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True20 Wild West

“The bottle and glasses fell to the floor with a shattering


crash. Blaine’s hand darted under his coat and out,
just as the Texan’s .45 cleared leather. The shots crashed
like a double reverberation – but it was the .45 which
thundered first. The window behind Allison shattered,
and Blaine tumbled to the floor, to lie in a widening pool
of dark crimson.
– Robert E. Howard, Knife, Bullet and Noose


Wild West
Written by Charles Rice
Development and Editing by Philip Reed
Proofreading by Mark Gedak
Layout by Philip Reed

Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold,


Steve Kenson, Bill Bodden, jim pinto, Evan Sass, Robert J. “ Dr. Evil” Schwalb
and Marc Schmalz

True20 Wild West is ©2007 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way
constitutes a challenge to the respective copyright holders of that material. True20, True20 Adventure Roleplaying, Green Ronin,
and their associated logos are trademarks of Green Ronin Publishing, LLC. Some artwork © Time Tunnel, Inc., used under license;
and © 2007 JupiterImages Corporation, used under license.
The following parts of True20 Wild West are designated as Product Identity, in accordance with Section 1(e) of the Open Game
License, Version 1.0a: all path descriptions, all other descriptive text, all logos. All game statistics and stat blocks are Open
Gaming Content, except for material previously declared Product Identity.
Produced by Ronin Arts. www.roninarts.com

P.O. Box 1723


Renton, WA
98057-1723
www.greenronin.com
custserv@greenronin.com


True20 Wild West

Contents
Introduction...................... 4 A Wild West Primer......... 31
Characters of People of the Wild West.............. 32

the Wild West.................... 5 Charlie Siringo (1855-1928) .....................32


Crazy Horse (1840-1877)...........................32
New Paths..................................... 6
Dirty Dave Rudabaugh (1854-1886)..........33
Doctor (Expert) . .......................... 6 Doc Holliday (1851-1887).........................33
Game Information.......................................6 Mysterious Dave Mather (a.k.a.
New York Dave) (1851-???)........................34
Gambler (Expert) ......................... 7
Red Cloud (1822-1909).............................35
Game Information.......................................8
Seth Bullock (1849-1919)..........................36
Hunter (Warrior) . ........................ 9 Sitting Bull (1831-1890)............................37
Game Information.....................................11 Adventures involving Sitting Bull...............37
Indian Agent (Expert) ................ 11 Squirrel Tooth Alice (???-???) ....................39
Game Information.....................................13 Wild Bill Hickok (1837-1876)....................39
Adventures involving Alice.........................39
Lawman (Warrior) . .................... 13 Wyatt Earp (1848-1929)............................40
Game Information.....................................14
Adventures with Wyatt Earp.......................41

Military Officer (Expert) ............ 15 Places in the Wild West............... 44


Game Information.....................................17 Deadwood..................................................44
Dodge City.................................................45
Outlaw (Expert) ......................... 17
Game Information.....................................17 Sample Wild West Progressions.. 47
Doctor Progression.....................................47
Scout (Expert) ............................ 19
Gambler Progression..................................55
Game Information.....................................19
Hunter Progression....................................62
Soldier (Warrior) . ...................... 21 Indian Agent Progression...........................69
Game Information.....................................21 Lawman Progression..................................76
New Feats.................................... 23 Military Officer Progression........................83
Outlaw Progression....................................91
Equipment.................................. 25 Scout Progression.......................................98
Melee Weapons...........................................25
Soldier Progression...................................105
Ranged Weapons........................................26
Bibliography.................. 112


True20 Wild West

Introduction
Throughout the latter half of the 19th century, Americans expanded
west in search of gold, freedom, or land. As the eastern United States
became more and more crowded, opportunities abounded on the frontier.
As these settlers moved, problems moved with them and brief flashpoints
of chaos erupted throughout the west. While these chaotic periods did
not last very long, the impact they had on our imaginations has lasted
considerably longer. Within the lifetimes of men like Wyatt Earp, dime
novels, then films, were made of their lives, sparking a genre of literature
and film that thrives to this day. The approach to this genre has changed
over time, but the ability for the open plain, where men and women had
to make their own way and frequently their own justice, continues to
fascinate us today.

Welcome to True20 Wild West, a toolkit for use Author’s Note: This supplement is a game, not a
with True20 Adventure Roleplaying. Within the history text. The lives of many historical persons in
pages of this book you will find everything that you the Wild West are heavily disputed and many of the
need to start a campaign based in the Wild West of events that happened bear racial and ethnic overtones
the United States of the late 1800s. We have focused uncomfortable to us today. While this book aims to
our attention on a few select elements in order create be a historically-based RPG of the Wild West it is first
a useful set of tools for both players and Narrators and foremost an RPG.
in as compact a space as possible. From characters
to equipment to an overview of famous people and
places, True20 Wild West is your introduction to a
time when the fastest gun wrote the law.


True20 Wild West
Characters
of the
Wild West


True20 Wild West
The following section details new options, Adventurer
including paths, for characters in a Wild West setting. Not all doctors were content to run their practice
Use the material in this section of the book, along with in Boston, some wanted to be where the action was.
the rules found in True20 Adventure Roleplaying, Field surgeons accompanied military units in the
to create – and equip – a character well-suited to Civil War and the Indian Wars that followed. Some
adventures in the Wild West. doctors preferred life on the frontier and preferred
using their skills to help the less fortunate.

Team Role

New Paths
Paths are a tool useful when you are stuck for a
In campaigns with no supernatural abilities,
the doctor will be the closest thing to a healer the
characters can find. His presence will greatly increase
their chances for survival and the odds of them living
character idea. A collection of suggestions, paths
to fight another day. Doctors also tend to know about
are not necessary to character creation but they will
everyone’s business. In a small town a doctor can tell
make the entire process – as well as advancement of a
you who’s caught what by sleeping with whom.
character – easier.

Doctor (Expert) Game Information


Doctors were a rare commodity in the Wild West. Abilities
Communities jockeyed to attract these necessary The doctor needs a high Wisdom since his
men of civilization, just as towns competed for primary skill, Medicine, is based on this ability. If
schoolteachers and railroads. If you had a doctor you the doctor plans on plying his trade under less than
were well on the way to living like decent, civilized ideal conditions then a high Wisdom becomes even
folk. more important, since he will also need to make
Concentration skill checks.

Doctor Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: -1 Dex: +0 Con: +1 Int: +2 Wis: +3 Cha: +1


Skills: Concentration 4 (+7), Craft (pharmaceutical) 4 (+6), Diplomacy 4 (+5), Handle Animal 4 (+5),
Knowledge (life sciences) 4 (+6), Language +0 (English, Greek, Latin), Medicine 4 (+7), Notice 4 (+7), Ride
4 (+4), Sense Motive 4 (+7), Survival 4 (+7)
Feats: Benefit (Doctor), Talented (Craft [pharmaceutical] and Medicine), Skill Mastery (Concentration, Craft
[pharmaceutical], Medicine, Notice), Surgery
Combat: Attack +0 (+0 Base, +0 Dex), Damage -1 (unarmed), Defense +0, Initiative +0
Saves: Toughness +1 (+1 Con), Fortitude +1 (+1 Con), Reflex +0, Will +5 (+2 Base, +3 Wis)
Weapons: None
Armor: None
Equipment: Bedroll, 5 days rations, Riding Horse, Medical Bag


True20 Wild West
Doctor Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Benefit (Doctor), Talented (Craft [pharmaceutical] and Medicine), Skill
Mastery (Concentration, Craft [pharmaceutical], Medicine, Notice),
Surgery
2 Expert 2nd Herbal Medicine
3 Expert 3rd Canny Dodge
4 Expert 4th Improvised Tools
5 Expert 5th Wealthy
6 Expert 6th Inspire (Complacency)
7 Expert 7th Well-Informed
8 Expert 8th Fascinate (Diplomacy)
9 Expert 9th Connected
10 Expert 10th Contacts
11 Expert 11th Skill Focus (Medicine)
12 Expert 12th Wealthy
13 Expert 13th Skill Focus (Craft [Pharmaceutical])
14 Expert 14th Suggestion (Diplomacy)
15 Expert 15th Inspire (Competence)
16 Expert 16th Wealthy
17 Expert 17th Challenge (Fast Task: Medicine, Diagnose Illness)
18 Expert 18th Challenge (Medicine, Heal Thyself)
19 Expert 19th Challenge (Calculated Risk: Medicine, Diagnose Illness to improve a later
healing check)
20 Expert 20th Wealthy

Expertise (Core Ability) Starting Feats


Befitting his status as an expert, the Doctor can The Doctor has Benefit (Doctor), Talented (Craft
spend a point of Conviction to gain 4 points in any [pharmaceutical] and Medicine), Skill Mastery
skill, including skills in which the Doctor is not (Concentration, Craft [pharmaceutical], Medicine,
currently trained or that cannot be used untrained. Notice), Surgery
These temporary skill ranks last for the duration of
the scene and grant their normal benefits.
Gambler (Expert)
Will (Good Saving Throw) Gambling was a respectable way to earn a living
The Doctor has Will as his good saving throw. in the Wild West, as tried and true a way to separate
the drunken cowboy from his hard-earned money
Suggested Skills as other “respectable” occupations such as tending
The following are suggested skills for the Doctor: bar or working in a brothel. The wilder the town, the
Concentration, Craft (pharmaceutical), Diplomacy, more money there was to be made, meaning that the
Gather Information, Handle Animal, Knowledge (life serious gambler needed to know when to move on.
sciences), Language (Latin, Greek), Medicine, Notice, Civilized towns were not good gambling territory.
Ride, Sense Motive, Search, Survival


True20 Wild West
Adventurer
Gamblers thrive on taking risks for a
suitable reward. While this will ordinarily
be done playing his chosen game of choice,
most gamblers are not above making
money in other ways, so long as it’s
exciting. Of course, since a gunfight is one
cry of “Cheat!” away, most gamblers find
their chosen profession exciting enough.

Team Role
Gamblers are slick, tricky men who have
a fast eye, fast hands or both. There are all
sorts of situations where those skills can
come in handy, and since gambling was a
rough and tumble profession in the Wild
West, gamblers also must be able to handle
themselves in a fight (or at least appear
menacing enough that they rarely have to
fight).

Game Information
Abilities
The gambler needs a good Dexterity for
quick hands (for cutting cards, drawing
his pistol when disagreements arise or

Gambler Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: +0 Dex: +2 Con: +0 Int: +0 Wis: +2 Cha: +2


Skills: Bluff 4 (+6), Diplomacy 4 (+6), Intimidate 4 (+6), Knowledge (streetwise) 4 (+4), Notice 4 (+6), Ride
4 (+6), Sense Motive 4 (+6), Sleight of Hand 4 (+6)
Feats: Banter, Lucky, Defensive Roll (+1), Firearms Training
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 (unarmed), Damage +1 (Knife), Damage +4 (Colt M-1873
Peacemaker), Defense +4 (+0 Base, +2 Dex, +2 Cha), Initiative +2 (+2 Dex)
Saves: Toughness +1 (+1 Defensive Roll, +0 Con), Fortitude +0 (+0 Base, +0 Con), Reflex +4 (+2 Base, +2
Dex), Will +2 (+0 Base, +2 Wis)
Weapons: Colt M-1873 Peacemaker, Knife
Armor: None
Equipment: Bedroll, 5 days rations, Riding Horse, Colt M-1873 Peacemaker, 30 rounds ammunition, Knife


True20 Wild West
Gambler Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Banter, Lucky, Defensive Roll (+1), Firearms Training
2 Expert 2nd Inspire (Complacency)
3 Expert 3rd Attack Focus (weapon)
4 Expert 4th Gambler’s Luck
5 Expert 5th Taunt
6 Expert 6th Sneak Attack (+2)
7 Expert 7th Defensive Roll (+2)
8 Expert 8th Uncanny Dodge
9 Expert 9th Inspire (Fear)
10 Expert 10th Dodge Focus (+1)
11 Expert 11th Improved Initiative
12 Expert 12th Dodge Focus (+2)
13 Expert 13th Quick Draw
14 Expert 14th Fascinate (Bluff)
15 Expert 15th Sneak Attack (+3)
16 Expert 16th Defensive Roll (+3)
17 Expert 17th Evasion
18 Expert 18th Suggestion
19 Expert 19th Elusive Target
20 Expert 20th Defensive Roll (+4)

both), a good Charisma for bluffing and a good Wis to


spot his opponents’ tells (since everyone knows if you Hunter (Warrior)
can’t spot the sucker you are the sucker). Large game hunting was both a sport and a
necessity in the Wild West. Men came to prove their
Expertise (Core Ability) ability to bring down big game but large bodies of men
Befitting his status as an expert, the Gambler can (such as railroad crews) also demanded enormous
spend a point of Conviction to gain 4 points in any skill, quantities of meat. The hunter was there to provide
including skills in which the Gambler is not currently food and protection from animals.
trained or that cannot be used untrained. These
temporary skill ranks last for the duration of the scene Adventurer
and grant their normal benefits. Many hunters came out west to seek one of the
largest game animals in North America, the Bison.
Reflex (Good Saving Throw) Still others were employed by ranchers to hunt
The Gambler has Reflex as his good saving throw. animals they preyed on their livestock, especially
wolves. Other hunters sought valuable pelts to
Suggested Skills sell that would eventually be turned into fur coats
The following are suggested skills for the Gambler: and hats for those living in the large eastern cities.
Bluff, Diplomacy, Gather Information, Intimidate, As a man who knows the wild and is an excellent
Knowledge (streetwise), Notice, Ride, Search, Sense shot with a rifle, hunters could be involved in a
Motive, Sleight of Hand variety of adventures from bounty hunting to
serving as an advance scout for military forays on
Starting Feats the frontier.
Banter, Lucky, Defensive Roll, Firearms Training


True20 Wild West
Hunter Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Warrior 1st Point Blank Shot, Far Shot, Firearms Training (or Weapon Training), Track
2 Warrior 2nd Trailblazer
3 Warrior 3rd Attack Focus (weapon)
4 Warrior 4th Attack Specialization (weapon)
5 Warrior 5th Tough (+1)
6 Warrior 6th Favored Opponent (Animals +2 skills/+1 damage)
7 Warrior 7th Greater Attack Focus (weapon)
8 Warrior 8th Greater Attack Specialization (weapon)
9 Warrior 9th Trackless
10 Warrior 10th Tough (+2)
11 Warrior 11th Favored Opponent (Animals +4 skills/+2 damage)
12 Warrior 12th Precise Shot
13 Warrior 13th Improved Precise Shot
14 Warrior 14th Tough (+3)
15 Warrior 15th Night Vision
16 Warrior 16th Smite Opponent
17 Warrior 17th Favored Opponent (Animals +6 skills/+3 damage)
18 Warrior 18th Uncanny Dodge
19 Warrior 19th Tough (+4)
20 Warrior 20th Diehard

