Ok, I've taken a stab at doing a new base class. This is inspired by the maverick of FFG's Spellslinger as well as from the Spycraft Fixer and a few other sources. I am most worried about the theme remaining consistent and the power level of abilities staying within the proper parameters. Obviously the key foci are gambling (bluff/motive), style, luck and skill with sidearms (black powder weapons (or crossbows)). However, I wanted it to be highly mutable, so that there could easily be different focuses of mavericks, that would lead into various different expert classes such as gunslinger (dead-eye), swashbuckler, high roller, etc.
Since man first learned to tell a lie, there are those who have made an art form out of manipulating others. The maverick exemplifies this, being masters of deceit and gifted confidence men. They excel at face-to-face deception and rely on their poise and charisma as well as their exceptional luck and skill with a sidearm to carry them through most any situation, especially since trouble has an uncanny way of finding them. They are well known to be quick with their wit, tongue and when matters come to it, the fastest guns.
Depending on your campaign, a Maverick could be…
• A professional gambler and con-artist seeking riches and fame
• A lawman, trusting to their speed and wit to outdo the criminals they seek to put away
• A leader of a bandit gang, known for its style and non-violent methods
• A danger junkie, pulling the biggest cons just for the satisfaction of knowing he can
Party Role: Talker/Wildcard. Like an assassin, your quit wit and skills at deception gives your party an edge whenever the odds seem stacked against you. However, you rely more on your luck and quickness with a blade than any true fighting skill.
- Favored Abilities: Charisma, Intelligence, Dexterity
- Class Skills: Acrobatics, Athletics, Bluff, Haggle, Impress, Notice, Prestidigitation, Ride, Sense Motive, Tactics
- Skill Points: 6 + Int modifier per level (×4 at Career Level 1)
- Vitality: 9 + Con modifier per level
- Starting Proficiencies: 3
Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +1 +1 +0 +1 +2 +2 +1 Fast Talk, smooth talker
2 +1 +2 +2 +0 +1 +3 +3 +1 Lucky I
3 +1 +2 +2 +1 +2 +4 +3 +2 With Style
4 +2 +2 +2 +1 +2 +5 +4 +2 Read the Tell 1/session
5 +2 +3 +3 +1 +3 +5 +4 +3 By the Graces Go I
6 +3 +3 +3 +2 +4 +6 +5 +3 Cool Hand
7 +3 +4 +4 +2 +4 +7 +5 +4 With Style
8 +4 +4 +4 +2 +5 +8 +6 +4 Read the Tell 2/session
9 +4 +4 +4 +3 +5 +9 +6 +5 By the Graces Go I, Cool Hand
10 +5 +5 +5 +3 +6 +10 +7 +5 Filthy Rich I
11 +5 +5 +5 +3 +7 +10 +7 +6 Lucky II, With Style
12 +6 +6 +6 +4 +7 +11 +8 +6 Read the Tell 3/session, Cool Hand
13 +6 +6 +6 +4 +8 +12 +8 +7 By the Graces Go I
14 +7 +6 +6 +4 +8 +13 +9 +7 Nobody’s Fool
15 +7 +7 +7 +5 +9 +14 +9 +8 With Style, Cool Hand
16 +8 +7 +7 +5 +10 +15 +10 +8 Read the Tell 4/session
17 +8 +8 +8 +5 +10 +15 +10 +9 By the Graces Go I
18 +9 +8 +8 +6 +11 +16 +11 +9 Cool Hand
19 +9 +8 +8 +6 +11 +17 +11 +10 Lucky III, With Style
20 +10 +9 +9 +6 +12 +18 +12 +10 Read the Tell 5/session, Filthy Rich 2
Fast Talk: Once per scene, as a free action, you can spend an action die to improve or worsen a target’s Disposition toward you and each of your allies by 1 grade for the duration of the scene. You cannot target any one character more than once per scene, nor improve any target’s Disposition toward you or any of your allies to better than Supportive.
Smooth Talker: At level 1, each time you fail a Bluff or Impress check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect.
Lucky I: At Level 2, you gain 1 additional Chance feat and your maximum Bluff rank increases to your Career Level + 6.
Lucky II: At Level 11, you gain 1 additional Chance feat and your maximum Bluff rank increases to your Career Level + 7.
Lucky III: At Level 19, you gain 1 additional Chance feat and your maximum Bluff rank increases to your Career Level + 8.
With Style: You’re polished but dangerous when necessary. At Levels 3, 7, 11, 15 and 19, you gain 1 additional Ranged Combat or Style feat.
By the Graces Go I: You’re more focused and luckier than most. At Levels 5, 9, 13 and 17, you gain 1 additional Ranged Combat or Chance feat.
Read the Tell: Your uncanny understanding of sentient nature gives you an advantage in combat. At level 4, once per session, you may make an Aim, Anticipate, Distract, Feint or Taunt action as a free action.
At levels 8, 12, 16 and 20, you may use this ability 1 additional time per session, though you may never use it more than once during a single round.
Cool Hand: At levels 6, 9, 12, 15 and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
• Backup: You maintain contact with diverse friends who can help out in a pinch. Once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive and they show up 1d6 hours after being summoned. This ability acts as gaining the Personal Lieutenant feat as a temporary feat until the end of the session.
• Counter Argument: Once per session, you may force an opponent to re-roll a successful Sense Motive check made to oppose your Bluff check. You may not force an opponent to re-roll a critical success.
• Expertise: Choose one: Acrobatics, Athletics, Bluff, Haggle, Impress, Notice, Prestidigitation, Ride, Sense Motive, or Tactics. Taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.
• Master Deceiver: Your Charisma score rises by 1.
• Quick: Your Dexterity score rises by 1.
• Successful Gambler: Your Panache increases by 2.
• You Owe Me: You receive a 20% discount when purchasing favors.
• Am I Bluffing?: You gain a +4 bonus with Distract and Feint actions.
Filthy Rich I: You have made a successful career separating people from their money and don’t mind sharing it with allies. At level 10, at the start of each adventure, your Lifestyle and that of each member of your team increases by 2 until the end of the adventure. This ability may not increase any single character’s Lifestyle by more than 6, no matter how many filthy rich abilities are involved. Further, these additional points may not be liquidated for spending cash, not they may be retained in any fashion beyond the end of the current adventure.
Filthy Rich II: At level 20, this ability’s Lifestyle bonus increases by an additional 2 (for a total bonus of 4), with the same restrictions.
Nobody’s Fool: You’re a master manipulator who can exploit the machinations of others. At Level 14, when an opponent targets you with an Bluff, Impress, or Intimidate check, their threat range decreases by 2. Finally, if the check fails, you may choose the reaction your opponent sees, if any (this reaction need not be accurate). You may use this ability even when you’re unaware of the skill check.