From: aw1s+@andrew.cmu.edu (Andrew David Weiland)


The Bandit

Description: A bandit is a type of rogue, very similar to the thief,
different because he devotes more time to the study of weapons. He is
much more skilled in combat than a standard thief, but is no match for a
fighter of the same level in direct combat. Bandits are most skilled as
highwaymen and assassins, but are just as versatile as standard thieves.

Hit Dice: 1d8 hit points per level. High Constitution modifies hit
points, up to a maximum of +2 hp/die for 16 or better Constitution.

THAC0: Improves at a rate of 2/3 levels.

Experience Points: Same as the ranger and paladin.

Weapons: Any.

Weapon Specialization: Yes, but the bandit must pay one extra slot to
specialize.

Armor: Same as the thief. They can use shields, though shields reduce
their chance of moving silently and hiding in shadows.

Weapon Proficiencies: initial 3, plus 1/3 levels
Nonweapon Proficiencies: initial 3, plus 1/4 levels

Alignment: Same as the thief.

Bandits do not gain the extra attacks that warriors gain at high levels,
nor can they possess exceptional strength.

Thief Abilities:
Bandits possess the same eight abilities as thieves, though they never
gain the ability to read magic. They only get 40 points to spend on
these abilities at first level, and 20 points at each additional level.
The same restrictions apply to bandit abilities as to thief abilities.
Also, if a rouge does not put points into an ability at first level, he
can never develop that ability. Favorite bandit abilities are move
silently and hide in shadows, with detect noise and find traps not far
behind.

Assasination:
This is similar to a thief's backstab ability, but can be made from any
location, as long as the bandit has surprise. An assasination attack
requires a hand-to-hand weapon, or martial arts ability. It's an attack
with a +3 bonus to attack rolls, which inflicts additional damage if it
hits; double damage at first level, triple damage at sixth level, and
quadruple damage at eleventh level. On a roll of 20, the victim must
make a save vs. death magic or die instantly. A bandit can make only
one assasination attack, after which the victim is aware of the bandit
and not exceptionally vulnerable.
This is a favorite of most bandits, but a few bandits don't develop
this ability in favor of other skills. A bandit must choose to not
develop his assasination ability before he begins play. Such a bandit
gains 48 points at 1st level, and 24 points for each additional level.