10
True20 Wild West
Hunter Level 1 Role: Warrior 1st

Size: Medium Speed: 30 ft. Reputation: +0 Conviction: 3

Str: +0 Dex: +3 Con: +1 Int: +0 Wis: +3 Cha: -1


Skills: Notice 4 (+7), Ride 4 (+7), Stealth 4 (+7), Survival 4 (+7)
Feats: Point Blank Shot, Far Shot, Firearms Training (or Weapon Training), Track
Combat: Attack +4 (+1 Base, +3 Dex), Damage +0 (unarmed), Damage +4 (Model 1861 Muzzleloader), Damage
+2 (Bowie Knife), Defense +4 (+1 Base, +3 Dex), Initiative +3 (+3 Dex)
Saves: Toughness +1 (+0 Base, +1 Con), Fortitude +3 (+2 Base, +1 Con), Reflex +3 (+0 Base, +3 Dex), Will +3
(+0 Base, +3 Wis)
Weapons: Model 1861 Muzzleloader, Bowie Knife
Armor: None
Equipment: Bedroll, Riding Horse, Model 1861 Muzzleloader, 30 rounds, Bowie Knife

Many hunters established themselves in other careers,


ranging from Army scout to famous showman (such as Indian Agent (Expert)
Buffalo Bill Cody). As Indians were removed from the plains onto
small reservations where it was hoped they could be
Team Role controlled, a new bureaucracy, large and spectacularly
The hunter is an outdoorsman, tracker and marksman. corrupt, sprung up to administrate these new
Any adventure set in the outdoors, whether the prey is government lands. Ostensibly there to serve as a
animal or man would benefit from the presence of a liaison between the government and the reservation,
hunter. many Indian Agents were more concerned with lining
their pockets, skimming supplies and demanding
bribes for any sort of real action.
Game Information
Abilities Adventurer
In an era known for colorful characters that walked
The hunter needs a good Dexterity for marksmanship
on both sides of the law, where the local sheriff was
as well as a good Wisdom for Survival and Notice, two
likely the proprietor of the local brothel as well, Indian
key skills of his profession.
Agents were almost unanimously acknowledged as
Determination (Core Ability) the masters of graft. Even today calling someone
As a warrior, the Hunter can spend a point of an “Indian Agent” is not going to be taken as a
Conviction to immediately erase all bruised and hurt compliment if they know anything at all about how
damage conditions (and their associated penalties). the term has been used.
Still, while many agents used their positions to line
Suggested Skills their pockets, many others were praised by Native
The following are suggested skills for the Hunter: Craft Americans for fairness and honesty, such as Dr.
(traps), Handle Animal, Notice, Ride, Stealth, Survival Valentine McGillycuddy.

Starting Feats
Point Blank Shot, Far Shot, Firearms Training, Track

11
True20 Wild West
Indian Agent Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: +0 Dex: +2 Con: +0 Int: +0 Wis: +1 Cha: +3


Skills: Bluff 4 (+7), Diplomacy 4 (+7), Disguise 4 (+7), Gather Information 4 (+7), Intimidate 4 (+7), Ride 4 (+6),
Sense Motive 4 (+5), Stealth 4 (+6)
Feats: Connected, Contacts, Fascinate (Bluff or Diplomacy), Firearms Training
Combat: Attack +0 (+0 Base, +2 Dex), Damage +0 (unarmed), Damage +1 (Knife), Damage +3 (Colt M-1860
Revolver), Defense +2 (+0 Base, +2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +0 (+0 Base, +0 Con), Fortitude +0 (+0 Base, +0 Con), Reflex +4 (+2 Base, +2 Dex), Will +1
(+0 Base, +1 Wis)
Weapons: Colt M-1860 Revolver, Knife
Armor: None
Equipment: Bedroll, Riding Horse, Colt M-1860 Revolver (30 rounds), Knife

Indian Agent Level Progression


Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Connected, Contacts, Fascinate (Bluff or Diplomacy), Firearms Training
2 Expert 2nd Suggestion
3 Expert 3rd Well-Informed
4 Expert 4th Mass Suggestion
5 Expert 5th Uncanny Dodge
6 Expert 6th Taunt
7 Expert 7th Defensive Roll (+1)
8 Expert 8th Inspire (Complacency)
9 Expert 9th Quick Draw
10 Expert 10th Banter
11 Expert 11th Elusive Target
12 Expert 12th Defensive Roll (+2)
13 Expert 13th Sneak Attack (+2)
14 Expert 14th Dodge Focus (+1)
15 Expert 15th Wealthy
16 Expert 16th Defensive Roll (+3)
17 Expert 17th Evasion
18 Expert 18th Improved Evasion
19 Expert 19th Dodge Focus (+2)
20 Expert 20th Defensive Roll (+4)

12
True20 Wild West
Team Role
Indian Agents are notoriously smooth and have Lawman (Warrior)
excellent contacts among Native American tribes, As townsfolk moved onto the frontier, so did a
especially those confined to a reservation. If a group demand for law-enforcement capable of taming the
needs a mouthpiece, especially to talk to a Native wild towns springing up like weeds. Boom towns
American, an Indian Agent is their man. sprang up overnight along a new rail junction, cattle
drive stopover or for numerous gold and silver rushes
that spurred colonization of the wild frontier. These
Game Information towns sought to become more civilized and demand
for lawmen was high.
Abilities
An Indian Agent’s number one asset is his ability to
wheel and deal, meaning he needs a high Charisma.
Since Indian Agents also need to step lightly to avoid
angry “clients” or to skip out when their superiors
decide to take notice of their graft, a good Dexterity
is also advisable.

Expertise (Core Ability)


Befitting his status as an expert, the Indian Agent
can spend a point of Conviction to gain 4 points in any
skill, including skills in which the Indian Agent is not
currently trained or that cannot be used untrained.
These temporary skill ranks last for the duration of
the scene and grant their normal benefits.

Reflex (Good Saving Throw)


The Indian Agent has Reflex as his good saving
throw.

Suggested Skills
The following are suggested skills for the Indian
Agent: Bluff, Diplomacy, Disguise, Escape Artist,
Gather Information, Intimidate, Language (Apache,
Sioux), Notice, Ride, Search, Sense Motive, Stealth
and Survival

Starting Feats
Connected, Contacts, Fascinate (Bluff or
Diplomacy), Suggestion

13
True20 Wild West
Adventurer
It required a man of exceptional tenacity and
strength to bring order to the chaotic towns of the
Wild West. Of course, not many men have such
strength or the desire to use, especially without a
personal gain attached. For this reason totally honest
lawmen are one of the rarest commodities of the
time. For every Seth Bullock or Wild Bill Hickok there
are several Wyatt Earps and even more cowardly,
incompetent or totally corrupt men using their badge
to advance their interests and not those they swore
to protect.

Team Role
The Lawman is a valuable ally to have at your back
in a fight. If you need to fight someone and want
someone relatively trustworthy, who might also be
able to cloak your fight under the rule of law, then a
lawman is someone you want on your side.

Game Information
Abilities
The lawman needs to be a well-rounded character.
Sometimes he will need to talk his way out of trouble
and others he’ll need to fight.

Lawman Level 1 Role: Warrior 1st

Size: Medium Speed: 30 ft. Reputation: +0 Conviction: 3

Str: +1 Dex: +2 Con: +1 Int: +0 Wis: +0 Cha: +2


Skills: Diplomacy 4 (+6), Intimidate 4 (+6), Ride 4 (+6), Sense Motive 4 (+4)
Feats: Benefit (Lawman), Firearms Training, Quick Draw, Tough (+1)
Combat: Attack +3 (+1 Base, +2 Dex), Damage +1 (unarmed), Damage +4 (M-1873 Colt Peacemaker), Defense
+3 (+1 Base, +2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +2 (+2 Con, +1 Tough), Fortitude +3 (+2 Base, +1 Con), Reflex +2 (+0 Base, +2 Dex), Will +0
(+0 Base, +0 Wis)
Weapons: Cole M-1873 Peacemaker
Armor: None
Equipment: Bedroll, Riding Horse, Colt M-1873 Peacemaker, 30 rounds

14
True20 Wild West
Lawman Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Warrior 1st Benefit (Lawman), Firearms Training, Quick Draw, Tough (+1)
2 Warrior 2nd Assessment
3 Warrior 3rd Attack Focus (weapon)
4 Warrior 4th Stunning Attack
5 Warrior 5th Attack Specialization (weapon)
6 Warrior 6th Seize Initiative
7 Warrior 7th Tough (+2)
8 Warrior 8th Point Blank Shot
9 Warrior 9th Greater Attack Focus (weapon)
10 Warrior 10th Tough (+3)
11 Warrior 11th Greater Attack Specialization (weapon)
12 Warrior 12th Precise Shot
13 Warrior 13th Tough (+4)
14 Warrior 14th Startle
15 Warrior 15th Talented (Diplomacy and Intimidate)
16 Warrior 16th Vehicular Combat
17 Warrior 17th Track
18 Warrior 18th Tough (+5)
19 Warrior 19th Improved Ranged Disarm
20 Warrior 20th Improved Initative

Determination (Core Ability) as possible. Many of these forts saw large, permanent
As a warrior, the Lawman can spend a point of settlements grow up around them and military officers
Conviction to immediately erase all bruised and hurt were often asked to serve in multiple capacities to
damage conditions (and their associated penalties). help civilian governments get off their feet and get
organized. Of course there were also numerous
Suggested Skills Indian, Mexican and bandit attacks that could look
The following are suggested skills for the Lawman: more like war than crime and the military was called
Diplomacy, Gather Information, Intimidate, Notice, on to deal with those as well.
Ride, Sense Motive
Adventurer
Starting Feats Many military officers who were either too young
Benefit (Lawman), Firearms Training, Quick Draw, to serve in the Civil War or were unable to distinguish
Talented (Diplomacy and Intimidate) themselves there sought to make their reputations in
the Wild West. As settlers expanded, military attacks
by Indian forces became more and more common.
Military Officer Team Role
(Expert) The military officer is a good combatant but where
he really excels is making those around him better.
In order to protect the frontiers, the military was
tasked with establishing forts in hostile territory
where they would be able to defend as much ground

15
True20 Wild West
Military Officer Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Benefit (Military Rank), Firearms Training, Vehicular Combat (Ride),
Weapon Training
2 Expert 2nd Inspire (Courage)
3 Expert 3rd Master Plan
4 Expert 4th Assessment
5 Expert 5th Attack Focus (weapon)
6 Expert 6th Defensive Roll (+1)
7 Expert 7th Move-by Action
8 Expert 8th Startle
9 Expert 9th Defensive Roll (+2)
10 Expert 10th Fascinate (Diplomacy or Intimidate)
11 Expert 11th Reputation: (Excellence: Tactics or Menacing)
12 Expert 12th Inspire (Fear)
13 Expert 13th Inspire (Fury)
14 Expert 14th Point Blank Shot
15 Expert 15th Renown
16 Expert 16th Suggestion
17 Expert 17th Mass Suggestion
18 Expert 18th Defensive Roll (+3)
19 Expert 19th Inspire (Competence)
20 Expert 20th Defensive Roll (+4)

Military Officer Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: +0 Dex: +2 Con: +1 Int: +0 Wis: +0 Cha: +3


Skills: Bluff 4 (+7), Diplomacy 4 (+7), Handle Animal 4 (+7), Intimidate 4 (+7), Knowledge (tactics) 4 (+4), Ride
4 (+6), Sense Motive 4 (+4), Survival 4 (+4)
Feats: Benefit (Military Rank), Firearms Training, Vehicular Combat (Ride), Weapon Training
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 (unarmed), Damage +4 (Colt M-1873 Peacemaker), Damage
+3 (Cavalry Sword), Defense +2 (+0 Base, +2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +1 (+1 Con), Fortitude +3 (+2 Base, +1 Con), Reflex +2 (+0 Base, +2 Dex), Will +0 (+0 Base,
+0 Wis)
Weapons: Colt M-1873 Peacemaker, Cavalry Sword
Armor: None
Equipment: Bedroll, Warhorse (only if on active duty), Military Saddle (only if on active duty), Colt M-1873
Peacemaker, Cavalry Sword

16
True20 Wild West
Game Information
Abilities
As a leader of men, Charisma is the most
important ability for the military officer.
Since he will be involved in combat, physical
abilities are also important.

Expertise (Core Ability)


Befitting his status as an expert, the
Military Officer can spend a point of
Conviction to gain 4 points in any skill,
including skills in which the Military Officer
is not currently trained or that cannot be
used untrained. These temporary skill ranks
last for the duration of the scene and grant
their normal benefits.

Fortitude (Good Saving Throw)


The Military Officer has Fortitude as his
good saving throw.

Suggested Skills
The following are suggested skills for the
Military Officer: Bluff, Climb, Diplomacy,
Handle Animal, Intimidate, Knowledge
(tactics), Ride, Sense Motive, Survival and
Swim

Starting Feats
Inspire (Courage), Firearms Training,
Vehicular Combat (Ride), Weapon Training

Team Role
Outlaw (Expert) The outlaw is a good rider and a fast gun hand.
He specializes in getting in, taking what he wants
Not all the men and women who colonized
the frontier were honest. In fact some were there through intimidation or murder and then making a
specifically to take advantage of the chaos and quick (and hopefully clean) getaway.
lawlessness and prey on their fellow man. For these
dishonest cretins, the lawless frontier offered a
different, darker vision of freedom. Game Information
Adventurer Abilities
As a fast draw and an able horseman, Dexterity is
Many characters walk on the wrong side of the law
the Outlaw’s most important ability. A good Charisma
some of the time. The outlaw is a man who prefers to
is important as well for those times when a good lie or
operate outside the law. While many lawmen engage
a dangerous glance will do just as well as a gun.
in questionable activities on occasion, they at least
hold down a steady job. The outlaw has decided it’s Expertise (Core Ability)
better to take what he wants through robbery and Befitting his status as an expert, the Outlaw can
murder and spend the rest of his time enjoying the spend a point of Conviction to gain 4 points in any
chaotic atmosphere of towns of the Wild West. skill, including skills in which the Outlaw is not

17
True20 Wild West

Outlaw Level Progression


Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Improved Initiative, Firearms Training, Quick Draw, Sneak Attack (+2)
2 Expert 2nd Spur +10’
3 Expert 3rd Defensive Roll +1
4 Expert 4th All-Out Attack
5 Expert 5th Inspire (Fear)
6 Expert 6th Sneak Attack (+3)
7 Expert 7th Vehicular Combat (Ride)
8 Expert 8th Spur +20’
9 Expert 9th Defensive Roll (+2)
10 Expert 10th Uncanny Dodge
11 Expert 11th Move-By Action
12 Expert 12th Reputation: Menacing
13 Expert 13th Sneak Attack (+4)
14 Expert 14th Master Plan
15 Expert 15th Renown
16 Expert 16th Defensive Roll (+3)
17 Expert 17th Elusive Target
18 Expert 18th Dodge Focus (+1)
19 Expert 19th Sneak Attack (+5)
20 Expert 20th Defensive Roll (+4)

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True20 Wild West
Outlaw Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: +0 Dex: +3 Con: +1 Int: +0 Wis: +0 Cha: +2


