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Vagabonds are the nomadic people of the caravans. They travel where the trail takes them, caring more for the journey then the destination. Vagabonds are generally lighthearted, charming individuals who value their friends above all else. They will rush to the aid of a friend at the risk of their own lives and not think twice about it. Having a great lust for life, vagabonds often have vices that drag them and their allies into trouble, not all of which they know how to get out of. Vagabonds tend to be on the gray side of the law.

Traildusters are young vagabonds who are still getting accustom to the road. They often stay with the caravan and perform tasks for their community. Many caravans are part circus performers and part tradesmen. It is usually the traildusters job to set the tents and play the role of security for the camp grounds. When they show the gift for a performer or barker role they are trained to become a scout.

Scouts are forward guard of the vagabonds. They travel ahead of the caravan with their eyes out for danger and suitable places to camp and set up for shows or markets. When the caravan is set up they take on the role of performers. Performances take on a wide variety of activities. They can do stunts, comedy, cooking, and much more. Scouts also take on the role of the barker. Entertaining guests while selling them on the attractions they offer, the barkers keep the interest of the people so they forget how many tarryns they have spent. Those vagabonds skilled enough rise up the ranks to become a pathfinder.

Pathfinders are experienced vagabonds who often set out on their own throughout the world. They use their talents to pick up work as featured performers at various caravans or to become the ringmaster of their own. Pathfinders can often be found away from caravans more often than in them. Usually they just return for performances while they tag along adventuring with their friends. Pathfinders for the most part want to feel the road beneath their feet and the joy of their friends. As long as they have that, all is right in their world.

Vagabonds are light armored dual wielding experts. They can cast spells using nomadic charms for support or damaging targets. Duelists are vagabonds who specialize in melee combat, combining quick strikes and damaging spells. Marksmen are vagabonds who specialize in ranged combat, combining disabling shots with supports spells. They also have minor healing spells and the ability to stealth. This makes vagabonds a very versatile class in the world.


Role: Damage, Disable, Stealth

Species: Cojaro, Human, Vampire, Habataki, Pacura, Grufia, Shaross

Professions: Assassin, Explorer, Hunter, Mariner, Medic, Soldier, Thief

Suggested Attributes: Dexterity and Charisma

Health: 6 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth, Leather

Starting Weapon Proficient: 1 Handed Weapons

Starting Skills: Gain the Combat Style: Dual Wield and Culture: Caravan.

Starting Equipment

Vagabond Duelist

Armor: Cloth

Weapon(s): 2 Short Swords, Dagger

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, Nomadic Charms

Tarryns: 1d20x10

Vagabond Marksman

Armor: Cloth

Weapon(s): 2 Semi-Automatic Pistols, Dagger

Equipment: Clothing, 1 Day Ration, Backpack, Canteen, 5 Clips (Pistols), Nomadic Charms

Tarryns: 1d20x10


The vagabond can store Finesse equal to double their CPB and it fades out of combat. 1 Finesse is generated each time they successfully attack or defend and 2 Finesse is generated for each critical attack.


Evasion, Reactive Ability, 1 Finesse

This skill improves defender roll for the round by their CPB.

Exploit, Passive Ability

The vagabond gains their CPB as a critical bonus from stealth or against infuriated targets.

Appraise, Passive Ability

The vagabond rolls skill checks twice taking the better result to determine the true worth, history, culture, and enhancements there may be on the item.

Luck of the Vagabond, Reactive Ability, 1 Finesse

Vagabond has a chance to avoid status effects from attack by re-rolling their defender roll. The vagabond will still take the damage from the attack.

Swapping Dash, Attacker vs Defender, 1 Finesse

The vagabond jumps back a movement and fires a ranged attack or dives forward a movement and strikes a melee attack. During the movement they switch weapons from melee to range and vice versa.

Duelist, Melee Affixes

The vagabond's dual wielding melee combat style allows them to apply affixes to their attacks. They can use up to their CPB of Finesse on an attack.

Bleeding Strike, Multiplier Affix

The vagabond slices open its target, causing weapon damage + 1d6 bleeding damage for 3 rounds.

Piercing Strike, Multiplier Affix

The vagabond finds a target’s exposed armor and slips its weapons into the gap dealing normal weapon damage.

Opening Strike, Multiplier Affix

The vagabond strikes its target dealing strike damage + Stagger for 1 action.

Twisting Strike, Standard Affix

The vagabond spins striking its opponent on the same spot twice with both melee weapons dealing two weapon attacks. The second attack gains Stealth if the ability is unlocked, allowing for Exploit bonus.

Marksman, Ranged Affixes

The vagabond's marksman abilities allow them to apply affixes to their dual wielding ranged combat. They can use up to their CPB of Finesse on an attack.

Gut Shot, Multiplier Affix

The vagabond fires a shot that stuns the target slightly, dealing weapon damage + -1 APR.

Wounding Shot, Multiplier Affix

The vagabond fires a shot that wounds the target for weapon damage + -1 attacker/defender rolls for the round. The Wounding Shot attacker/defender penalty can be increase by 1 per additional finesse.

Disarming Shot, Multiplier Affix

The vagabond shoots an item out of the target’s hand. The target must be staggered. The vagabond can spend 2 additional finesse to treat the target as staggered.

Trip Shot, Standard Affix

The vagabond shots its target’s leg out from under it dealing weapon damage + slow. On a critical hit, Trip Shot also knocks the target Prone.

Nomadic Charms, Spell Items

Nomadic charms are magical items often disguised as jewelry. The vagabonds learned long ago how to craft these items and have passed the knowledge down their lines ever since. The casting is similar to channeling as the energy flows from the caster to the charm to perform each spell. They can have up to their charisma + CPB in active charms but can only use up to their CPB of charms per round. Charms replenish out of combat or by spending a Finesse during a rest action.

Pendant of Twilight, Attack Affix

A Pendant of Twilight holds the power of shadow magic. The vagabond adds 1d6 shadow damage per CPB to any successful attack. At CPB 3, vagabond envelops self in shadows allowing them to be considered in stealth for the attack when combined with Soul of Shapes. Pendant of Twilight can also be cast as a reaction to create a barrier against an incoming spell at CPB 5 by combining it with Twisting Defense.

Twisting Defense, Attack Affix

The Twisting Defense charm has the power to reverse a buff into a debuff or vice versa. At CPB 3 the vagabond can cast this with Pendant of Twilight to weaken a target to pendant damage for a round, dealing 1d4 additional damage per CPB. At CPB 5 the vagabond can use Soul of Shapes with Twisting Defense to transfer a status effect from one target to another.

Soul of Shapes, Charisma + CPB vs Difficulty 14, Medium Range

The Soul of Shapes allows the vagabond to disguise up to their CPB in targets for rounds equal to their charisma + CPB. At CPB 3, the vagabond can use their Soul of Shapes combined with Twisting Defense to polymorph a target into a harmless animal with a difficulty of 20. The Soul of Shapes difficulty can be reduced by 4 when combined with a Pendant of Twilight at CPB 5.

Vagabond Mastery

Vagabonds learn how to create an additional charm to use at each CPB 1, 3, and 5. Some charms are alternative versions of Pendant of Twilight, Twisting Defense, and Soul of Shapes. When combining charms, alternate charms count for their original charm type.


At CPB 2 and 4 they can craft a Charm of Stamina or Magic. This charm gives them one ability from another class that uses SP or MP at the effectiveness of their CPB.

Shadowfire Blade, Charisma + CPB vs Difficulty 14

The Shadowfire Blade charm is created from an alteration of the Soul of Shapes charm. The vagabond summons a floating sword of shadowfire that deals 1d8 combo shadowfire damage to all melee strikes for rounds equal to CPB. At CPB 3 they can add 1d4 to ranged defender rolls for duration with a Twisting Defense charm. The vagabond can add a Pendant of Twilight to Shadowfire Blade at CPB 5 to create a second blade to stack effects. Casting a second Shadowfire Blade will replace the previous spell.

Life's Blood, Charisma + CPB vs Difficulty 14

Life's Blood is an alternate version of the Pendant of Twilight used to send 1d6 healing per CPB to a target within close range. At CPB 3 they can combine Life's Blood with Soul of Shapes to Resurrect a target within close range. Life's Blood can be combined Twisting Defense to cast Bloom on a close range target at CPB 5. Bloom lasts for a round per CPB and grants 1d6 health if the target's health drops to 0. Resurrect can only be use once daily per CPB.

Eye of Elements, Attack Affix

An Eye of Elements is an augmented version of the Pendant of Twilight that casts 1d6 per CPB air, fire, ice, water, lightning, or earth to a successful weapon attack. At CPB 3 they can combine it with a Soul of Shapes charm to increase their attack radius equal to 5' + 1' per CPB. An Eye of Elements can be combined with Twisting Defense as a reaction to absorb a matching elemental spell. Each Eye of Elements can only hold one elemental type within it.

Heart of Corruption, Attack Affix

The Heart of Corruption is an alteration of the Twisting Defense charm that allows you to apply Charm, Silence, or Berserk to a critical attack. At CPB 3 they can combine the Heart of Corruption with a Pendant of Twilight to apply Confuse (Charm), Sleep (Silence), or Fear (Berserk) instead. At CPB 5 the Heart of Corruption can be used with Soul of Shapes to cast to Paralyze (Charm), Enlighten (Silence), or Enrage (Berserk) instead. Each Heart of Corruption can have Charm, Silence, or Berserk attached to it.

Talon of the Beast, Charisma + CPB vs Difficulty 14

The Talon of the Beast is a speciality charm that is crafted out of the essense of a fallen animal. It allows them to transform into the animal for one round per CPB. While in animal form the vagabond gains all the animal's attributes and action but retains the vagabond's health. Should they die in animal form they will revert back to their normal form, dead as well.

Invigorating Gem, Charisma + CPB vs Difficulty 16

The Invigorating Gem is a speciality charm that allows you to generate Finesse equal to CPB for a single attack. Invigorating Gem can be used up to CPB times per rest, shared with other Invigorating Gems.

Amulet of Velocity, Charisma + CPB vs Difficulty 14, Medium Range

The Amulet of Velocity is an alternate version of Soul of Shapes and allows you cast Haste on a target for a round per CPB. At CPB 3 it can be cast with Twisting Defense to cast Slow on a target for rounds equal to CPB. Amulet of Velocity can be cast with Pendant of Twilight at CPB 5 to create copies of yourself equal to your charisma. Copies have 1 Hp, your stats, 1 movement, infuriate, and can be used to execute your actions.

Trinket of Grasping, Charisma + CPB vs Difficulty 16, Medium Range

The Trinket of Grasping is an alternative version of the Twisting Defense charm, allowing the vagabond to turn the ground into a 10' radius of slow for rounds equal to CPB. At CPB 3 they can cast this trinket with Pendant of Twilight to add 1d4 shadow damage per CPB for every action taken inside the area. Trinket of Grasping can be combined with Soul of Shapes at CPB 5 to create an oil slick on the ground. Within the oil slick failing a difficulty 16 check when targets move in it or fall to prone. If fire or lightning is cast on the oil erupts dealing maximum spell damage to all within, consuming the oil. Casting a second Trinket of Grasping replaces the first.

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