Outcast (3.5e Class)

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Outcasts are those that all or part of society have shunned and have learned to live outside of social norms.

Making an Outcast[edit]

Outcasts make excellent melee combatants so long as they don't stay in the thick of things for too long. They also make great scouts, flankers and ambushers.

Abilities: Strength, Dexterity, Constitution and Intellegence.

Races: Any that might be shunned by the local or their home population for any reason.

Alignment: Any non Lawful.

Starting Gold: 1d4 ×10 gp

Starting Age: Simple.

Table: The Outcast

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 0 2 2 0 Track, Trapfinding, Keep it Light, Illiteracy, Outcast,
2nd 1 3 3 0 Two Weapon Fighting, Skirmish 1d6, Improved Unarmed Strike
3rd 2 3 3 1 Endurance, Evasion, Snap kick
4th 3 4 4 1 Animal Companion, Leap up
5th 3 4 4 1 Oversized Two Weapon Fighting, Uncanny Dodge
6th 4 5 5 2 Skills by Necessity, Skirmish 2d6
7th 5 5 5 2 Fleet of Foot, Brilliant Defense
8th 6/1 6 6 2 Improved Two Weapon Fighting
9th 6/1 6 6 3 Flawless Stride
10th 7/2 7 7 3 Skirmish 3d6
11th 8/3 7 7 3 Greater Two Weapon Fighting
12th 9/4 8 8 4 Spring Attack
13th 9/4 8 8 4 Dual Strike, Improved Snap Kick
14th 10/5 9 9 4 Superior Two Weapon Fighting, Skirmish 4d6
15th 11/6/1 9 9 5 Elegant Strike
16th 12/7/2 10 10 5 Strike As One
17th 12/7/2 10 10 5 Equal Strength
18th 13/8/3 11 11 6 Skirmish 5d6
19th 14/9/4 11 11 6 Two Weapon Rend
20th 15/10/5 12 12 6 Perfect Two Weapon Fighting

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge Nature, Listen, Move Silently, Open Lock,Perform, Search, Sense Motive, Slight of Hand, Spot, Survival, Swim, Tumble, Use Rope.

Class Features[edit]

Outcasts don't have much formal training, and that includes with weapons. The weapons they know how to use are either a stick they picked up off the ground or a tool they used in an odd job someone was kind enough to give them. They have learned to be quick on their feet though and can fake most skills well enough to get by. All of the following are class features of the Outcast and are extraordinary.

Weapon and Armor Proficiency: Weapons: Club, Dagger, Handaxe, Light Hammer, Pick (light or heavy), Net, Scythe, Sickle, Sling, Staff, Unarmed Strike. Armor: None

Keep It Light: An Outcast losses all combat and movement related feats if they are wearing more than light armor or carrying more than a light load. Furthermore, they always count as being non proficient with medium and heavy armor even if they have the feats for it. In addition they take a double armor check penalty on all armors, including light.

Outcast: For whatever reason, an Outcast has been shunned by society. They can expect to be lied to and have people go back on a deal. When making a diplomacy check, they start out with people a bit more hostile than they otherwise would be. Others are often only helpful when something is in it for them. Outcast can expect to pay 25% more for goods and services and get 25% less when the work or try to sell things. In addition, an outcast takes a -2 penalty on all charisma based checks and a -10 on bluff.

Skirmish: An Outcast relies on mobility to deal extra damage. They deal an extra 1d6 points of damage on all attacks they make during any round in which they moves at least 10 feet by their own power. The extra damage applies only to attacks taken during the Outcast's turn. This extra damage increases by 1d6 for every four levels gained above 2nd (2d6 at 6th, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Outcast must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Outcasts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

Snap Kick: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a -2 penalty on all attack rolls you make this round.

Animal Companion: As Ranger except their companion cannot share spells with them.

Leap Up An Outcast can jump to their feet as a free action on their turn without provoking an attack of opportunity.

Skills by necessity: An Outcast may put 1/2 a skill point in any skill even if it requires training.

Fleet of Foot: An Outcast can make one turn up to 90 deg during a charge or run.

Brilliant Defense: An Outcast who is fighting with a weapon in each hand or using a double weapon and not using a shield can add their intelligence modifier as a shield bonus to ac.

