How to Make a Wanderer - The Vagabond Class

Let’s talk about character classes!

During character creation, there are four character classes to choose from. Doesn’t sound like a lot, but don’t worry, there is ample variety. You’ll choose one class to start at level 1, and when you find enough treasure, you’ll be able to train to increase your level in that class, or even train to gain a level in another class. You’ll even be able to meet special trainers in play that can each train you in a unique special class (each of which usually only have 1 to 3 levels of progression).

The basic adventuring classes are: the warrior, the magician, the pilgrim and the vagabond. Each of these classes has up to 10 levels of progression available.

This game is very much about being a traveler, seeking adventure on the road or in the wilderness, and this theme is present in all four character classes, but the vagabond is the clearest demonstration of this concept.

Have a look at the first 5 levels of vagabond training, as well as some of the vagabond skills you can select.


Vagabond

Vagabonds are survivors. They learn esoteric knowledge and varied skills. They do whatever they need to defy the perils of the road.

Vagabonds are expert travelers. Everyone is better off for having a skilled vagabond with them on the road.

This chart shows the most basic advantages of being a vagabond: they are talented survivors, so their Armor Class (which I’ll probably rename) gets better as they level up. Lower is better, so an experienced vagabond becomes very hard to hit in a fi…

This chart shows the most basic advantages of being a vagabond: they are talented survivors, so their Armor Class (which I’ll probably rename) gets better as they level up. Lower is better, so an experienced vagabond becomes very hard to hit in a fight. They also get better at making “Avoid” saving throws, which are rolled to move out of the way of danger, such as explosions, pit traps or falling debris.

Another thing you’ll notice is the “Training Cost” for each level. That’s the amount of gold coins your character needs to pay a trainer to progress to that level. Remember, this game doesn’t use “experience points”, so that monetary cost is the only thing you need to worry about.

The first level of every class is extra expensive at 500 gold coins. You get to skip this cost for the class you choose at character creation, but it serves as a bit of a speed bump for when you decide to gain levels in a different class during play.

Level 1: You must select one vagabond skill, plus additional vagabond skills if you have high intellect. See below for the list of vagabond skills to choose from. You’ll gain more skills at higher levels.

Treasure Hunter: A vagabond begins their long journey with knowledge of a valuable prize. You receive a treasure map; you may have found it, bought it, received it as a gift or learned the information from trusted allies. The map leads to a nearby treasure. The GM will let you know what the treasure is (though the information might be murky), and where to find it (though the journey may be perilous).

Level 3: Dabbler: A well-traveled vagabond picks up all kinds of knowledge and talents along the way. You permanently gain +1 to one ability score of your choice. You cannot choose your highest rated ability, unless all of your abilities have the same rating.

Level 4: Treasure Hunter 2: A well-traveled vagabond always has their eye on a new destination. You receive another, more valuable treasure map. You found it, decoded it or received it as a gift.

Level 5: Mystic Lore: A seasoned vagabond has an eye for special treasure. You can always tell if an object is magical or holy at a glance. In addition, you can use any magical item, ignoring restrictions on who can use the item. (E.g. you can wield a wand without being a magician, or a relic without being a pilgrim.)


Those are the special traits that all vagabonds get at early levels.

They get treasure maps, just for being a vagabond. This means that a vagabond will regularly have a good reason to hit the road and seek adventure elsewhere. Of course, the characters could find more treasure maps in play, but a vagabond is guaranteed to get a few.

Vagabonds are the only character class that gets to raise their ability scores natively (at level 3 and a couple of higher levels). The only other way to raise ability scores in play is to find special trainers who specifically do that, but it is very expensive. Raising ability scores is rare and special, as it provides bigger and more universal advantages than you might be used to in other games.

Mystic Lore is just the kind of broad utility that is unique to vagabonds. It’s not overwhelmingly powerful, but it is unique, it expands the scope of what they can do, and it is still useful when you have other, more specialized characters around.


Vagabond skills: Vagabonds learn a variety of useful skills that help them survive in dangerous environments.

A vagabond selects one of the following skills at level 1, plus additional skills if they have a high Intellect rating. Vagabonds gain more skills at higher levels.

Each of these skills grants the vagabond the ability to perform a particular type of task reliably, exceeding the abilities of untrained people and avoiding the risks others face in the same situations.

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Every class has skills, but the skills from each class are very different in both theme and function. They are a big part of how you customize the class for your character.

The skills above are just a sampling of what will be available. There should eventually be at least twice as many.

Vagabond skills are all practical and non-mystical. A big part of this game is that you don’t roll dice for “skill checks” like you may be used to. Instead, if you want to climb a wall, for example, the GM must use their rules and judgment to adjudicate success. If the action is dangerous, you may need to make a saving roll or suffer some harm. Vagabond skills do not merely tip that judgment in your favor — they give you clear advantages and protections. So if you have the Climbing skill, the GM would tell you if the surface is climbable… and that’s it. You’re good at climbing. You know you won’t have to make an Avoid save to see if you slip and fall, or a Resist save to keep hold after a long climb.

Other skills just give you capabilities you wouldn’t otherwise have, and they are similarly always effective.

By not falling back on dice roll bonuses as a way to represent skills, you are guaranteed to feel that your character’s skills are both unique and meaningful.


So that’s the vagabond. Next post is going to be about the adventures of our playtest campaign exploring the Merchant District of the abandoned Imperial town of Harzgard. And coming soon, a post all about ghosts! (Not just because of Halloween, but pretty good timing.)