In most campaign settings, banks — in the modern sense — are still in their infancy. Complex lending instruments and investment banking remain centuries in the future, yet individuals and businesses alike still turn to banks for loans to get them through a difficult farming season and to provide a more secure location for their money than inside of a mattress or behind a loose stone in the bedroom wall. Banks use active and passive means to safeguard their customers’ enormous stockpiles of coins. Thick stone walls, complicated locking devices, armed guards and magical wards are the most-common security measures. Large institutions often employ networks of spies and ex-thieves to gather intelligence about the activities of local criminals and identify potential vulnerabilities in the bank’s defenses. In spite of these formidable obstacles, the enormous rewards outweigh the tremendous risks. To carry out such a daring escapade, the typical bank robber recruits others to assist him in the risky endeavor. His team usually consists of other bank robbers and rogues but the leader may also add hired muscle to his ragtag gang. An experienced bank robber knows that the devil lies in the details. He may spend months casing his target searching for weaknesses that he can exploit. Subterfuge, coordination and speed are the main ingredients in a successful robbery.
If the plot fails, death is a virtual certainty. Succeed, and the bank robber gains riches far beyond his wildest dreams — and in many grasslands communities — he becomes the stuff of legends.
At 4th level, a bank robber receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. By spending 1 minute, the bank robber can grant the use of a teamwork feat that he knows to one of his allies. The ally does not need to meet the prerequisites of these bonus feats. The ally retains the use of this feat for 3 rounds plus 1 round for every two levels the rogue possesses. The ally must be able to see and hear the rogue. If the rogue falls unconscious or cannot be seen and heard, the ally loses the benefit of the granted feat until the condition is remedied. The rogue can use this ability once per day at 4th level, plus one additional time per day at 8th level and every four levels thereafter.
Rogue Talents: The following rogue talents complement the bank robber archetype: black market connections**, canny observer*, charmer*, coax information*, fast getaway*, fast picks*, getaway artist**, quick disable, quick disguise*, quick trapsmith*, slow reactions, surprise attack, trap spotter and underhanded**.
Advanced Rogue Talents: The following advanced rogue talents complement the bank robber archetype: getaway master**, improved evasion, knock-out blow*, master of disguise*, rumormonger**, skill mastery and thoughtful reexamining*.
Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss