Atlas Rules Resources Adventures Stories FAQ Search Links
Man; Banditby Jamie Baty
1st Level Human Rogue
Medium-size Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 13 (+1 Dex, +2 leather armour), touch 11, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Shortbow +1 range (1d6) or short sword +0 melee (1d6)
Full Attack: As Attack
Space/Reach: 5 ft. /5 ft.
Special Attacks: ---
Special Qualities: ---
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 9, Wis 8, Cha 10
Skills: Balance +3, Bluff +2, Climb +1, Diplomacy +2, Disable Device +0, Escape Artist +3, Hide +5, Intimidate +2, Listen +1, Move Silently +5, Search +0, Sleight of Hand +2, Spot +1, Tumble +3
Feats: Dodge, Stealthy
Organisation: Solitary, Pair, Band (2-5+ 1 2nd -4th level robber), or Ring (3-30 + 1 2nd-4th level robbers and 1 6th or higher level leader)
Challenge Rating: 1/2
Alignment: Any Chaotic or Neutral
Advancement: by character class
Level Adjustment: -
Bandits are thieves who have joined together for the purpose of robbing others. They tend to have small bands that operate in rural and suburban areas, rather than in more urban areas like thieves' guilds.
The bandit presented above is a human with the base stats of Str 11, Dex 13, Con 12, Int 9, Wis 8, Cha 10. Bandits are usually of the same race as the dominant race in an area (i.e. in the hin-lands, bandits will likely be hin), but rings may include members of different races.
Bandits will act like normal men so they can surprise their intended victims. Another tactic is to set up an ambush to rob wealthy travellers; typically they will block a road with a fallen tree to force the travellers to stop, at which point the bandits attack.
Bandits prefer to use ranged weaponry and hit-and-run tactics. They only engage in melee if forced to or all threats are neutralised.
Sneak Attack: Any time foe is denied their Dexterity bonus to AC, or the bandit is flanking them, the bandit inflicts an extra 1d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment.
Trapfinding (Ex): Bandits can use the Search skill to locate traps when the task has a DC higher than 20. Bandits can use the Disable Device skill to disarm magic traps.
Most bandits are low level rogues. Interspersed through their numbers may be warriors, fighters and rangers. They are all similarly armed, and use hit-and-run tactics.
Bandit robbers range in level from 2nd to 4th and are usually rogues. More rarely they may be fighters or rangers. They will be armed in a similar manner to the regular bandits, except the quality of their equipment will be better. They may use hide or studded leather armour.
Bandit leaders are at least 6th level and are often higher. They may be of any class, and they are often well armed with magic or masterwork weapons, armour and equipment. Many leaders have agendas other than simple robbery. He might be assembling a network of bandits for some greater evil purpose, or he may be a nobleman framed for a crime, stripped of his title, and living the life of a bandit until he can clear his name.