Road (Vagabond)Road (Vagabond) CR 1Source GameMastery Guide pg. 291 XP 400 Human commoner 2/warrior 1 N Medium humanoid Init +1; Senses Perception +7DefenseAC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) hp 15 (3 HD; 2d6+1d10+3) Fort +3, Ref +1, Will –1OffenseSpeed 30 ft. Melee battleaxe +3 (1d8+1/×3) or dagger +3 (1d4+1/19–20) Ranged mwk composite longbow +4 (1d8+1/×3) or mwk composite longbow +2/+2 (1d8+1/×3) or dagger +3 (1d4+1/19–20)StatisticsStr 13, Dex 13, Con 12, Int 10, Wis 8, Cha 9 Base Atk +2; CMB +3; CMD 14 Feats Alertness, Point Blank Shot, Rapid Shot Skills Climb +3, Handle Animal +3, Knowledge (geography) +1, Knowledge (local) +1, Perception +7, Ride +3, Sense Motive +2, Survival +1, Swim +3 Languages Common Gear masterwork chain shirt, buckler, battleaxe, dagger, masterwork composite longbow (+1 Str) with 20 arrows, mule, saddle
Boon A vagabond can give accurate directions to any known landmark or settlement within 50 miles (+5 on Survival checks to avoid getting lost) and general information about likely dangers (terrain or hostile creatures) along the way.
Vagabonds are drifters who wander the roads, picking up odd jobs but rarely letting the sun set on them in the same place twice. Vagabonds have a few skills that can help them get odd jobs in communities they pass through, but often possess skills in combat as well, as no road is ever truly safe.
Vagabonds serve well as hunters, woodsmen, and herders who live on the fringes of society. A vagabond might also work as a traveling peddler or merchant, or serve as a scout for a town militia.
Vagabonds make good low-level archers, and this skill can be improved by replacing the Alertness feat with Far Shot, Precise Shot, or Weapon Focus (longbow). Alternatively, you can replace the archery feats with Power Attack and Toughness to make a vagabond better in melee combat.
Vagabonds are usually loners, but may partner with a caravan guard, storyteller, or pair of farmers (CR 3). Two vagabonds might join a troupe of four wanderers (CR 7), or occasionally travel in small groups of four, accompanied by a single wanderer, pilgrim, or trapper (CR 6).
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