Highwayman / Highwaymen (Human)
Sophisticated and well equipped thieves and murderers that typically target travelers on the road.

Information
Highwaymen are brigands and thieves. They are often better equipped than bandits and raiders and often come from the upper crusts of society.
Behavior
Highwaymen are cunning and sophisticated. They know the roads well and are often equipped with horses and expensive weapons. They prey on traveling carriages and convoys and may enter cities in disguise in order to gather information about local banks and deposit times and routes.
Tactics
In combat highwaymen typically utilize traps and ambushes, often using one of their members disguised as a lost noble as a decoy. When cornered or forced to fight they will utilize their superior weaponry and firepower and their mounts whenever possible.
Weaknesses
Highwaymen possess the same weaknesses as other humanoid mortals. They can be tricked, bribed, charmed, threatened and otherwise convinced to make different decisions in life.
Archetypes
Highwayman
Training: Gain training in the Skills of Deception, Intimidate, Driving and Athletics.
Gain training in the use of two weapon types of our choice(Crossbows, Swords).
Acquire one Tier I Maneuver(Twinstrike), one Tier II Maneuver(Sprinting Strike), and one Tier III Maneuver(Precision Strike).
Equipment: Fine Leather Armor(+3 AC, +8 Armor), Leather Gloves(+2 Armor), Leather Boots(+2 Armor), Leather Coat(+2 Armor), Leather Hat(+2 Armor), Hand Crossbow(1d4 Puncture), Rapier(1d8 Puncture), Maine Gouche(1d4 Puncture), 1d100 Silver. 1 draft horse plus saddle and tack.
Traits: Horse Rider - Add +2 to All Rolls made while Mounted on Horse or other similar mount.
Abilities: Dual Wielder - +1 Melee or Ranged attack while wielding a weapon in 2 or more of your hands. +1 AC while wielding 2 or more Melee Weapons.
Maneuvers
Traits
Adaptable
Humans have an extreme ability to adapt to new habitats and environments, if not Biologically than through the use of custom tools and structures. Because of this all Humans are considered trained with CON Saving Throws.
Persistence Hunter
Human development most often follows this path to success and most humans retain the increased endurance of their ancestors. When you have no Stamina at the start of any turn you may roll a d6, on a result of 5 or 6, you regain 1 Stamina.
Problem Solvers
The human brain enjoys solving complex problems more than most.
Gain a miscellaneous +2 to Investigation Skill Rolls.
Versatile
Humans are exceptionally versatile and diverse. Not just in their genetics and adaptations but in their individual practices, interests and beliefs as well.
Gain 1 additional XP.
Stats
STR | CON | DEX | INT | WIS | CHA |
---|---|---|---|---|---|
14 | 10 | 18 | 10 | 12 | 14 |
2 | 0 | 4 | 0 | 1 | 2 |
Size | Medium |
---|---|
Movement | 6 Meters |
Attack Modifier | 7 |
AC | 14 (5+DEX(4)+Armor(3)+Light Armor Specialist(2)) |
HP | 32 |
Armor | 16 |
Domain | Cities, Roads, Outskirts |
Native Realm | Many |