Outlaw Mage (Wizard Kit)[]
The outlaw mage is a humanoid who has learned magic and uses it to profit outside the law, or at least outside the grasp of the local ruling authority. By combining a humanoid's natural thieving tendencies with wizard spells, an outlaw mage can survive and become rich through illusion, deception, and spellcraft. Outlaw mages usually engage in one specific rogue-like activity, either banditry or burglary. They supplement their physical and stealth abilities with spellcasting to waylay travelers or break into guarded locations.
Requirements: This kit is only available to the following humanoid races: centaurs, fremlins, voadkyn, minotaurs, mongrelmen, ogre magi, and saurials. Outlaw mages can be either gender, but they must select a non-good alignment. Members of this kit must have a minimum Dexterity score of 9.
Role: Outlaw mages rarely operate within the structure of humanoid tribes. They are loners who have left the tribe to follow the call of magic. To supplement their studies, they learned to rob and steal, and now employ both magic and rogue-like tricks to survive. Though they are loners, outlaw mages frequently operate with others. Like witch doctors, outlaw mages often advise the leaders of outlaw gangs —and sometimes they even take charge of such gangs, leaving the advising to others.
These humanoids are often found in service to evil wizards and others who walk the darker paths of society. They sometimes indenture themselves to such personages in order to learn more magic. While not all outlaw mages are specifically evil, all operate outside the laws of the land — be it human, demihuman, or humanoid law.
Outlaw mages who join player characters have not given up a life of crime, they have just decided to throw in with adventurers in order to put their talents to more structured use. Every group of adventurers requires the services of thieves and wizards. The outlaw mage provides both sets of skills in the form of a single humanoid character.
Some outlaw mages steal from the rich to give to the poor (at least a little), while others engage in robbery to fill their own pockets. No outlaw mages like to fight, and they are at a decided disadvantage in physical confrontations. If they cannot win through magic, thievery or wits, they usually make a strategic retreat. There will always be another traveler to rob or a keep to break into, so better to run, hide, and wait for a better day than to try to fight a stronger opponent.
Weapon Proficiencies: Outlaw mages can take any weapon available to wizards.
Nonweapon Proficiencies:
- Bonus Proficiencies: Hiding.
- Required Proficiencies: reading/writing (common).
- Recommended, General: Acting, begging, danger sense, fast-talking, looting, riding (land based).
- Recommended, Warrior: None.
- Recommended, Priest: None.
- Recommended, Wizard: Languages (modern), reading/writing, spellcraft.
- Recommended, Rogue: Appraising, disguise, gaming, reading lips, tightrope walking, ventriloquism.
- Forbidden: Blind-fighting, close-quarter fighting, natural fighting, wild fighting. Outlaw mages can never learn these proficiencies.
Equipment: Outlaw mages may use any weapons or equipment available to wizards. Special Benefits: Outlaw mages may take rogue proficiencies without spending an extra slot. Also, the outlaw mage can take thieves' cant as a language selection.
Special Hindrances: None.
Wealth Options: Outlaw mages receive (1d4 + 1) x 10 gp initially.