Flawless Stride: As Woodland Stride, but the Outcast can use it in any environment so long as the terrain is non-magical and doesn't require a skill check.

Insightful Strike: An Outcast can place their finesse attacks where they deal greater damage. They apply their Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus they may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the Outcast's insightful strike.

Dual Strike: As part of an attack action, (but not during a charge or attack of opportunity) an Outcast may strike with a weapon once from each hand.

Improved Snap Kick: Whenever making the extra attack granted by Snap Kick, only the Snap Kick attack is made at a -2 penalty; other attacks are unaffected. The Snap Kick also adds your full Strength bonus to damage, rather than half.

Superior Two Weapon Fighting: An Outcast no longer takes a penalty for two weapon fighting.

Elegant Strike: An Outcast can place their blows with as much grace as force. They add their Dexterity modifier (in addition to their strength) with any weapon that can benefit from Weapon Finesse. Creatures immune to criticals and precision damage don't take the additional damage.

Strike As One: An Outcast can strike with both weapons anytime they would get to strike with one, such as a charge or attack of opportunity.

Equal Strength: An Outcast uses their full strength bonus to damage for both the off hand and the main hand.

Two Weapon Rend: If the Outcast hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the Outcast’s Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The Outcast can only rend once per round, regardless of how many successful attacks he or she makes.

Perfect Two Weapon Fighting: An Outcast can make as many attacks with their off hand as they can with their primary hand.


Any Outcast that becomes Lawful can no longer advance as an Outcast until they become non Lawful, but they don't loose any class features.

Epic Outcast[edit]

Table: The Epic Outcast

Hit Die: d8

Level Special
21st -
22nd Bonus Feat
23rd -
24th Bonus Feat
25th -
26th Bonus Feat
27th -
28th Bonus Feat
29th -
30th Bonus Feat

6 + Int modifier skill points per level.

Bonus Feats: The epic Outcast gains a bonus feat (selected from the list of epic Outcast bonus feats) every even level after 20th.

Epic Outcast Bonus Feat List: Any feat they meet the prerequisites for as well as any Ranger, Rogue or Scout base class feats. This includes increasing the skirmish dmg the Outcast can do as well as adding sneak attaks.

Campaign Information[edit]

Playing an Outcast[edit]

Religion: Outcasts are often (but not always) soured to the religions of their homes. If they find solace in religion, it is usually a deity similar to their alignment that deals with travel and exploration.

Other Classes: Outcasts get along well with Rangers and Rogues as they all don't tend to live in the main stream of society. They can get a little jealous of others in the party as they have often been asked to move on when someone else could replace their skill set. Outcast are wary of Paladins and Clerics as they are generally people of authority. If accepted by them, they can be fast friends as the Outcast realizes that being with them can also lead to acceptance by society.

Combat: Outcast help control the battlefield by moving behind enemies and flanking them.

Advancement: Outcasts generally take feats that help with their mobility. They typically don't multiclass as they have a specific set of skills, but they might take a few levels of fighter for weapons diversity or enter a prestigious class geared for two weapon fighting.

Outcasts in the World[edit]

"I wasn't born in a palace like you! I was born in the slums of Nasaf, where I lived if I fought and I clawed for it."

Outcasts are often beggars on the street or treated almost as slaves. They yearn to be accepted almost as much as they yearn for a soft bed and a warm hearth.

Daily Life: Outcasts struggle to survive every day. It is hard enough when you are poor, but when society has decided you are unwanted, a meal is an epic battle every day. Outcasts often wander the wilds, finding a solace in nature and companionship there. They may also become petty and steal from those who have abused them in the past. They have learned by sad experience how to tell when they are being lied to, but have found that lying themselves is counter productive as people assume they are being dishonest when commenting on the weather.

NPC Reactions: The reaction they receive by others depends a great deal on how far they have distanced themselves from their stigma. If their exile is a result of a past deed, they are only frowned upon where it is known. Likewise, the racial stigmas they carry may not be applicable where they travel. On a hole however, people tend to look down on them (and any party they may be travailing with). Accepting them only so far as they are useful, and then just barley.

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