3+ |
| 80,000 |
Knight-of-the-Road |
8 |
8d6 |
x 3 |
3+ |
| 250,000 |
Vagabond |
9 |
9d6 |
x 4 |
3+ |
| 420,000 |
Vagabond King |
10 |
9d6+2 |
x 4 |
3+ |
| 590,000 |
Vagabond King (11th level) |
11 |
9d6+4 |
x 4 |
2+ |
| 760,000 |
Vagabond King (12th level) |
12 |
9d6+6 |
x 4 |
2+ |
| 930,000 |
Vagabond King (13th level) |
13 |
9d6+8 |
x 5 |
1+ |
At 9th level, the Vagabond can establish a hideout, attracting 1d6 1st level followers, half of which will be like-minded urban elves, not necessarily Vagabonds, but possible others too. The Vagabond can send followers out to accomplish hijinks, in the same fashion as a thief can.
Proficiencies
Vagabond Class List: Acrobatics; Alchemy; Alertness; Ambushing; Arcane Dabbling; Bargaining; Bribery; Cat Burglary; Combat Trickery (Disarm, Known Down, Wrestle); Contortionist; Disguise; Eavesdropping; Gambling; Intimidation; Lip Reading; Mimicry; Performance; Prestidigitation; Running; Seduction; Signalling; Skirmishing; Skulking; Swashbuckling; Tracking; Wakefulness.
Template
This template if for a typical Vagabond Roof-runner, an urban elf at home on the rooftops of the city, and is ready to play. Simply choose extra General Proficiencies for higher Intelligence characters; the rest is as follows.
| Roof-Runner |
Acrobatics,
Running |
Short sword, three throwing daggers, supple leather armour, cloak, tunic and pants, leather belt, low boots, 50’ rope, grappling hook, backpack, 2 weeks’ iron rations |