Nocturné OutcastThis is a featured page

‘So, it’s come to this again,’ the taller of the two men said, amusement obvious in his voice.
The other chuckled, ‘Seems that way.’
The pair stood on the soft grass of a clearing, the sun’s heat pushing down on them. An oasis in the north, they’d come here to try and shut down one of the government’s mining operations. They’d fought their way in. Then another zeppelin had landed and two dozen more guardsmen had leapt off, their robes glinting in the sun. They’d tried to run, and here they were in the forest, back to back and surrounded. Their laughter filled the humid air.
The first few guardsmen started coming forward, hesitating before lifting each foot, their swords quavering slightly. The shorter man hefted a battle-axe, the taller raised a sawn-off shotgun. A shot, like a cannon, blasted two of the guardsmen, sending a spray of blood into the forest. Screams sliced the sticky air. Another enormous gunshot and another three men were on the ground. The shorter man stood there, still laughing.
‘Looks like I’m dry,’ the taller one stated matter-of-factly. Hearing him, one of the braver guards leapt at him, planning to catch him reloading. He swung the sawn-off up, ploughing the guard’s face with a sickening crunch and sending him screaming to the ground. Several men had come up towards the shorter man, shields held high. He gritted his teeth and screamed, blood pumping through his body, his face red, the veins popping on his arms. He sliced through the first man’s shield and then his arm, embedding it in another man’s heart on the backswing. The taller mutant, hearing his friend’s scream, let out a bestial growl. He grew taller, hair sprouting from his face and body. A muzzle sprouted from his face and claws shot from his fingertips. When the growth stopped, he was nearly four metres tall. He flexed his bear’s arms and leapt into the fray.


In an industrial world, there are those who just don’t seem to fit in. There are those who miss the days of the nature, those barbarians from far-off tribes, with the unknown powers of the wild. These outcasts from normal society have banded together to try and bring about a return to the old days, battling with wild abandon and mystical power for their beliefs and their wildness.

Adventurers:

Generally speaking, outcasts adventure for one reason: to end the reign of technology and monotheism and return to a more balanced society, where technology, magic and the wild can exist side by side. This said, however, many outcasts have other, less noble reasons for adventure. Riches, experience, or simply freedom are often motivations.

Characteristics:

The most notable characteristics of the outcast are great strength and fortitude. He is able to stand up to even the greatest punishment for an extended period, returning it with his mastery of heavy weaponry. An outcast also has a greater grasp of skills than many other classes, able to act as a secondary rogue when needed. His rage or beast-form only serves to strengthen his ability as a front-line battler and his knowledge of the wild lets him guide the party through the wilderness.

Alignment:

An outcast’s path is one of no rules, of instinct and belief in oneself. Characters who are strictly lawful find this path impossible to follow.

Religion:

Usually, outcasts set very little faith into organised religion of any kind, even that of the outlawed gods. On occasion, you will find one who is a devout member of almost any faith, mostly chaotic gods like Konrad and especially Ynsertu. Atheist outcasts are also fairly rare. Mostly, however, outcasts prefer to express their spirituality in solitary worship of the wilderness, whether that be desert, mountain, forest, ocean or whatever.

Background:

Outcasts come from all walks of life, but most commonly from more primitive races such as the Kartika and mutants. They have often lived the early part of their lives feeling out of place, more connected with the woods behind their house than the streets in front. There are entire tribes of outcasts of all races living in well-hidden wild places throughout the world, notably on the various small islands. They share strong bonds with other outcasts, as the few who feel in a similar way.

Races:

All races except the Labori have been known to become outcasts. The Labori find it impossible, due to their inbuilt order. The most common races, as previously mentioned, are the Kartika, weres and especially mutants. After these three, the most common are gargoyles, followed by the occasional vampyre or human.

Other Classes:

Frowned upon by priests and scientists, outcasts are treated with a mixture of fear and respect by other classes. Their chaotic natures, usually headstrong behaviour and unusual beliefs regarding technology and religion lead them into some conflicts with classes with opposing views, but they will nearly always overcome these issues so long as the other person doesn’t attempt to force the outcast to believe something other than what he does. They share some degree of kinship with battle-mages, bards, rogues and gunslingers, but often distrust necromancers for their unusual powers.

Role:

The outcast’s role in a group is to be the first in line for a combat situation, the others arrayed behind him, protected. His good saves and plenty of health place him in the ideal position to take hits and he can repay these with his command of weaponry and rage or animal form. His skills grant him a flexibility that few other classes appreciate, and in a well-chosen animal form, an outcast can emulate almost any role he wishes to. He often makes a good scout, due to his speed, trapsense and skills.

Game Rule Information:

Abilities: Most important by far are the physical abilities of an outcast. Strength allows him to hit hard with mêlée attacks and helps some of his class skills, Constitution, perhaps most importantly, increases his hit points and Dexterity assist even more of his class skills and allows him to hit with ranged attacks. Wisdom also comes in handy, helping many of his class skills and his scouting ability, while Charisma and Intelligence take the final two spots.
Alignment: Any nonlawful
Hit dice: d10
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis) and Swim (Str).
Skill at 1st: (4 + Int modifier) × 4
Skill at other levels: 4 + Int modifier
Level Base Attack Bonus Fort. Save Ref. Save Will Save Special

1st +1 +2 +2 +0 Animal companion
2nd +2 +3 +3 +0 Combat School I, Danger-sense
3rd +3 +3 +3 +1 Fast movement.
4th +4 +4 +4 +1 Light-footed
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Combat School II, Fast Movement II
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Fast Movement III
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Fast Movement IV, Light-footed II
13th +13/+8/+3 +8 +8 +4 Combat School III
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Fast Movement V, Light-footed III
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Combat School IV, Fast Movement VI
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6

Class Features:

All of the following are class features of the outcast:
Armour and Weapon Proficiency: An outcast is proficient with all non-exotic mêlée weapons; non-exotic medium and heavy firearms; thrown weapons and all archaic and modern armour and shields.
Animal Companion: As in the Player’s Handbook, p. 35.
Combat Schools: At 2nd, 6th, 13th and 18th level, an outcast chooses a school of combat in which to specialise, giving him or her bonuses as follows:
  • Shaman: The outcast is able to turn him or herself into any creature of the Animal type. This lasts for 1 hour, or until she chooses to change back. Changing form is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be of an animal the outcast is familiar with. The outcast loses the ability to speak in animal form. She is able to act entirely as that creature can, using its natural weapons, strength, size or skills for her own gain. His or her Constitution, Intelligence, Wisdom and Charisma scores remain the same, but Strength and Dexterity change to fit the creature whose form she has acquired. The shaman may use this power once/day per level he has in this school.
  • Berserker: The outcast is able to fly into a wild rage, giving himself a 1 minute +4 boost to Strength and Constitution, a +2 to all saves and a -2 to A.C. In accordance with the Constituion increase, the outcast gains to more hit points, but these are lost at the end of rage. He cannot use Charisma-, Dexterity- or Intelligence-based skills, except Balance, Escape Artist, Intimidate and Ride. He cannot use the Concentration skill, or undertake any activities which require patience or fine concentration. He cannot use magical items or cast spells. He can use any feat he has except item creation or metamagic feats. The rage lasts 1 minute, and at the end of it he receives a 10 minute -2 to his Strength and Dexterity abilities and cannot charge or run. The berserker may use this twice/day per level he has in this school.
Danger-sense: At 2nd level, an outcast is able to react to danger before his senses would normally allow him to. He retains his dexterity bonus to A.C. even when flat-footed or struck by an invisible attacker. He still loses his dexterity bonus to A.C. when immobilised. If the outcast already has Danger-sense from another source – if he has three levels in rogue, or is a mutant – this becomes Improved Danger-sense, see below.
Fast movement: Every three levels from 3rd level onwards, ending at 18th, the Outcast is able to move an extra 2 metres over his racial norm at standard speed. This multiplies for hustling or running as normal speed would. This doesn’t apply when the outcast is carrying a heavy load or wearing heavy armour.
Light-footed: On terrain other than snow or desert sand, and barring other extreme circumstances – such as being wet – an outcast may leave no trail to avoid being tracked. This doesn’t work if the tracker is using scent or other means to track than sight, though at 12th level the outcast gains the ability to avid being tracked by scent, and at 15th level he can avoid being tracked even by magical means.


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