Skills: Bluff 4 (+6), Gather Information 4 (+6), Intimidate 4 (+6), Knowledge (streetwise) 4 (+4), Ride 4 (+7),
Sleight of Hand 4 (+7), Stealth 4 (+7), Survival 4 (+4)
Feats: Improved Initiative, Firearms Training, Quick Draw, Sneak Attack (+2)
Combat: Attack +3 (+0 Base, +3 Dex), Damage +0 (unarmed), Damage +4 (Colt M-1873 Peacemaker), Damage
+1 (Knife), Defense +3 (+0 Base, +3 Dex), Initiative +7 (+4 Improved Initiative, +3 Dex)
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0 Base, +1 Con), Reflex +5 (+2 Base, +3 Dex), Will +0 (+0 Base,
+0 Wis)
Weapons: Colt M-1873 Peacemaker, Knife
Armor: None
Equipment: Bedroll, Riding Horse, Colt M-1873 Peacemaker, Knife

currently trained or that cannot be used untrained. Adventurer


These temporary skill ranks last for the duration of Scouts were often sent ahead into hostile territory
the scene and grant their normal benefits. alone, with only their wits and the speed of their
horse to protect them from the enemy. This was a
Reflex (Good Saving Throw) path to glory for many heroes of the Wild West, from
The Outlaw has Reflex as his good saving throw.
Frank Hopkins, to Buffalo Bill Cody (who received a
Suggested Skills Medal of Honor for his work as a scout) to Wild Bill
The following are suggested skills for the Outlaw: Hickok. Though scouts were employed by the military
Bluff, Diplomacy, Disguise, Gather Information, many scouts were civilians (including all three of the
Handle Animal, Intimidate, Knowledge (streetwise), famous scouts mentioned above).
Ride, Sleight of Hand, Stealth and Survival
Team Role
Starting Feats The Scout is a skilled tracker, horseman and stealth
Improved Initiative, Firearms Training, Quick expert.
Draw, Sneak Attack
Game Information
Scout (Expert) Abilities
Towns and military groups needed eyes and ears Dexterity and Wisdom are the scout’s two most
to determine what was happening in the vast areas important abilities, with Dexterity making him a
around the small pockets of civilization. A small better horseman and stealthier on foot, while Wisdom
group of bandits might be the precursor to a full-scale allows him to see enemies before they see him.
invasion. Timely information was as valuable as gold
and the best way to get that information, especially in Expertise (Core Ability)
areas where the telegraph was not yet installed, was Befitting his status as an expert, the Scout can
to employ a man with sharp eyes and a fast horse. spend a point of Conviction to gain 4 points in
any skill, including skills in which the Scout is not
currently trained or that cannot be used untrained.

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True20 Wild West
Scout Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Expert 1st Firearms Training, Spur (+10’), Trailblazer, Vehicular Combat (Ride)
2 Expert 2nd Track
3 Expert 3rd Defensive Roll (+1)
4 Expert 4th Trackless
5 Expert 5th Spur (+20’)
6 Expert 6th Endurance
7 Expert 7th Skill Mastery (Notice, Ride, Stealth, Survival)
8 Expert 8th Tireless
9 Expert 9th Spur (15 rounds)
10 Expert 10th Hide in Plain Sight
11 Expert 11th Defensive Roll (+2)
12 Expert 12th Canny Dodge (Wis)
13 Expert 13th Uncanny Dodge
14 Expert 14th Light Sleeper
15 Expert 15th Night Vision
16 Expert 16th Spur (20 rounds)
17 Expert 17th Defensive Roll (+3)
18 Expert 18th Far Shot
19 Expert 19th Improved Initiative
20 Expert 20th Defensive Roll (+4)

Scout Level 1 Role: Expert 1st

Size: Medium Speed: 30 ft. Reputation: +1 Conviction: 3

Str: +0 Dex: +2 Con: +1 Int: +0 Wis: +3 Cha: +0


Skills: Climb 4 (+4), Handle Animal 4 (+4), Notice 4 (+7), Ride 4 (+6), Sense Motive 4 (+7), Stealth 4 (+6),
Survival 4 (+7), Swim 4 (+4)
Feats: Firearms Training, Spur (+10’), Trailblazer, Vehicular Combat (Ride)
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 (unarmed), Damage +3 (Colt M-1860 Revolver), Damage +1
(Arkansas Toothpick), Defense +2 (+0 Base, +2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0 Base, +1 Con), Reflex +4 (+2 Base, +2 Dex), Will +3 (+0 Base,
+3 Wis)
Weapons: Colt M-1860 Revolver, Arkansas Toothpick
Armor: None
Equipment: Bedroll, Riding Horse, Colt M-1860 Revolver, Arkansas Toothpick

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True20 Wild West
These temporary skill ranks last for the duration of the Determination (Core Ability)
scene and grant their normal benefits. As a warrior, the Soldier can spend a point of
Conviction to immediately erase all bruised and hurt
Reflex (Good Saving Throw) damage conditions (and their associated penalties).
The Scout has Reflex as his good saving throw.
Suggested Skills
Suggested Skills The following are suggested skills for the Soldier:
The following are suggested skills for the Scout: Climb, Handle Animal, Intimidate, Jump, Knowledge
Climb, Handle Animal, Jump, Notice, Ride, Sense (tactics), Ride, Survival and Swim
Motive, Stealth, Survival and Swim
Starting Feats
Starting Feats Benefit (Military Rank), Firearms Training, Tough,
Firearms Training, Spur, Trailblazer, Vehicular Weapon Training
Combat (Ride)

Soldier
(Warrior)
Settlers needed protection and
the soldiers were the men charged
with protecting them. Though the
military tried to stay out of domestic
law enforcement, there were still
insurrections, Mexican bandits and
Indian marauders to deal with.

Adventurer
As settlers moved out into the West
the American military moved with
them, establishing forts to protect
critical trails, defending the new towns
and cities of a growing nation and
pursuing renegade Indians who would
had left the reservation in an attempt
to prevent the spread of whites into
their lands.

Team Role
The soldier is an able combatant
whether mounted or on foot, in melee
or at range. He has been given the best
training and equipment available for
his time and defends his country to
the best of his ability.

Game Information
Abilities
As a combat specialist, the soldier
needs good all around physical skills.

21
True20 Wild West
Soldier Level Progression
Character Role Level Feats/Supernatural Powers
Level
1 Warrior 1st Benefit (Military Rank), Firearms Training, Tough (+1), Weapon Training
2 Warrior 2nd Attack Focus (weapon)
3 Warrior 3rd Vehicular Combat (Ride)
4 Warrior 4th Attack Specialization (weapon)
5 Warrior 5th Tough (+2)
6 Warrior 6th Greater Attack Focus (weapon)
7 Warrior 7th Far Shot
8 Warrior 8th Greater Attack Specialization (weapon)
9 Warrior 9th Seize Initiative
10 Warrior 10th Point Blank Shot
11 Warrior 11th Precise Shot
12 Warrior 12th Tough (+3)
13 Warrior 13th Attack Focus (secondary weapon)
14 Warrior 14th All-out Attack
15 Warrior 15th Improved Critical (weapon)
16 Warrior 16th Tough (+4)
17 Warrior 17th Defensive Attack
18 Warrior 18th Attack Specialization (secondary weapon)
19 Warrior 19th Diehard
20 Warrior 20th Tough (+5)

Soldier Level 1 Role: Warrior 1st

Size: Medium Speed: 30 ft. Reputation: +0 Conviction: 3

Str: +2 Dex: +2 Con: +2 Int: +0 Wis: +0 Cha: +0


Skills: Climb 4 (+6), Intimidate 4 (+4), Ride 4 (+6), Survival 4 (+4)
Feats: Benefit (Military Rank), Firearms Training, Tough (+1), Weapon Training
Combat: Attack +3 (+1 Base, +2 Dex), Damage +2 (unarmed), Damage +4 (Springfield Model 1868), Damage +5
(Bayonet), Defense +3 (+1 Base, +2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude +4 (+2 Base, +2 Con), Reflex +2 (+0 Base, +2 Dex), Will +0
(+0 Base, +0 Wis)
Weapons: Springfield Model 1868, Bayonet
Armor: None
Equipment: Bedroll, Riding Horse, Springfield Model 1868 (if on active duty, otherwise Model 1861
Muzzleloader), Bayonet

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True20 Wild West
Banter (General)
New Feats
In most instances, the feats included in True20
You are adept at making witty (read: annoying)
comments that distract your opponent in combat.
When unarmored and unencumbered you add
Adventure Roleplaying are all you will need to create your Charisma modifier as a dodge bonus to your
a character for any genre. There are times, however, Defense. This bonus is in addition to the standard
when genre-specific feats can prove useful. For such dodge bonus granted by Dexterity. You lose your
times we have included the following new feats. Banter bonus if you are wearing armor or carrying
more than a light load.

Benefit (Doctor) (General)


Doctors are afforded a great deal of courtesy and
respect. A character with this benefit is assumed
to be educated and knowledgeable and will often
be consulted in town affairs. He will also not be
attacked unless he has proven himself hostile or
untrustworthy.

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True20 Wild West
Benefit (Lawman) (General) Herbal Medicine (Expert)
Officers of the law are afforded many Prerequisite: Craft (pharmaceutical) 4 ranks
privileges in the Wild West. They may make You can make a Search check to find medicinal
arrests, imprison suspects until a hearing can be ingredients in any natural local except one that is
held (which could take days or weeks depending almost completely lifeless. The DC of this check
on how far away the nearest judge is) and in many depends on where you are: in a verdant forest
cases are charged with collecting taxes. If the or rain forest the DC is 10, in dry Midwest type
Lawman abuses these privileges, this feat can be environment the DC is 15, in a city or desert the
revoked. However, even if a character loses an DC is 20 and in a very harsh environment (the
election or is removed as a lawman in a certain Antarctic, the Sahara) the DC is 25.
locale, he will still be treated with respect as he
travels and will be much more likely to be asked Horse Whisperer (Expert)
to serve as a lawman or temporarily as a deputy
Prerequisite: Animal Empathy
or member of a posse in times of danger.
You can ride a horse bareback (with nothing
other than a blanket) without suffering a penalty to
Benefit (Military Rank)
Ride skill checks. Both you and your mount gain a +1
Characters with military rank will be called Dodge bonus to Defense while working together.
upon to protect communities in their area.
However, a character with active military rank
will have access to better equipment. A character
Spur (Expert)
with this benefit can requisition equipment as Prerequisite: Ride 4 ranks
if possessing Wealth of 20 plus his Reputation. You can urge your mount to greater speed. Your
However, this equipment is still the property of mount’s speed increases by +10’ per round for 10
the military and if the character wishes to leave rounds, after which it must slow to one-half speed
active duty (no longer be subject to military for 10 rounds.
orders) he must return or pay for any equipment You may take this feat multiple times. When
requisitioned. you do, you may either increase the speed bonus
by +10’ (maximum of +20’) or you may increase the
Gambler’s Luck (Expert) duration by 5 rounds (maximum of 20 rounds). If
Prerequisite: Lucky you increase the duration, the duration at which
Once per day you may re-roll an attack roll, your mount must move at one-half speed is also
a skill roll, or a saving throw. The type of roll increased.
you can re-roll must be selected when the feat is
chosen and may not be changed. When this feat Surgery (Expert)
is used to make a roll a second time, the second Prerequisite: Medicine 4 ranks
roll is always used (as opposed to Conviction, On a successful Medicine check (DC 20) your
which allows you to choose the better of the two patient may make an immediate recovery roll at
rolls). Once this feat has been used to re-roll a no bonus. A patient may only benefit from surgery
check, Conviction may not be used to roll that once (meaning you may not use this feat again until
check an additional time, nor may any other the target is injured again).
ability allow another check.
This feat can be selected multiple times. Each Warrior’s Mount (Warrior)
time you select this feat you may either select a Prerequisite: Handle Animal Rank 6, Ride Rank 6
different type of roll or you may use the ability
You have a special warhorse with which you share
an additional time each day.
an almost supernatural bond. This ability functions
as the Familiar feat except that your Warrior levels
are used to determine the abilities granted to your
warhorse.

24
True20 Wild West
Bowie Knife, to be heavy enough for chopping wood,

New light enough for combat and sharp enough to shave,


thus allowing the weapon to serve in equal measure
as a tool.

Equipment
The following equipment can be found in Wild
Bayonet
This weapon can either be wielded by hand, where
it is treated as a common knife (see the True 20 core
West campaigns. While not an exhaustive list of items rulebook for stats for a common knife) or it can be fixed
available to the period, these are enough to get your to the end of a rifle, converting that rifle into a spear.
game started on the right foot. This was especially important for muzzle-loaders and
other rifles with a long loading time, since the enemy
would charge and attempt to overrun the enemy while
Melee Weapons they were reloading. Close combat was thus a much
In addition to many of the melee weapons described more common occurrence than with later rifles.
in True20 Adventure Roleplaying (club, knife, whip,
etc.), the following weapons are suitable for Wild West Bowie Knife
adventures. Designed by Jim Bowie and created by James
Black, the Bowie Knife is a massive (as knives go)
Arkansas Toothpick slashing weapon with a blade between 6 and 12-
A long thin knife with a 12 to 20-inch blade, the inches long. It is designed to serve equally well as a
Arkansas Toothpick was the second most popular weapon or tool, being heavy enough to chop wood,
knife in the Wild West (second to the Bowie Knife) light enough to serve as a weapon and sharp enough
and is also credited to James Black. As a true frontier to function as a razor.
knife, the Arkansas Toothpick was designed, like the

Revolvers
Weapon Damage Critical Damage Range Size Cost
Bonus Descriptor Increment
Colt M-1860 +3 20/+3 Ballistic 30 ft. Small 16
Colt M-1873 +4 20/+3 Ballistic 40 ft. Medium 19
LeMat +3 20/+3 Ballistic 30 ft. Medium 18
revolver*
LeMat (firing +2 20/+3 Ballistic 20 ft. Medium 18
grapeshot)*
*See this weapon’s description for more information

Melee Weapons
Weapon Damage Critical Damage Range Size Cost
Bonus Descriptor Increment
Arkansas +1 19-20/+4 Piercing 10 ft. Tiny 8
Toothpick
(Simple)
Bayonet +3 19-20/+4 Piercing --- Large 5
(Martial)
Bowie Knife +2 20/+3 Slashing --- Tiny 9
(Simple)

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True20 Wild West
Rifles
Weapon Damage Critical Damage Range Size Cost
Bonus Descriptor Increment
Long Rifle (a.k.a. Kentucky +3 20/+3 Ballistic 60 ft. Large 14
Rifle)
Model 1861 Muzzleloader +4 20/+3 Ballistic 70 ft. Large 17
Hawken Rifle +5 20/+4 Ballistic 70 ft. Large 18
Shotgun, muzzle-loader +4* 20/+3 Ballistic 30 ft. Large 15
Shotgun, single barrel +5* 20/+3 Ballistic 40 ft. Large 18
breech-loader
Shotgun, double barrel +5/+7* 20/+3 Ballistic 40 ft. Large 19
breech-loader
Shotgun, Winchester +5 20/+3 Ballistic 40 ft. Large 22
Model 1887 Lever Action
Sharps Rifle +4 20/+3 Ballistic 70 ft. Large 20
Sharps Carbine +4 20/+3 Ballistic 50 ft. Med. 20
Berdan-Sharps Rifle** +4 20/+3 Ballistic 80 ft. Large 24
Shotgun, sawed off +1* * * -10ft.* Med. +1*
Springfield Model 1868 +4 20/+3 Ballistic 70 ft. Large 19
Spencer Carbine +4 20/+3 Ballistic 50 ft. Med. 21
Henry Rifle*** +5 19-20/+4 Ballistic 90 ft. Large 25
Winchester Model 1873 +6 19-20/+4 Ballistic 100 ft. Large 23
* See the weapon’s description for more information
** Berdan Sharps Rifles are masterwork weapons
***Henry Rifles are masterwork weapons

Colt M-1873 (a.k.a. Colt Peacemaker,


Ranged Weapons a.k.a. Colt .45)
Here’s the real heart of the west, the guns! The This famous revolver has been in continuous
following selection of six-shooters, shotguns, and production from its invention through the present
rifles is all you should ever need for Wild West day. In fact, General George Patton carried no other
adventures. sidearm during the Second World War. Many of
these weapons are masterwork and masterwork Colt
revolvers of this type are often highly ornate, with
Revolvers ivory handles, engravings and even gold inlay. These
Colt M-1860 weapons could have costs of 25 or more.
These six-shot revolvers saw use by both sides The Colt M1873 can fire 6 times before it needs to
during the Civil War. be reloaded. Reloading a Colt revolver requires one
The Colt M1860 can fire 6 times before it needs to move action per chamber.
be reloaded. Reloading a Colt revolver requires one
move action per chamber. LeMat Revolver
A .42 caliber revolver designed by Jean Alexander
LeMat of New Orleans, the LeMat saw extensive use
as a sidearm for Confederate officers during the Civil
War.

26
True20 Wild West
The LeMat can fire 9 times before it needs to be The name “Hawken Rifle” refers to a brand of
reloaded. A very unusual feature of the LeMat is that these rifles handmade by the Hawken brothers of
it can also handle grapeshot, effectively allowing the St. Louis that were justly famous for their quality. A
weapon to be used as a “pocket shotgun”. The second true Hawken rifle is recognizable by its distinctive
line of statistics is used for the LeMat when loaded octagonal barrel. Weapons handmade by the Hawken
with grapeshot, which inflicts less damage but grants brothers are always Masterwork and have a cost of
the attacker a +2 bonus to his attack roll. 21 or more. Some of the famous men known to own
Reloading a LeMat revolver requires one move a true Hawken rifle include Kit Carson and Theodore
action per chamber. Roosevelt.
The Hawken Rifle is a muzzle-loader and can be
fired once every two rounds (reloading requires a full
Rifles action or two move actions, if the person wielding
Hawken Rifle (a.k.a. Plains Rifle, the weapon wishes to move each round this can be
a.k.a. Mountain Rifle) extended over two rounds rather than one).
These muzzle loading, large-bore rifles began to Henry Rifle
replace Kentucky Rifles in the 19th century. They The Henry rifle is without a doubt one of the
have more stopping power, making them finest weapons ever made and was one of the
especially popular for big-game hunters weapons that helped tame the Western
going after (or expecting to encounter) frontier. Accurate at range and able to fire
elk, grizzlies or bison. As such, they are 16 times before needing to be reloaded, the
most often carried by mountain men Henry rifle was never issued during the
and plains hunters (such as Buffalo Civil War but was such a valued weapon
hunters), hence their generic names. that soldiers often saved their pay to buy

27
True20 Wild West
Shotgun Realism
For those wishing to inject a little additional “shotgun realism” into their Wild West games, the following
modifications to the shotgun statistics presented here may be used: increase damage by +1 and reduce range
increment by -10 feet. Shotguns under this optional rule only do this damage within one range increment. For
every range increment beyond the first, reduce the damage by one. Since this may affect player weapon choices,
Narrators should inform players if they are using this optional rule during character creation.

these weapons on their own. These weapons amazed Model 1861


Confederate soldiers who referred to the Henry Rifle A breakthrough in rifled-musket design, the
as “that damned Yankee rifle that was loaded on Model 1861, like its British counterpart the P/51
Sunday and fired all week.” are based on the work of French Captain Claude-
Eventually these weapons would be mass produced Etienne Minie. Designers had known for some time
and turned into one of the finest standard-issue that rifled barrels were more accurate at range but
rifles in the history of the American military, the these took longer to load from the muzzle. The Model
Winchester Model 1866. The Model 1866 is identical 1861 solves this problem, taking no more time to
to the Henry Rifle statistics given here except it is not load than a traditional muzzle-loader. These weapons
a masterwork weapon and its cost is reduced by 3. were used by both the North and the South during
the Civil War (while each side had its own design,
The Henry Rifle can be fired 16 times before it
the weapons were functionally identical, even able to
must be reloaded. Inserting a fully loaded cartridge
use the same ammunition despite being designed for
is a move action. Loading individual rounds into a
slightly different calibers).
cartridge requires four full actions (one move action
per round). The Model 1861 is a muzzle-loader and can be
fired once every two rounds (reloading requires a full
Long Rifle (a.k.a. Kentucky action or two move actions, if the person wielding
Rifle, a.k.a. American Rifle, a.k.a. the weapon wishes to move each round this can be
Pennsylvania Rifle) extended over two rounds rather than one). The
A true American invention, the long rifle was one Model 1861 is well-suited to using the bayonet.
of the weapons used to win the Revolutionary War
and saw action in the War of 1812 as well (when it Sharps Rifle
gained its most popular nickname, the Kentucky These falling block action weapons were issued in
Rifle). Known for their exceptional range, these limited numbers during the Civil War where their high
weapons can be handmade on the frontier and are rate of fire (compared to the more common muzzle-
especially common in the Appalachian Mountains, loaders that were standard issue in the day) made
where they will continue to be made well into the 20th them popular enough that many soldiers bought
century. their own. These weapons came in three models,
the standard rifle, the carbine, which was extremely
Long rifles are muzzle-loaders and can only be fired
popular among cavalry soldiers during the war and
once every three rounds (reloading requires two full
the Berdan-Sharps Rifle used by Hiram Berdan’s
actions or four move actions, if the person wielding
Sharpshooters, the snipers of the Civil War.
the weapon wishes to move each round, this can be
extended over four rounds rather than two). These Sharps rifles require a move action to reload,
weapons are also too light to be used with a bayonet meaning they can be fired every round if the attacker
(50% of the weapon’s barrel breaking each round this doesn’t move.
is attempted).

28
True20 Wild West
Shotgun, muzzle-loader
These weapons are actually older than the
musket and blunderbuss. They were for a time
completely replaced in military use by long
rifles, which had a significantly better range.
Shotguns remained in use among frontier folk
and hunters however and it is the American
frontiersman credited with the first use of
the term “shotgun” for this type of weapon by
James Fenimore Cooper.
The shotgun has an extremely short range
but within that range possesses tremendous
stopping power. This led to it being re-adopted
by military forces during the Civil War, where
it was favored among cavalry forces. The spread
of the shot was more forgiving to shooting
at a moving target from a moving horse and
if anything got close to the cavalryman in an
attempt to dismount him he could unleash a
devastating blast of shot at close range.
The muzzle-loading shotgun can be fired
once every two rounds (reloading requires a
full action or two move actions, if the person
wielding the weapons wishes to move each
round this can be extended over two rounds
rather than one). Shotguns are not suited to
using the bayonet during this period (later,
military shotguns will be).

Shotgun, single-barrel breech


loader
This is a typical “break open” shotgun
Outside of their popularity with hunters and law-
seen in movies and television. These weapons were
enforcement, these weapons were issued to strongbox
popular in the Wild West for home protection and law
guards on stagecoaches. These men were formally
enforcement because of their high stopping power
known as “Express Messenger” but were soon dubbed
yet low penetration (you don’t have to worry about
“Shotgun Messengers” by the public, giving rise to the
a bullet passing through a criminal and hitting an
term “riding shotgun” that continues to this day.
innocent bystander).
Wells Fargo would frequently give custom-designed
Loading a single-barrel shotgun is a move action
shotguns to loyal, long-time Express Messengers and
meaning it can be fired every round provided the
such weapons should be considered masterwork.
attacker remains still.
Wyatt Earp worked for a time as an Express Messenger
Shotgun, double-barrel breech loader for Wells Fargo (though he never received one of these
This weapon is similar to the single-barrel variety gifts from the company).
except that loading both barrels requires a full round
(or two move actions) and the weapon can be fired
Shotgun, Winchester Model 1887
twice before it needs to be reloaded. What really
Lever Action
Designed by legendary weaponsmith John
makes this weapon unique however is the ability
Browning, this first true semi-automatic shotgun
to fire both barrels at once, which uses the second
used the lever action that made Winchester so
damage rating.

29
True20 Wild West
famous. This method of semi-automatic fire was not Spencer Carbine
Browning’s first choice, he thought a pump-action One of the first cartridge-fed weapons in the
made more sense for a shotgun but he was overruled American military, the Spencer Carbine saw limited
(temporarily, Browning’s pump-action model was use among Union forces during the Civil War. The
released six years later and instantly overshadowed ability of this weapon to fire 7 times before reloading
the lever-action rifle). proved to be a great boon to forces fighting in the
The Model 1887 uses a 6 round internal magazine Indian Wars.
that requires three full rounds (or 6 move actions) to The Spencer Carbine can be fired 7 times before it
reload. When fully loaded the weapon may fire once must be reloaded. Inserting a fully loaded cartridge
per round. is a move action. Loading individual rounds into a
cartridge requires two full actions.
Shotgun, sawed-off
Sawing off the barrel of a shotgun makes it Springfield Model 1868 (a.k.a.
even more deadly at close range. In the modern era Springfield Trapdoor)
these weapons are illegal because they are easy to These rifles were a prototype version of the
conceal and not much use for hunting (anything Springfield Model 1873, which would be the first
but people). A character with Craft (carpentry, standard-issue breech-loading rifle in the American
structural, weaponsmith) or a similar skill can make military. These weapons were rushed into the hands
the modification himself on a regular shotgun of any of soldiers fighting Native American forces along the
type. The cost increase is for paying someone else to Bozeman Trail (see Red Cloud’s biography for more
make the modification. information on this conflict). The Sioux had the reload
times of American forces down to an exact science and
would use feints and diversions to force soldiers to
fire, then rush in en masse and overwhelm military
positions. These weapons could fire significantly
faster, preventing these tactics.
The Model 1861 must be reloaded each
time it is fired. However, this process
is much faster than that required by
older muzzle-loaders, requiring a
single move action to reload (meaning
the weapon may be fired every round
provided the attacker is stationary). The Springfield
Model 1868 is able to use a bayonet as well.

Winchester Model 1873


The rifle that has been called “the gun that won
the west”, the Winchester Rifle was the most
popular weapon of its age, with over 500,000
sold by 1900.
The Winchester Model 1873 can be fired
18 times before it must be reloaded.
Inserting a fully loaded cartridge is
a move action. Loading individual
rounds into a cartridge requires four
full actions and one move action (one
move action per round).

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A Wild West
Primer

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Primarily for the Narrator’s eyes, A Wild
West Primer presents informaton on real people
and places; a great leg up for any overworked
Narrator’s Wild West campaign. Additionally,
we have included complete sample character
progressions from levels 1-20 for the paths
introduced earlier in this book.

People of
the Wild
WestThis section of the book is dedicated to a
selection of characters – real people that lived in
the Wild West – that a Narrator can throw into
his campaign. See the bibliography (p. 112) for a
selection of suggested resources that will greatly
expand on the material found here.

Charlie Siringo
(1855-1928)
A cowboy working for ranchers in Dodge that he would be a great protector of his people. After
City and elsewhere, Siringo is much smarter than the his fame grew because of bravery and victory in battle
average cowboy. In 1884, after retiring and becoming against the enemies of the Sioux, both fellow Native
a business man, he will write “A Texas Cowboy; Or Americans and American military, Crazy Horse was
Fifteen Years on the Hurricane Deck of a Spanish Pony”, made a war leader of the Sioux.
one of the first true accounts of the life of a frontier Crazy Horse was one of the war leaders present at
cowboy, a book that will make him famous. In 1886, “Fetterman’s Massacre” (see Red Cloud’s biography
after only two years as a businessman, Siringo will for more information), the worst defeat inflicted on
become a Pinkerton Detective. During Dodge City’s the American military by Native Americans until the
boomtown days, the PCs could meet Siringo in the Little Big Horn. Crazy Horse was the war leader of
occupations he worked in during those days, including the “Wagon Box Fight” in which 31 American soldiers
as a cowboy or hired gun. withstood repeated attacks by over a thousand Sioux
warriors using new breech-loading rifles that fired 6-7
times faster than the Civil War-era muzzleloaders the
Crazy Horse (1840-1877) Sioux had defeated before. This battle was a portent of
As a young man Crazy Horse participated in the
things to come for the Sioux as the 31 soldiers killed
normal activities of an Oglala Sioux warrior, going
60 Sioux warriors and injured 120 while losing only 5
on horse raids with his fellow tribesmen and killing
of their own men. They were able to hold out until a
warriors from rival tribes for violating Sioux territory.
larger relief force arrived from a nearby fort and drive
While on a vision quest, Crazy Horse received a vision
the Sioux away completely.

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In 1876, during the Black Hills War, Crazy Horse
led an attack on General Crook’s forces that prevented Doc Holliday (1851-1887)
him from linking up with Lt. Col. Custer’s 7th Cavalry. The man remembered as Doc Holliday was born
He then led one of the attacking forces that ambushed John Henry Holliday in Griffin, Georgia. In 1872
Custer at the Battle of Little Big Horn, killing Custer’s Holliday received a Doctor of Dental Surgery degree
force to the last man in the worst defeat the American from the Pennsylvania College of Dental Surgery
military suffered during the Indian Wars. and opened a dental office in Atlanta, Georgia with
Arthur C. Ford. Shortly after beginning his practice,
In 1877 Crazy Horse suffered a defeat by Holliday was diagnosed with tuberculosis, a disease
American forces using more advanced weaponry, that had previously claimed his mother (it is possible
including artillery that the Indian forces had no he contracted it from her). He was given only a few
means of defeating. With his forces suffering from months to live but was told that the drier climate of
cold and hunger, and with Sitting Bull having already the western frontier might prolong his life.
been defeated by American forces, Crazy Horse
surrendered to the Americans and was transported Upon moving west, Holliday first settled in Dallas,
to Camp Robinson, Nebraska. Texas where he opened a dentist office and began
gambling. He soon found poker to be a better way to
Following a series of misunderstandings at Camp make money than dentistry. It was also at this time
Robinson, in which both whites and Indians who had that he began to run afoul of the law. He was charged
personal grudges conspired against him, Crazy Horse (though not convicted) for trading gunfire with a
was attacked with a bayonet that lacerated his kidney saloon owner and after being charged and fined for
and was treated by Dr. Valentine McGillycuddy, who “gaming” he left Texas for a time. In the years that
pronounced him dead at midnight. Crazy Horse’s followed he spent time in Denver, Cheyenne and even
father took his body into the badlands and buried Deadwood but by 1877 he was back in Fort Griffin,
him there. Texas where he first met and became friends with
Wyatt Earp. Throughout this time Holliday continued
to run into trouble with the law and get into violent
Dirty Dave Rudabaugh altercations, later saying he preferred death by knife
(1854-1886) or gun to tuberculosis.
Nicknamed “dirty” for habits of personal hygiene
appalling to the cowboys of the Wild West, Dave was
a small-time outlaw and cattle rustler driven from
Dodge City by Wyatt Earp, who tracks the killer all
the way to Ft. Griffen, Texas before losing him. It is
during this adventure that Earp meets Doc Holliday
and Big Nose Kate. The PCs could well be invited to
come along on this mission if they are friends of Earp.
The PCs might get to witness a bit of history in the
course of this assignment: the first meeting between
Earp and Doc Holliday.
Although he will escape Wyatt Earp, Dirty Dave
will eventually be captured by a posse led by Bat
Masterson after his gang tries unsuccessfully to rob
a train. After his release from custody, Masterson
will hire Rudabaugh to participate in the “Rail Wars”,
conflicts where rival rail companies would hire armed
men to hinder their rival from moving into an area.
Following his participation in the Rail Wars, Dirty
Dave was a member of the “Dodge City Gang” with
fellow Dodge City resident Mysterious Dave Mather.

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In 1878 Doc followed his friend Wyatt to Dodge Following the end of the Rail Wars, Dave joined
City where both worked fleecing drunk cowboys of several other former residents of Dodge City
their pay playing cards. This is also the last time including Dirty Dave Rudabaugh and possibly Wyatt
Holliday practiced dentistry, which he did as a side Earp in Las Vegas, New Mexico where they formed
job out of his hotel room. He would later say he the “Dodge City Gang”. While a member of this gang
only practiced dentistry for 5 years total. Dave was involved in the “Variety Hall Shootout”, the
While in Dodge City, Holliday cemented his most famous fight of his career. Dave and Marshal
reputation as a professional gambler and gunman, Joe Carson entered the town hall and confronted
serving as one of Bat Masterson’s hired guns in four cowboys. During the fight Marshall Carson and
the “Rail War” and also his first reported killing, two of the cowboys were killed, while the other two
shooting a man who was molesting a bar hostess, cowboys were wounded and escaped. Mysterious
of which Holliday was acquitted. Dave emerged from the battle unscathed.
By 1879 Dodge City was transitioning from Following the incident at Variety Hall, public
cattle boomtown to sleepy Midwestern town opinion turned sharply against the Dodge City Gang
and men like Holliday began to seek greener, less and they left Las Vegas, going their separate ways.
civilized pastures further west. Holliday again Dave wound up in Dallas, Texas where he operated
followed his friend Earp to the silver boomtown under the pseudonym Dave Matthews. While in
of Tombstone, Arizona where he became involved Dallas, Dave had the longest known romance of
both in the famous O.K. Corral gunfight as well as his life with the African-American Madame of a
the Earp vendetta ride that followed it (see Wyatt local saloon named Georgia Morgan. The romance
Earp’s biography for more information on these ended when Dave left her, taking with him some of
events). her property, prompting her to attack him with a
butcher’s knife, for which Georgia was arrested.
After the events in Tombstone, Wyatt and his
companions made their way to Colorado and were Perhaps again feeling unwelcome, Dave left
cleared of all charges springing from their vendetta. Dallas and returned to Dodge City, where Wyatt
Here Wyatt and Holliday parted ways, though Earp and Bat Masterson were hiring gunfighters
they remained close. Holliday’s health began to for the Dodge City War (see Dodge City for more
deteriorate badly and at a trial for shooting a man, information). Following these events Dave became
Holliday weighed only 122 pounds. He traveled to the owner of the Opera House saloon and was
a nearby sulfur spring, hoping that it would aid his elected Deputy Sheriff when he became involved in
condition but it might have done him in. He died a feud with Tom Nixon. Nixon owned a rival saloon
of tuberculosis after all, in Glenwood, Colorado at and then used his connections with the mayor to
the age of 36. successfully run for election as Deputy Sheriff in
place of Dave. Things came to a head when Nixon
shot at Mysterious Dave and missed in the street.
Several days later Mysterious Dave returned the
Mysterious Dave Mather favor, approaching Nixon and shooting him dead. He
(a.k.a. New York Dave) then surrendered himself to the authorities and was
exonerated on the charge of murder, since Nixon’s
(1851-???) earlier attack was successfully seen as grounds for
A Connecticut-born lawman and hired gun,
self-defense.
Mysterious Dave styled himself a descendant of
Cotton Mather (which he actually was). His taciturn Mysterious Dave was again arrested later on
nature gave him his most famous nickname and suspicion of killing a man over a poker game.
Dave was a known associate of Wyatt Earp and After posting bail he left Dodge City and was
Bat Masterson. While living in Dodge City, Dave never seen or heard from again, though numerous
was one of the gunmen hired by Bat Masterson to stories surfaced of men thought to be Mysterious
participate in the Rail Wars. Dave living and working under a different name
from several locations, none of these stories were
confirmed by anyone who knew Dave. The time and
date of his death are thus unknown.

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Red Cloud (1822-1909)
Red Cloud was an Oglala Sioux, one of
the seven branches of the Lakota Sioux,
a chieftain who led one of the most
successful Native American campaigns
against the United States military in the
Wild West. As a young man he fought
many campaigns against the Pawnee
and Crow, gaining extensive military
experience that would prove valuable
to his conflicts with American military
forces.
Red Cloud conducted a series of
campaigns against American forces in
what became known as “Red Cloud’s
War” or the “Bozeman War”. Red Cloud
was one of many Native American
leaders who believed the United States
was violating the Treaty of Fort Laramie
and establishing bases in forbidden
areas of Indian Territory in the Powder
River hunting grounds in modern day
Montana.
After the Battle of Tongue River,
in which the United States military
defeated the Arapaho Indians, a council
was called at Fort Laramie to discuss the
establishment of military posts through
Lakota Sioux territory so that miners
attempting to reach the gold in Montana
fighting ability, greater numbers and superior
could be protected. As Red Cloud was conducting
knowledge of the terrain as reasons not to fight Red
these negotiations military reinforcements arrived
Cloud’s forces. This angered many of Carrington’s
with construction supplies and orders to begin
men, especially Lt. Col. William J. Fetterman, a Civil
constructing the outposts. Enraged that the orders
War veteran who boasted that with 80 men he could
for the outposts had already been issued, before the
ride unfettered through the whole of Sioux territory.
treaty had even been negotiated, Red Cloud left Fort
Laramie vowing to resist any incursion into Sioux On December 21st, 1866 a wood train was attacked
territory. and Lt. Col. Fetterman assumed command of a relief
expedition that numbered 81 men. Despite warnings
Despite their inability to negotiate terms for the
not to cross too far into Indian territory Fetterman
outposts, they were established anyway, with three
pursued an Indian decoy party led by an Oglala Sioux
being constructed in Sioux territory: Fort Reno, Fort
warrior named Crazy Horse. Fetterman followed
Phil Kearny and Fort C. F. Smith. Red Cloud formed
Crazy Horse and his decoy party down into a valley
a large coalition of Sioux, Arapaho and Northern
where 3,000 Sioux warriors awaited them. There were
Cheyenne Indians and laid siege to Forts Phil Kearny
no survivors of the battle, dubbed the “Fetterman
and C. F. Smith. His warriors also closed the Bozeman
massacre”. All the bodies were severely mutilated
trail, cutting off settlers from the Montana gold and
except one, a young bugler named Adolph Metzler
attacked any white found in Sioux territory.
who had killed several Sioux warriors with his bugle.
The leader of the soldiers, Col. Carrington was an His body was left untouched, covered in a Buffalo
engineer and spent most of his time improving the blanket as a tribute to his bravery.
fortifications at his three outposts, citing the Indians’

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Colonel Carrington was relieved of his command
and resigned his commission shortly thereafter.
Meanwhile the new commander of Fort Phil Kearny,
General Wessels pursued a strategy very similar to
that employed by Col. Carrington and never launched
a major offensive against Red Cloud’s forces. By
then the transcontinental railroad had reached
southwestern Wyoming and it was thought there
were better routes to the Montana gold that did not
require passing through Sioux territory.
When peace negotiators arrived Red Cloud
refused to meet with them until the three forts in
Sioux territory were abandoned. In 1868 the forts
were abandoned and Red Cloud signed the new
Treaty of Fort Laramie which created the Great
Sioux Reservation, ceding the Black Hills, Powder
River and all of what is today western South Dakota
to the Sioux. It was the only defeat ever inflicted on
American forces during the Indian Wars.
This peace was short-lived however as discovery
of gold in the Black Hills again prompted white
encroachment into Sioux territory. This time Red
Cloud attempted to negotiate a peaceful settlement
and traveled to Washington D.C. to meet with
President Ulysses Grant and head of Indian Affairs Ely
S. Parker. Despite not being successful at negotiating holding the crowd at bay until the prisoner had been
a treaty, Red Cloud did not take part in the Lakota lawfully executed.
War (more commonly called the Black Hills War) with
Chiefs Crazy Horse and Sitting Bull. At the end of During his time as sheriff Bullock opened his first
the Lakota War he moved to the Pine Ridge Indian hardware store with Sol Star. In 1877 the two men
Reservation where he was buried after his death in decided to tap the vast market for hardware in the
1909. boomtown of Deadwood and moved there, opening
the “Office of Star and Bullock, Auctioneers and
Commission Merchants”. At first this store ran out of
Seth Bullock (1849-1919) a tent but soon the men had built a building to house
their business.
Seth Bullock was born in Ontario, Canada to a
retired British Army officer and a Scottish mother. In these early days Deadwood was a lawless camp.
Unhappy at home, he ran away to Montana at the age Following the inability of an impromptu camp court
of 16. One of the first things the young Bullock did to convict Jack McCall for the murder of Wild Bill
in Montana was mount a successful campaign for the Hickok, a sentiment arose that the camp needed a
Territorial Senate, where he helped create Yellowstone sheriff to maintain law and order and Bullock was the
National Park. obvious choice. He did a good job of reducing crime
After his term in the Senate ended in 1872 Bullock in the camp without resorting to violence because
then was successfully elected Sheriff of Lewis and of a reputation for honesty and an uncompromising
Clark County, during this tenure Bullock killed his nature.
first man, executing a horse thief named Clell Watson As sheriff Bullock’s first duty was to remove Wyatt
while holding off a lynch mob with a shotgun. After Earp from the camp. Though famous as a lawman,
the mob chase the hangman away, Bullock stepped Earp was also known to be a dangerous man not
up onto the gallows and threw the switch himself, above using any power he gained to further his own

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Adventures involving Sitting Bull
Hot pursuit: Following the massacre at the Little Big Horn, capturing Sitting Bull becomes a top priority for
military forces flooding into the Black Hills. PCs who know the territory of the Black Hills, especially those with
tracking skills or contacts among Native Americans (such as Indian Agents, Mountain Men or Scouts) might be
hired to assist the military in their attempts to run Sitting Bull to ground.
Ghost dancer: In campaigns featuring supernatural powers, the ghost dance could be real, a new and power
addition to the shaman’s arsenal. The PCs might be hired to investigate or even eliminate this new movement
by the United States government.

interests (especially when it came to making himself extort high fees from the rail companies. Bullock and
rich). Many in Deadwood feared that Earp wanted Star then bought more land as the rail line was being
the job of sheriff for himself and thought he would built and offered free plots to people who wished to
use that position to control the affairs of the camp as settle in the area. The town the two men founded,
he had done earlier in Dodge City. Bullock confronted Belle Fourche became the largest railhead for cattle
Earp and informed him his services were not needed in the United States and became the county seat of
in Deadwood. In typical Bullock fashion he convinced Butte County. The town is still there to this day and
Earp to return to Dodge City without violence. maintains its position as county seat.
In his role as sheriff Bullock came into conflict with Following the disastrous Deadwood fire in 1894,
Al Swearengen, owner of the Gem Saloon, a man who Bullock’s Deadwood hardware store burned down.
knew how to make money off men’s vices and to use Rather than move away as so many others did, Bullock
that money to buy friends in the camp. The two men and Star built the Bullock hotel on the plot where the
had a heated rivalry and soon the camp was divided, hardware store had been, Deadwood’s first hotel.
with Bullock’s authority ending where Swearengen’s The Bullock hotel was a 64-room luxury hotel built
began. Having brought order to the camp, Bullock had at a cost of $40,000 dollars and is still in operation
his wife Martha Bullock, his childhood sweetheart today.
brought to camp along with their daughter. Bullock followed his friend Roosevelt into the
While bringing order to the camp, Bullock and Star Army during the Spanish-American War and though
continued to expand their business interests, buying Bullock never saw action in that war he retained
a ranch they dubbed the S&B Ranch Company, which the rank of Captain bestowed upon him by his close
introduced alfalfa to South Dakota. The men also friend. When Roosevelt became Vice President under
invested in mining, Deadwood’s largest industry and William McKinley he appointed Bullock as the Forest
expanded their business interests to Sturgis, Custer Supervisor for the Black Hills Reserve. Following
and Spearfish. Roosevelt’s election as President, Bullock organized
Bullock’s career as a lawman continued to gain his inaugural parade and was again appointed U.S.
steam as well and he was appointed a U.S. Marshall. Marshall for South Dakota, this time holding the
While traveling to apprehend a horse thief called position for 9 years.
Crazy Dave, Bullock befriended Theodore Roosevelt, Bullock died of cancer in 1919 and was buried at
then a deputy sheriff in North Dakota. The two the Mount Moriah Cemetery in Deadwood alongside
men would become lifelong friends and Roosevelt Calamity Jane and Wild Bill Hickok.
described Bullock as “a true frontiersman”.
Not content to allow business in the region to
develop at its own pace, Bullock and Star bought a Sitting Bull (1831-1890)
parcel of land and offered it freely to the railroad, Sitting Bull was a Hunkpapa Sioux, one of the
at a time when land speculators more often tried to seven sub-tribes of the Lakota. After meeting
American forces in battle for the first time at the age

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Red Cloud delaying any reinforcements to Custer,
Sitting Bull attacked and by the time Custer realized
the gravity of his situation, Red Cloud had arrived at
his rear to cut off any escape. The massacre was total
and was a shocking blow to the American military
that united public opinion against Native Americans.
American cavalry flooded the Black Hills area,
pursuing Sitting Bull relentlessly. Despite suffering
several defeats he refused to surrender, even once
amnesty was offered to him and the warriors under
his command. He eventually fled to Canada, living
in exile for several years. Eventually hunger and cold
forced Sitting Bull and his few remaining followers,
including his family, to surrender to the American
military. Sitting Bull hoped to join the Sioux on the
reservation but was imprisoned for two years. He had
led 3,000 warriors off the reservation once before and
American military forces were fearful of his influence
with his people.
Finally allowed to return to the reservation, Sitting
Bull found that his fame had grown not only among
his own people but among Eastern whites as well. He
received permission to join Buffalo Bill Cody’s “Wild
West show” where he received $50 a week for riding
once around the arena and amassed a small fortune
because of his ability to charge almost anything
for an autograph or photograph. Often Sitting Bull
of 32, Sitting Bull participated in the Battle of Killdeer would be asked to address the crowd, which he
Mountain in which American forces devastated Sioux would curse in his native language to the applause
warriors using artillery. After this defeat many Sioux of oblivious whites. One result of Sitting Bull’s time
leaders ceased resisting American expansion and with the Wild West show however (besides making
moved to reservations. Sitting Bull, a medicine man him personally wealthy) was that he saw how many
gained respect by refusing to surrender and uniting whites his people would have to face if they truly
the Sioux in resistance against white expansion, wished to fight the white man, much more numerous
especially in the Black Hills region which was a holy than he ever imagined from the small settlements on
land to the Sioux. the frontier border between white and Indian lands.
By 1868 Sitting Bull had become head chief of the This convinced Sitting Bull that his people could never
Lakota nation at a time when white expansion in the defeat the white race militarily and had to come to
Black Hills was picking up speed due to the discovery some sort of accommodation.
of gold by an expedition led by Lt. Col. Custer. As part Back on the reservation, Sitting Bull allowed (some
of these expeditions Custer, always seeking publicity say encouraged) his followers to join the Ghost Dance
had attacked many Sioux camps, slaughtering women movement, a messianic movement whose members
and children and reporting these raids as great believed would make them impervious to the white
military victories to newspapers on the East Coast. man’s bullets. Indian agents feared this movement
It was at this time that Sitting Bull had a vision of was a prelude to an armed insurrection and moved
a great victory against white soldiers and led 3,000 to once again arrest Sitting Bull. When his followers
Sioux off the reservation. Custer attacked this group, resisted, Sitting Bull and his son, Crow Foot were
thinking it to be a typical small hunting village. With killed in the crossfire.

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Squirrel Tooth Alice
(???-???)
An honest prostitute employed at the Long Branch
Saloon, Alice gets her name from her pet prairie dog,
Adventures involving
which most mistake for a squirrel. It goes everywhere Alice
with her and even poses for photographs with her. Ransom: Alice’s prairie dog has been
Alice is a good source of information as well as a kidnapped! The dastardly villain has left a
woman you can have a good time with in the saloon. series of barely legible ransom notes each
threatening to kill the defenseless animal if
a large ransom isn’t paid (apparently there
Wild Bill Hickok (1837-1876) is a rumor going around town that Alice was
Born James Butler Hickok, the man who would recently paid with a large gold nugget by a
one day be known as “Wild Bill” learned his shooting wealthy customer). Can any noble gentleman
skills early, protecting his father’s farm from anti- come to this beautiful lady’s defense? Ok,
abolitionists seeking runaway slaves. Wild Bill’s she’s not beautiful and she ain’t no lady but
father allowed his farm to be used as a stop on the still, can’t someone help?
Underground Railroad and anyone who attempted
to retrieve slaves during their stopover on the farm
quickly learned that the ranch hands (including Bill)
were excellent marksmen.
In 1856 Hickok left home to become a stage coach Between 1865 and 1870 Wild Bill would again
driver on the Oregon and Santa Fe Trails but quickly work as a lawman in Springfield, Missouri, Hays,
gravitated to a career as a lawman because of his Kansas and Abilene, Kansas. Though he was still as
excellent firearms skills. During his days as a lawman quick on the draw as ever and even still as accurate
Hickok’s reputation grew even more with several as ever, Bill was beginning to suffer vision loss from
accounts of him defeating gangs of men in gunfights Glaucoma. This led to the death of a U.S. Marshall at
single-handedly giving him a fearsome reputation. It his hands when Bill fired at a shape running toward
was during these days that Hickok became one of the him before being able to see who it was. It was perhaps
first (some say the first) to employ the Wild West legal because of this incident, though almost certainly
practice of “posting” a man out of town. This was a due to advancing vision loss that Wild Bill finally
list of undesirables nailed to a tree who would be shot gave up working as a lawman and retired to being a
on sight if caught within town by law enforcement. professional gambler.
In Hickok’s case this tactic was extremely effective
In 1876 Wild Bill aided Charlie Utter and Calamity
because of his reputation with a gun.
Jane in their successful wagon train venture to bring
When the Civil War broke out Hickok, inclined much needed supplies to the Deadwood boomtown,
from his earliest days toward the cause of abolition including gamblers and prostitutes. Though Calamity
joined the Union Army where he served as a scout, Jane would later claim she and Hickok had been
gaining even more fame. Following the war he lived romantically involved and even that Hickok was
in the Black Hills and earned his living as a gambler the father of her child, this is disputed by most
and civilian scout for the military. His reputation as historians.
a marksman was increased even more in these days
It was also during this time that Wild Bill became
when he reportedly killed the Indian chief Whistler
one of the most famous men in the world, being one
the Peacemaker at a range of 750 yards. Whistler
of the first Dime Novel heroes, along with Davey
was attempting to unite all the Sioux tribes against
Crockett. These novels presented Wild Bill as a
the white settlers and some historians have claimed
glamorous, larger than life figure who had killed over
this one shot from Wild Bill might have changed the
100 men. Though certainly a fearsome fighter, the
events in the Black Hills War to come.
actual number was probably closer to 20. The novels
also included claims from Hickok that he once killed
a bear with a bowie knife.

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On August 1st, 1876 Hickok beat a man named
iron fence with an American flag planted nearby. At
Jack McCall at poker, taking all of his money. Hickok
their request Calamity Jane and Seth Bullock would
then gave the man enough money to buy breakfast
eventually be buried in plots on either side of this
and told him not to gamble again until he could pay
grave.
his debts. Those who knew Hickok knew he gave
such advice good-naturedly but McCall was enraged. Murder of Wild Bill
The next Hickok reluctantly sat with his back to the Although the historical accounts of Wild Bill’s
door, his favored seat in the corner being occupied by murder have McCall’s own loud mouth causing a
another gambler. McCall entered the saloon, shouted retrial there have been several dramatizations that
something (most accounts list these words as “take have Wild Bill’s friends (such as Charlie Utter and/
that”) and shot Hickok in the back of the head, killing or Seth Bullock) tracking McCall down and either
him. According to legend Hickok was holding a pair administering justice themselves or turning him over
of aces and a pair of eights, with the 5th card not yet to the authorities. The PCs could be part of any party
dealt. This is still known as the “Dead Man’s Hand”. sent to track down McCall, an adventure that could
McCall was taken into custody and tried by a be quite dangerous with an overland journey through
makeshift court composed of a motley collection of the Black Hills, since the Sioux were attacking any
miners and local businessmen. At the trial McCall unattended whites that they encountered.
claimed he was avenging the death of his brother. The
jury found McCall not guilty, which prompted the
Black Hills Pioneer, Deadwood’s newspaper to say in Wyatt Earp (1848-1929)
an editorial, “Should it ever be our misfortune to kill Wyatt was the 4th child of Nicholas and Virginia
a man ... we would simply ask that our trial may take Earp and was born in Monmouth, Illinois. When the
place in some of the mining camps of these hills”. Civil War broke out Wyatt’s older brothers James and
Upon leaving the camp McCall was arrested Virgil, along with his half-brother Newton all joined
again for the murder after bragging about it. Since the Union Army. Wyatt ran away from home several
Deadwood was on Indian lands and the court McCall times attempting to join (despite being too young)
had been tried under there was unrecognized, the but was found and returned home by his father each
authorities decreed that double jeopardy did not time.
apply. McCall was found guilty during this second trial Wyatt’s father, a cooper, farmer and part-time
and executed by hanging. After the trial investigators constable had suffered numerous financial setbacks
learned that McCall had never had a brother. and finally, when Wyatt was age 16, the family joined
Hickok’s friend Charlie Utter took possession of a wagon train and headed to California. By the next
his body and arranged for his funeral, putting the year Wyatt and his older brother Virgil had secured
following statement in the Black Hills Pioneer, “Died employment as stage coach drivers. At this time
in Deadwood, Black Hills, August 2, 1876, from Wyatt had his first whiskey and became so sick that
the effects of a pistol shot, J. B. Hickok (Wild Bill) he abstained for two decades. Wyatt’s routes took
formerly of Cheyenne, Wyoming. Funeral services him to Las Vegas and Salt Lake City and during these
will be held at Charlie Utter’s Camp, on Thursday trips he was introduced to both gambling and boxing
afternoon, August 3, 1876, at 3 o’clock, P. M. All are and even refereed a boxing match.
respectfully invited to attend.” Virtually the entire In 1868 Wyatt gained his first job as a lawman
town of Deadwood turned out for this funeral. when he was appointed constable of Lamar, Missouri
Utter had a wooden headstone placed marking by his father, who had previously held the elected
Hickok’s grave reading, “Wild Bill, J. B. Hickok killed post but retired to become Justice of the Peace. Earp
by the assassin Jack McCall in Deadwood, Black Hills, married at this time and seemed to be settling down.
August 2d, 1876. Pard, we will meet again in the When his first wife died a few months later however,
happy hunting ground to part no more. Good bye, things began to go wrong for Earp in Missouri. There
Colorado Charlie, C. H. Utter.” were a series of lawsuits claiming he was collecting
taxes and keeping the money himself (or only turning
Later, at Calamity Jane’s urging, Utter moved in part of what was collected) and even, eventually
Hickok’s body to Deadwood’s Mount Moriah cemetery charges of horse theft. These charges were serious
and placed it in a ten-foot plot surrounded by an

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Adventures with Wyatt Earp
Vendetta Ride: After repeated attempts to have the Earps charged for the murder of their brothers failed, the
Clantons and McLaurys turned to illegal means to have their revenge on Wyatt and his brothers. On December
28th, 1881 Virgil Earp was shot by three men carrying double-barrel shotguns, losing the use of his left arm,
which suffered the brunt of the attack.
Wyatt received an appointment as U.S. Marshal and arrested Ike Clanton for organizing the attack on his
brother. After Clanton was acquitted of involvement in the attack, Wyatt went to Clanton and offered to put
their differences behind them, an offer Clanton refused.
On March 18th, 1882 while Morgan and Wyatt were playing pool, Morgan was shot in the back and a shot
barely missed Wyatt, hitting the wall above his head. The gunmen escaped into the night. Morgan died from his
injuries less than hour later.
Realizing what was happening, Wyatt sought to protect his family by getting them out of town. Wyatt’s brother
James was loaded into a wagon with Morgan’s body and sent to Wyatt’s father in Colton, California.
Hearing that Ike Clanton and some fellow Cowboys were watching the trains in order to kill Virgil, Wyatt
gathered together a posse and rode with Virgil as far as Tucson, Arizona. In Tucson, Ike Clanton and Frank
Stilwell attacked and Wyatt and his posse killed Stilwell, riddling his body with dozens of shots and leaving
him on the railroad tracks. After seeing his brother Virgil and sister-in-law Allie off to California, Wyatt and his
posse returned to Tombstone. A warrant for their arrest for the murder of Frank Stilwell followed but a friendly
telegraph operator showed it to Wyatt before he showed it to the sheriff, allowing Wyatt and his posse to escape
town.
Having determined that Pete Spence was involved in the death of his brother Morgan, Wyatt and his posse
headed straight for Pete’s camp but the man had turned himself in to the authorities to protect himself from
Wyatt’s vengeance. Wyatt’s group did find “Indian Charlie” at the camp and got him to confess to being a lookout
during Morgan’s assassination and also to confess that Frank Stilwell (already killed), Curly Bill Brocius and
Johnny Ringo had been the assassins. Wyatt then killed Indian Charlie.
Two days later the group was ambushed by Curly Bill and a group of cowboys. While Wyatt’s friends pulled
back, he killed Curly Bill on the spot and wounded one of the Cowboys, Johnny Barnes who would later die of
his injuries.
Following these events, Wyatt and his posse headed toward the more civilized lands of Colorado, where Wyatt
was friendly with the governor and thought he could get a more favorable trial than in Arizona. The men were
indeed found by Colorado authorities to have acted lawfully.
After these events, which were reported in newspapers at the time as “the Earp Vendetta” and “the Arizona
War”, Cowboys continued to die mysteriously. Some said Wyatt and his allies were responsible for these deaths
but this was never proven. Johnny Ringo was found shot in the head by an unknown assailant on July 18th,
1882. Over the next five years Billy Grounds, Zwing Hunt, Billy Claiborne and Pony Deal would all be killed.
While Wyatt hinted to biographers that he was involved in these killings, this was never proven.
Historically the Earp Vendetta posse consisted of Wyatt Earp, Warren Earp, Doc Holliday, Sherman McMasters
and Turkey Creek Jack Johnson. But other men are sometimes mentioned as joining the posse for at least a time
and the PCs could certainly count themselves in this number if they are on good terms with any of the other
participants.
Of course, if the PCs have found themselves on Wyatt’s bad side, they might also find themselves being hunted
by him and his companions. Not a pleasant state at all.

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enough to cause Wyatt to flee Montana. When one about Wyatt’s time in Las Vegas can be found in
of his co-defendants was cleared of the charges, the Dodge City Gang references in the biographies
the arrest warrant for Wyatt was dropped. of Dirty Dave Rudabaugh and Mysterious Dave
Wyatt did not return home once the charges were Mather).
dropped however and 1872 finds him associated
with prostitution for the first time, when he and
Tombstone
In Tombstone Wyatt was joined by his older
his brother Morgan are arrested three times for
brothers Jim and Virgil and later (in 1880) by
“residing in a house of ill-fame” in Peoria, Illinois.
younger brothers Morgan and Warren. Also in
Earp appears as a lawman again in 1875 in 1880 Wyatt’s friend Doc Holliday would arrive in
Wichita, Kansas a cattle railhead boomtown Tombstone.
like later areas where he would serve as marshal
Wyatt had hoped to run a stagecoach from
(especially Dodge City). In Wichita Wyatt served as
Tombstone but when he found the town already
a deputy marshal under Mike Meagher. These cattle
had two stagecoaches, he secured employment
towns were law enforcement nightmares, being
riding shotgun on Wells Fargo coaches. Older
periodically filled with armed, drunk cowboys fresh
brother Jim worked as a bartender while Virgil was
of a hot, dusty trail and looking to spend their pay.
appointed U.S. Marshall for Southwest Arizona.
While serving as a deputy in Wichita, Earp received
several accolades as a lawman, apprehending several In July of 1880, Virgil caught Frank McLaury,
notorious criminals including a horse thief and a member of the Cowboy gang, attempting to
several wagon thieves. Wyatt also received praise steal 8 army-owned mules but let him go on the
for holding off a drunken mob during his time condition the mules were returned. When they
in Wichita. But all things must end and in 1876 were not, representatives of the army posted an
Wyatt got into a fist fight over accusations that he account of the incident branding McLaury a thief
was trying to stock the ranks of Wichita’s deputy and a rustler. This incident marks the beginning
marshals with his brothers. After being released of a long-running feud between the Earps and the
from jail and with his continued employment as McLaurys.
a marshal in doubt, Wyatt decided to do what he This enmity soon expanded to include Cowboy
would do throughout his life when things got too “Curly Bill” Brocius after Wyatt and Virgil arrested
hot: move on to the next boomtown. In this case Brocius for the murder of Tombstone’s town
that meant Dodge City. marshal, Fred White. Brocius was exonerated
of murder (the shooting was ruled accidental)
Dodge City and Virgil Earp was appointed Town Marshal for
It is unknown how Wyatt supported himself Tombstone.
during his early days in Dodge City but he spent
Finally, the Clantons would get wrapped up
a lot of time traveling to other towns and seeking
in the feud when Ike Clanton stole a horse from
opportunities elsewhere. Among these exploits
Wyatt, which he recovered along with the help of
were a trip to Fort Griffin where he befriended
Doc Holliday. This incident also turned the county
gambler and dentist Doc Holliday and an
Sheriff John Behan against the Earps.
unsuccessful attempt to establish himself as the
sheriff of Deadwood (see the biography of Seth Through 1881 a series of stagecoach robberies
Bullock for more information about Wyatt’s brief took place around Tombstone, investigated by the
stay in Deadwood). Earp brothers. In each case they accused either a
Clanton or a McLaury with being involved (with
By 1878 however, Wyatt was back in Dodge City
good reason) but were never able to gather enough
and employed as a deputy marshal under Charlie
evidence to convict them. This finally caused
Basset. Also at this time Earp began to keep
Frank McLaury to confront Morgan Earp while
company with former prostitute Mattie Blaylock
Wyatt and Virgil were out of town and personally
who would remain at his side until 1882. In late
threaten the Earps, claiming he and his brothers
1878 Wyatt and Mattie left Dodge City and moved
would murder them if any of them were arrested
to Las Vegas, New Mexico before finally heading
again by the Earps.
on to Tombstone, Arizona (more information

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Gunfight at the O.K. Corral Cowboys) and three injured (Morgan Earp, Virgil
Incidents of violence between Clantons, Warp and Doc Holliday; all from the Earp faction).
McLaurys and Earps continued to increase in Wyatt escaped unscathed. For a brief time it looked
frequency during late October. On the 26th of like the Earps might be charged with murder, since
that month Ike Clanton was bar-hopping around accounts differed wildly on who fired first. However
Tombstone fully-armed (in violation of a town all witnesses agreed on two things that supported
ordnance) stating to anyone who would listen that the Earps charge of attacking in self defense: Virgil
he was looking for a fight with Doc Holliday or an shouted for the Cowboys to raise their hands in
Earp. Hearing of this, Virgil and Morgan surprised surrender during the fight and at no time during
Ike on the street, grabbed his rifle and pistol- the fight did the Cowboys raise their hands. This
whipped him, before taking him to court. caused the judge to rule that the Earps were indeed
At the court hearing Wyatt heard the Clanton fighting an enemy who was fighting back and not
threats against all the Earp brothers and while committing murder.
leaving the hearing, ran into Tom McLaury, who The ramifications of the gunfight would
he believed to be carrying a concealed weapon. reverberate through Wyatt’s life and the life of
Whether this was true or not has never been his brothers for several months after the fact (see
proved, because as Wyatt drew his own illegally- “Vendetta Ride” below). After settling some scores
carried firearm and pistol-whipped Tom McLaury, and seeing his family out of town, Wyatt returned
he was either unable or unwilling to draw his to Dodge City to help Bat Masterson and Luke
own weapon. Still not a drinker, Wyatt walked Short deal with a corrupt Mayor (more information
straight to the nearest saloon for a cigar, leaving about Wyatt’s return to Dodge City can be found in
Tom McLaury bleeding and prone in the streets of the Dodge City War adventure hook in the Dodge
Tombstone. City description below).
At this time Billy Clanton and Frank McLaury, Wyatt and Mattie parted company for good
brothers of the men the Earps had just beaten, after he left Tombstone, though he left her the
arrived in town for a drink, armed as was legal house the two had shared there. Wyatt rekindled
and advisable in the wild country surrounding a relationship with Josephine Marcus, who would
Tombstone (the army had fought Apaches in stay with him for 46 years, though the two were
the area just three months previous and it never married. After several more years traveling
was not considered advisable to ride unarmed and working as a gambler and mine owner in
outside of town). Preparing for a fight, the angry various boomtowns from Idaho to Colorado, Wyatt
brothers stopped at a hardware store to purchase and Josie settled for a time in Southern California
ammunition, where they were seen by Wyatt before chasing one last gold rush on the frontier,
smoking his cigar. this time all the way to Nome, Alaska.
The armed Cowboys gathered near the O.K. While there Wyatt and Josie befriended Jack
Corral, which put them near Doc Holliday’s boarding London and Wyatt lived as he had most of his life,
house as well as the homes of the Earps brothers, running saloons and gambling and being arrested
something all of them took as a threat. Virgil Earp several times for minor offenses.
then collected a shotgun from the nearby Wells With the last frontier finally settled, Wyatt and
Fargo office and gave it to Doc Holliday. He then Josie moved to Hollywood, California where Wyatt
deputized Holliday as well as Wyatt. The group now befriended several future Western stars, including
numbered four men (Virgil, Morgan and Wyatt current Western stars of the day such as Tom Mix
Earp along with Doc Holliday) and the men made and William S. Hart as well as a young stunt man
their way to the Cowboys’ position, along a route named John Wayne. Earp died in 1929 at the age
where the Cowboys would not see them coming. of 80 and Josie had him cremated and buried in
The fight was brief, intense and brutal. Thirty her family plot, a Jewish cemetery. When she died
shots were fired in thirty seconds and at the end of in 1944 her ashes were interred with Wyatt’s.
that time, three men were dead (Frank McLaury,
Billy Clanton and Tom McLaury; all from the

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Places in Deadwood
In 1874 Colonel George Custer led an expedition
into the Black Hills and announced that he had

the Wild
discovered gold, triggering a gold rush. Within
months the population of Deadwood had boomed to
over 5,000. The population of the town encouraged
business and in 1876 Charlie Utter led a wagon

West train carrying needed commodities into Deadwood


(including gamblers and prostitutes) and this
venture proved profitable enough that Utter
made it a regular venture.

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One of the most notorious crimes committed City’s first bar in a tent and began selling drinks to
during the town’s wild boom days was the murder of the soldiers of Fort Dodge. By the time the railroad
Wild Bill Hickok during a game of poker. The town arrived later that year they found an entire small
survived a serious Smallpox epidemic in 1876 but town waiting to trade with them.
was devastated by an 1879 fire that prompted many In 1876 developments in Kansas forced cowboys
long-time residents to leave town for good. to drive their cattle to rail heads in Dodge City rather
than those in Abilene, Kansas and suddenly Dodge
Places to go in Deadwood City was a boomtown. From 1876 until 1886 Dodge
Nuttal and Mann’s Saloon #10: This rough and
City was dominated by the saloons, brothels and
tumble saloon is a simple wood affair with tables
gunfighters all intent on separating cowboys driving
set up for gambling and a bar for drinking. Its main
cattle to the rail heads from their pay. From 1884 to
source of infamy is that Wild Bill Hickok was killed
1886 the town even had Mexican bullfighters who
while playing cards here.
performed with Texas longhorns.
Adventures in Deadwood During this time some of the gunfighters present
Black Hills War: With the discovery of gold in the in Dodge City included Bat Masterson, Wyatt Earp
Black Hills, the population of Deadwood has exploded. and Charlie Basset. Depending on who one talked to
Since the Black Hills are sacred land to the Sioux, this these men were either peacekeepers and businessmen
means trouble and Sitting Bull has led 3,000 warriors (both Earp and Masterson were sheriff at times during
off the reservation, determined to drive out the white this period) or they were gang leaders who controlled
settlers (see Red Cloud and Sitting Bull’s biographies the town’s whiskey trade with an iron grip.
for more information). This means people traveling In 1885 the quarantine that had moved the
to and from Deadwood need protection from Indian cattle trains out of Abilene was extended to include
attacks. Charlie Utter is hiring experienced scouts Dodge City, as farmers pressed local government to
and those good with a gun to help protect his wagon curtail the spread of diseases that followed the cattle
trains. The military is also looking for experienced drives. By the following year Dodge City was no
scouts to help find Indian strongholds and to track the longer a boomtown and had settled into an existence
warriors down to their hiding place. This adventure as another sleepy Kansas small town. The saloons,
hook could see the PCs working with or against the brothels and gunfighters had all moved on to greener
likes of Charlie Utter, Calamity Jane, Wild Bill Hickok, pastures.
Red Cloud or even Sitting Bull himself.
Places to go in Dodge City
People to know in Deadwood Long Branch Saloon: One of Dodge City’s most
Calamity Jane, Charlie Utter, Doc Holliday (for a important locations, the Long Branch Saloon is one of
short time), Seth Bullock, Valentine McGillycuddy, the most famous saloons of the Wild West and passed
Wild Bill Hickok, Wyatt Earp (for a short time early through a number of owners during Dodge City’s
in the camp’s history) boom town days. It was the purchase of a 50% stake
in this saloon by Earp ally Luke Short that sparked the

Dodge City Dodge City War (see below). Because this saloon was
in many ways ground zero for the Dodge City War,
Dodge City’s origins can be traced to the Indian many of the famous gunfighters enlisted in that war
Wars of the Wild West. In 1865 these intermittent can be found here, including the Earp brothers, the
conflicts were growing in intensity and frequency and Masterson brothers, Luke Short and Doc Holliday.
the United States Army established Fort Dodge near
the present location of Dodge City to assist nearby Adventures in Dodge City
Fort Larned in protecting the Santa Fe Trail. In Dodge City War: In 1883 tensions between Wyatt
1871 Henry J. Sitler’s ranch house became a popular Earp and the local government came to a head in
stopover for travelers and with the Santa Fe Railroad what was known as the “Dodge City War”. The conflict
approaching the area more settlers began to settle in traces its roots to 1879 when Bat Masterson was
the areas around Fort Dodge anticipating business ousted from his office in city government by a close
opportunities. In 1872 George Hoover opened Dodge election. The faction that won that election ran on a

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platform of ousting Earp, Masterson and their allies, In 1881 Alonzo B. Webster, a member of the “anti-
who were labeled as “gang leaders” from the control gang” faction was elected mayor and promptly fired
they had established over town affairs (although it is Bat’s brother Jim Masterson from his post as sheriff.
likely that this new faction simply wanted to control Despite the fact that Webster was also a saloon owner
the whiskey trade themselves). he passed a series of moral ordinances and began
arresting prostitutes working at brothels owned by
the Earp faction, attempting to drive them out of
business.
In response to these events Wyatt Earp began
to assemble a small army of gunfighters, who called
themselves the “Dodge City Peace Commission”
(some accounts list Doc Holliday as a member of this
faction though others insist he was not present).
Player characters could be hired by either faction
during this war and given the job of either protecting
saloons owned by their faction or busting up saloons
owned by the rival faction.
Longhorn Guardian: Cattle rustlers follow cattle.
The PCs could be hired by a large ranch-owner from
out of state to protect his herd until the next train
arrives.
Mexican Bandit: One of the local bullfighters in
Dodge City is a wanted man. The PCs are lawmen
from out of state who have tracked him here. Getting
out with their man will be complicated by the state of
town affairs, with the Mayor’s faction and the Earp
faction both assuming the PCs have been brought in
as hired killers by their rivals. In fact, while the PCs
are in town it’s likely one or both factions will try to
hire them.

People to know in Dodge City


Bat Masterson, Charlie Siringo, Dirty Dave
Rudabaugh, Doc Holliday, Mysterious Dave Mather,
Wyatt Earp

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Sample Wild West


Progressions
The following is a collection of 180 stat blocks, levels 1-20 for each of the nine paths presented on pp. 6-22.
These ready-to-run stat blocks can be used by the Narrator whenever he’s in need of statistics for a character.
They can also be used as the basis for completely new characters; simply select a specific stat block and make
minor alterations to suit the needs of the time (move around skill points, add or remove equipment, etc.).
NOTE: As the Wild West was devoid of non-humans, the following progressions do not use the optional
background rules found in True20 Adventure Roleplaying.

