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

Starting Health: 6 + Constitution + Species Health

Level Up Health Increase: 6 + Constitution Bonus

Starting Armor Proficient: Cloth, Leather

Starting Weapon Proficient: 1 Handed Weapons

Starting Skills: Gain the Combat Art: 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

Starting Abilities

Pendant of Twilight: Shadow Strike, Shadow Blade, Stealth, 2 Additional Abilities

Soul of Stone: Oil, Mud, Wounding Shot, 2 Additional Abilities

Talon of the Beast: Transfigure, Swapping Strike, Bleeding Strike, 2 Additional Abilities

Twisting Defense: Luck of the Vagabond, Shadow Shroud, Speed Dodge, 2 Additional Abilities

Attacks Per Round Increases

Level 1: 2 APR

Level 3: 3 APR

Level 5: 4 APR

Level 7: 5 APR

Level 9: 6 APR

Level 10: 7 APR


Vagabond use a combination of charms and finesse to use their abilities and spells. They each can equip active nomadic charms up to their CPB, that can be used once per round each; Pendant of Twilight, Soul of Stone, Talon of the Beast, and Twisting Defense. The vagabond can change out the types of charms they have active while out of combat and may have multiple of the same charm active at once. Finesse is used for their martial attacks. They can store finesse equal to their CPB and it fades out of combat. 1 finesse is generated each time a charm is use, a basic attack hits, or a successful defender roll occurs and 2 finesse is generated for each critical attack or defense.


Speed Dodge, Reactive Ability, 1 finesse

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

Stealth, Dexterity + CPB vs Wisdom + Alertness

The ability to move undetected. Stealth allows for sneak attacks and information gathering. Sneak attacks deal 1d4 additional attacker roll and may break stealth. Using a silent weapon or killing the target in one hit will cause an alertness roll to maintain stealth unless the target is dead and has no allies.

Appraise, Intelligence + CPB vs Difficulty

The vagabond has the ability to determine the true worth of an item, seeing any enhancement there may be on the item. Failure can cost them to sell items for less than their worth. Appraise difficulty is based on item grade; Normal 14, Improved 16, Superior 18, Grand 20, and Master 22.

Luck of the Vagabond, Reactive Ability, Twisting Defense

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

Swapping Dash, Attacker vs Defender, Talon of the Beast

The vagabond slashes at the target dealing weapon damage and jumps back a movement or shoots a target and dives forward a movement. During the movemnt they switch weapons from melee to range and vice versa.

Nomadic Charms

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 form the caster to the charm to perform each spell.

Shadow Strike, Instant Ability, Pendant of Twilight, Weapon Range

The vagabond adds shadow damage to any attack, dealing weapon damage + 1d6 shadow damage per CPB. Shadow Strike requires Stealth or the target to be infuiated by another target.

Oil, Charisma + CPB vs Defender, Soul of Stone, Medium Range

The vagabond covers a target in oil effectively weakening it to fire for 3 rounds. Any fire or lightning damage consumes the oil causing double damage.

Shadow Blade, Charisma + CPB vs Difficulty, Pendent of Twilight

The vagabond summons a sword of shadow for the round that deals 1d8 combo shadow damage to all melee strikes and abilities for the duration with a difficulty of 14. Shadow Blade can summon 2 swords of shadow that deal 2d8 combo damage to all melee strikes for a cost of 2 charms with a difficulty of 18.

Transfigure, Charisma + CPB vs Difficulty, Talon of the Beast, Medium Range

The vagabond turns self into a cat until it is dismissed or damage with a difficulty of 14. At CPB 3 Transfigure can turn the caster into a bird until dismissed or damaged with a difficulty of 18. At CPB 5 Transfigure the caster uses an intelligence + CPB vs defender roll to turn a target into a chicken for the round.

Mud, Charisma + CPB vs Defender, Soul of Stone, Medium Range

The vagabond turns the ground, turning a 10' radius into sticky mud slow their movement for 2 rounds. Targets under the effect of soak are stuck in place.

Shadow Shroud, Charisma + CPB vs Difficulty 18, Twisting Defense

The vagabond envelops self in shadows allowing them to soak magical damage equal to twice their CPB for 1 round.

Nomadic Strikes

The road is a dangerous place and as such young vagabonds are taught at an early age the value of offense. The nomads are light on their feet and to the untrained eye they appear reckless and lucky. Their lunges and spins are actually precise and well-honed through years of training. Combining quick strikes with damaging spells, these dual wielding melee experts quickly bring down their opponents.

Bleeding Strike, Attacker vs Defender, 1 finesse

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

Piercing Strike, Attacker vs Defender, 1 finesse

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

Opening Strike, Attacker vs Defender, 2 finesse

The vagabond strikes its target dealing strike damage + Stagger for 1 action. Opening Strike can critical, giving 1d4 actions of Stagger.

Twisting Strike, Attacker vs Defender, 2 finesse + 2 Actions

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 Shadow Strike damage to be applied.


Supporting your friends is highly valued among the vagabonds and vagabond marksmen know this better than most. Combining disabling shots with support spells, these dual wielding firearms experts weaken their targets to help their allies take them down easier. Marksmen in vagabond society are well respected for the safety they provide.

Gut Shot, Attacker vs Defender, 1 finesse

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

Wounding Shot, Attacker vs Defender, 1 finesse

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, Attacker vs Defender, 2 finesse + 2 Actions

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, Attacker vs Defender, 2 finesse + 2 Actions

The vagabond shots its target’s leg out from under it dealing weapon damage + slow + knockdown on critical. The vagabond can spend 2 additional finesse to make Trip Shot critical.

Vagabond Mastery

Vagabonds develop close bond with other and pick up their masteries from other classes. At level 6 they make a resource charm imbued with 1 focus, magic, stamina, or combat reactives and gain one ability that uses that resource. You gain an additonal ability at levels 7, 9, and 10. At level 8 your resource charm can hold 2 of your chosen resource. Your resource charms refill on critical rolls and by 1 on a rest action.