Doctor Progression
1st-Level Doctor 2nd-Level Doctor
Role: Expert 2nd
Role: Expert 1st
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str: +0, Dex: +0, Con: +0, Int: +4, Wis: Abilities: Str: +0, Dex: +0, Con: +0, Int: +4, Wis:
+2, Cha: +0 +2, Cha: +0
Skills: Concentration 4 (+6), Craft (pharmaceutical) Skills: Bluff 4 (+4), Concentration 5 (+7), Craft
4 (+10), Diplomacy 4 (+4), Gather Information 4 (pharmaceutical) 5 (+11), Diplomacy 5 (+5),
(+4), Handle Animal 4 (+4), Knowledge (life sciences) Gather Information 5 (+5), Handle Animal 5 (+5),
4 (+8), Medicine 4 (+8), Notice 4 (+6), Ride 4 (+4), Knowledge (life sciences) 5 (+9), Medicine 5 (+9),
Search 4 (+8), Sense Motive 4 (+6), Survival 4 (+6) Notice 4 (+6), Ride 4 (+4), Search 4 (+8), Sense
Motive 5 (+7), Survival 4 (+6)
Feats: Benefit (Doctor), Skill Mastery (Concentration,
Craft [pharmaceutical], Medicine, Notice), Surgery, Feats: Benefit (Doctor), Herbal Medicine, Skill
Talented (Craft [pharmaceutical] and Medicine) Mastery (Concentration, Craft [pharmaceutical],
Medicine, Notice), Surgery, Talented (Craft
Combat: Attack +0 (+0 Base, +0 Dex), Damage +0
[pharmaceutical] and Medicine)
(unarmed), Defense +0 (+0 Base, +0 Dex), Initiative
+0 (+0 Dex) Combat: Attack +1 (+1 Base, +0 Dex), Damage
+0 (unarmed), Defense +1 (+1 Base, +0 Dex),
Saves: Toughness +0 (+0 Con), Fortitude +0 (+0
Initiative +0 (+0 Dex)
Base, +0 Con), Reflex +0 (+0 Base, +0 Dex), Will +4
(+2 Base, +2 Wis) Saves: Toughness +0 (+0 Con), Fortitude +0 (+0 Base,
+0 Con), Reflex +0 (+0 Base, +0 Dex), Will +5 (+3
Reputation: +1
Base, +2 Wis)
Conviction: 3
Reputation: +1
Weapons: None
Conviction: 3
Armor: None
Weapons: None
Equipment: Bedroll, Medicine Bag, Riding Horse
Armor: None
Equipment: Bedroll, Medicine Bag, Riding Horse

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Combat: Attack +3 (+3 Base, +0 Dex), Damage +0
3rd-Level Doctor (unarmed), Defense +7 (+3 Base, +0 Dex, +4 Canny
Role: Expert 3rd Dodge), Initiative +0 (+0 Dex)
Size: Medium Saves: Toughness +0 (+0 Con), Fortitude +1 (+1 Base,
Speed: 30 ft. +0 Con), Reflex +1 (+1 Base, +0 Dex), Will +6 (+4
Abilities: Str: +0, Dex: +0, Con: +0, Int: +4, Wis: Base, +2 Wis)
+2, Cha: +0 Reputation: +2
Skills: Bluff 6 (+6), Concentration 6 (+8), Craft Conviction: 4
(pharmaceutical) 6 (+12), Diplomacy 5 (+5), Weapons: None
Gather Information 6 (+6), Handle Animal 5
(+5), Knowledge (life sciences) 6 (+10), Medicine Armor: None
6 (+10), Notice 6 (+8), Ride 6 (+6), Search 4 (+8), Equipment: Bedroll, Medicine Bag, Riding Horse
Sense Motive 6 (+8), Survival 4 (+6)
Feats: Benefit (Doctor), Canny Dodge, Herbal
Medicine, Skill Mastery (Concentration, Craft
5th-Level Doctor
Role: Expert 5th
[pharmaceutical], Medicine, Notice), Surgery,
Talented (Craft [pharmaceutical] and Medicine) Size: Medium
Combat: Attack +2 (+2 Base, +0 Dex), Damage +0 Speed: 30 ft.
(unarmed), Defense +6 (+2 Base, +0 Dex, +4 Canny Abilities: Str: +0, Dex: +0, Con: +0, Int: +4, Wis:
Dodge), Initiative +0 (+0 Dex) +2, Cha: +0
Saves: Toughness +0 (+0 Con), Fortitude +1 (+1 Base, Skills: Bluff 8 (+8), Concentration 8 (+10), Craft
+0 Con), Reflex +1 (+1 Base, +0 Dex), Will +5 (+3 (pharmaceutical) 8 (+14), Diplomacy 7 (+7),
Base, +2 Wis) Gather Information 7 (+7), Handle Animal 5 (+5),
Reputation: +1 Knowledge (life sciences) 8 (+12), Medicine 8
(+12), Notice 8 (+10), Ride 8 (+8), Search 7 (+11),
Conviction: 4
Sense Motive 7 (+9), Survival 7 (+9)
Weapons: None
Feats: Benefit (Doctor), Canny Dodge, Herbal
Armor: None Medicine, Improvised Tools, Skill Mastery
Equipment: Bedroll, Medicine Bag, Riding Horse (Concentration, Craft [pharmaceutical], Medicine,
Notice), Surgery, Talented (Craft [pharmaceutical]
and Medicine), Wealthy
4th-Level Doctor Combat: Attack +3 (+3 Base, +0 Dex), Damage +0
Role: Expert 4th (unarmed), Defense +7 (+3 Base, +0 Dex, +4 Canny
Size: Medium Dodge), Initiative +0 (+0 Dex)
Speed: 30 ft. Saves: Toughness +0 (+0 Con), Fortitude +1 (+1 Base,
Abilities: Str: +0, Dex: +0, Con: +0, Int: +4, Wis: +0 Con), Reflex +1 (+1 Base, +0 Dex), Will +6 (+4
+2, Cha: +0 Base, +2 Wis)
Skills: Bluff 6 (+6), Concentration 6 (+8), Craft Reputation: +2
(pharmaceutical) 7 (+13), Diplomacy 7 (+7), Conviction: 5
Gather Information 7 (+7), Handle Animal 5 (+5), Weapons: None
Knowledge (life sciences) 7 (+11), Medicine 7
(+11), Notice 6 (+8), Ride 6 (+6), Search 7 (+11), Armor: None
Sense Motive 6 (+8), Survival 7 (+9) Equipment: Bedroll, Medicine Bag, Riding Horse
Feats: Benefit (Doctor), Canny Dodge, Herbal
Medicine, Improvised Tools, Skill Mastery
(Concentration, Craft [pharmaceutical], Medicine,
Notice), Surgery, Talented (Craft [pharmaceutical]
and Medicine)

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Medicine, Notice), Surgery, Talented (Craft
6th-Level Doctor [pharmaceutical] and Medicine), Wealthy, Well-
Role: Expert 6th Informed
Size: Medium Combat: Attack +6 (+5 Base, +1 Dex), Damage +0
Speed: 30 ft. (unarmed), Defense +10 (+5 Base, +1 Dex, +4 Canny
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: +2, Dodge), Initiative +1 (+1 Dex)
Cha: +0 Saves: Toughness +0 (+0 Con), Fortitude +2 (+2 Base,
Skills: Bluff 8 (+8), Concentration 8 (+10), Craft +0 Con), Reflex +3 (+2 Base, +1 Dex), Will +7 (+5
(pharmaceutical) 9 (+15), Diplomacy 7 (+7), Gather Base, +2 Wis)
Information 7 (+7), Handle Animal 5 (+5), Knowledge Reputation: +2
(life sciences) 9 (+13), Knowledge (streetwise) 9 Conviction: 6
(+13), Medicine 9 (+13), Notice 8 (+10), Ride 8 (+9),
Search 7 (+11), Sense Motive 7 (+9), Survival 7 (+9) Weapons: None

Feats: Benefit (Doctor), Canny Dodge, Herbal Medicine, Armor: None


Improvised Tools, Inspire (Complacency), Skill Equipment: Bedroll, Medicine Bag, Riding Horse
Mastery (Concentration, Craft [pharmaceutical],
Medicine, Notice), Surgery, Talented (Craft
[pharmaceutical] and Medicine), Wealthy 8th-Level Doctor
Role: Expert 8th
Combat: Attack +5 (+4 Base, +1 Dex), Damage +0
(unarmed), Defense +9 (+4 Base, +1 Dex, +4 Canny Size: Medium
Dodge), Initiative +1 (+1 Dex) Speed: 30 ft.
Saves: Toughness +0 (+0 Con), Fortitude +2 (+2 Base, Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: +2,
+0 Con), Reflex +3 (+2 Base, +1 Dex), Will +7 (+5 Cha: +0
Base, +2 Wis) Skills: Bluff 8 (+8), Concentration 8 (+10), Craft
Reputation: +2 (pharmaceutical) 9 (+15), Diplomacy 10 (+10),
Conviction: 5 Gather Information 10 (+10), Handle Animal 5
(+5), Knowledge (life sciences) 11 (+15), Knowledge
Weapons: None
(streetwise) 11 (+15), Medicine 11 (+15), Notice 8
Armor: None (+10), Ride 9 (+10), Search 10 (+14), Sense Motive
Equipment: Bedroll, Medicine Bag, Riding Horse 11 (+13), Survival 11 (+13)
Feats: Benefit (Doctor), Canny Dodge, Fascinate
(Diplomacy), Herbal Medicine, Improvised Tools,
7th-Level Doctor Inspire (Complacency), Skill Mastery (Concentration,
Role: Expert 7th Craft [pharmaceutical], Medicine, Notice), Surgery,
Size: Medium Talented (Craft [pharmaceutical] and Medicine),
Speed: 30 ft. Wealthy, Well-Informed
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: +2, Combat: Attack +7 (+6 Base, +1 Dex), Damage +0
Cha: +0 (unarmed), Defense +11 (+6 Base, +1 Dex, +4 Canny
Dodge), Initiative +1 (+1 Dex)
Skills: Bluff 8 (+8), Concentration 8 (+10), Craft
(pharmaceutical) 9 (+15), Diplomacy 10 (+10), Saves: Toughness +0 (+0 Con), Fortitude +2 (+2 Base,
Gather Information 10 (+10), Handle Animal 5 +0 Con), Reflex +3 (+2 Base, +1 Dex), Will +8 (+6
(+5), Knowledge (life sciences) 10 (+14), Knowledge Base, +2 Wis)
(streetwise) 9 (+13), Medicine 10 (+14), Notice 8 Reputation: +3
(+10), Ride 9 (+10), Search 10 (+14), Sense Motive 7 Conviction: 6
(+9), Survival 7 (+9)
Weapons: None
Feats: Benefit (Doctor), Canny Dodge, Herbal Medicine,
Improvised Tools, Inspire (Complacency), Skill Armor: None
Mastery (Concentration, Craft [pharmaceutical], Equipment: Bedroll, Medicine Bag, Riding Horse

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(+10), Ride 9 (+10), Search 10 (+14), Sense Motive
9th-Level Doctor 11 (+13), Survival 11 (+13)
Role: Expert 9th
Feats: Benefit (Doctor), Canny Dodge, Connected,
Size: Medium Contacts, Fascinate (Diplomacy), Herbal Medicine,
Speed: 30 ft. Improvised Tools, Inspire (Complacency), Skill
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: Mastery (Concentration, Craft [pharmaceutical],
+2, Cha: +0 Medicine, Notice), Surgery, Talented (Craft
[pharmaceutical] and Medicine), Wealthy, Well-
Skills: Bluff 8 (+8), Concentration 8 (+10), Craft
Informed
(pharmaceutical) 9 (+15), Diplomacy 10 (+10),
Gather Information 10 (+10), Handle Animal Combat: Attack +8 (+7 Base, +1 Dex), Damage +0
5 (+5), Knowledge (current events) 12 (+16), (unarmed), Defense +12 (+7 Base, +1 Dex, +4
Knowledge (life sciences) 11 (+15), Knowledge Canny Dodge), Initiative +1 (+1 Dex)
(streetwise) 11 (+15), Medicine 11 (+15), Notice 8 Saves: Toughness +0 (+0 Con), Fortitude +3 (+3 Base,
(+10), Ride 9 (+10), Search 10 (+14), Sense Motive +0 Con), Reflex +4 (+3 Base, +1 Dex), Will +9 (+7
11 (+13), Survival 11 (+13) Base, +2 Wis)
Feats: Benefit (Doctor), Canny Dodge, Connected, Reputation: +3
Fascinate (Diplomacy), Herbal Medicine, Conviction: 7
Improvised Tools, Inspire (Complacency), Skill
Mastery (Concentration, Craft [pharmaceutical], Weapons: None
Medicine, Notice), Surgery, Talented (Craft Armor: None
[pharmaceutical] and Medicine), Wealthy, Well- Equipment: Bedroll, Medicine Bag, Riding Horse
Informed
Combat: Attack +7 (+6 Base, +1 Dex), Damage +0
(unarmed), Defense +11 (+6 Base, +1 Dex, +4 11th-Level Doctor
Canny Dodge), Initiative +1 (+1 Dex) Role: Expert 11th
Saves: Toughness +0 (+0 Con), Fortitude +3 (+3 Base, Size: Medium
+0 Con), Reflex +4 (+3 Base, +1 Dex), Will +8 (+6 Speed: 30 ft.
Base, +2 Wis) Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
Reputation: +3 +2, Cha: +0
Conviction: 7 Skills: Bluff 12 (+12), Concentration 14 (+16), Craft
Weapons: None (pharmaceutical) 13 (+19), Diplomacy 10 (+10),
Gather Information 10 (+10), Handle Animal
Armor: None
5 (+5), Knowledge (current events) 12 (+16),
Equipment: Bedroll, Medicine Bag, Riding Horse Knowledge (life sciences) 13 (+17), Knowledge
(streetwise) 11 (+15), Medicine 13 (+20), Notice
14 (+16), Ride 9 (+10), Search 10 (+14), Sense
10th-Level Doctor Motive 11 (+13), Survival 11 (+13)
Role: Expert 10th
Feats: Benefit (Doctor), Canny Dodge, Connected,
Size: Medium Contacts, Fascinate (Diplomacy), Herbal Medicine,
Speed: 30 ft. Improvised Tools, Inspire (Complacency), Skill
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: Focus (Medicine), Skill Mastery (Concentration,
+2, Cha: +0 Craft [pharmaceutical], Medicine, Notice), Surgery,
Talented (Craft [pharmaceutical] and Medicine),
Skills: Bluff 12 (+12), Concentration 8 (+10), Craft
Wealthy, Well-Informed
(pharmaceutical) 13 (+19), Diplomacy 10 (+10),
Gather Information 10 (+10), Handle Animal Combat: Attack +9 (+8 Base, +1 Dex), Damage +0
5 (+5), Knowledge (current events) 12 (+16), (unarmed), Defense +13 (+8 Base, +1 Dex, +4
Knowledge (life sciences) 13 (+17), Knowledge Canny Dodge), Initiative +1 (+1 Dex)
(streetwise) 11 (+15), Medicine 13 (+17), Notice 8

50
True20 Wild West
Saves: Toughness +0 (+0 Con), Fortitude +3 (+3 Base,
+0 Con), Reflex +4 (+3 Base, +1 Dex), Will +9 (+7 13th-Level Doctor
Base, +2 Wis) Role: Expert 13th
Reputation: +3 Size: Medium
Conviction: 8 Speed: 30 ft.
Weapons: None Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
+2, Cha: +1
Armor: None
Skills: Bluff 12 (+13), Concentration 14 (+16), Craft
Equipment: Bedroll, Medicine Bag, Riding Horse (pharmaceutical) 13 (+22), Diplomacy 10 (+11),
Gather Information 15 (+16), Handle Animal
12th-Level Doctor 16 (+17), Knowledge (current events) 12 (+16),
Knowledge (life sciences) 13 (+17), Knowledge
Role: Expert 12th
(streetwise) 11 (+15), Medicine 16 (+23), Notice
Size: Medium 14 (+16), Ride 9 (+10), Search 15 (+19), Sense
Speed: 30 ft. Motive 11 (+13), Survival 11 (+13)
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: Feats: Benefit (Doctor), Canny Dodge, Connected,
+2, Cha: +1 Contacts, Fascinate (Diplomacy), Herbal Medicine,
Skills: Bluff 12 (+13), Concentration 14 (+16), Craft Improvised Tools, Inspire (Complacency), Skill
(pharmaceutical) 13 (+19), Diplomacy 10 (+11), Focus (Craft [pharmaceutical), Skill Focus
Gather Information 15 (+16), Handle Animal (Medicine), Skill Mastery (Concentration, Craft
5 (+6), Knowledge (current events) 12 (+16), [pharmaceutical], Medicine, Notice), Surgery,
Knowledge (life sciences) 13 (+17), Knowledge Talented (Craft [pharmaceutical] and Medicine),
(streetwise) 11 (+15), Medicine 15 (+22), Notice Wealthy 2, Well-Informed
14 (+16), Ride 9 (+10), Search 15 (+19), Sense Combat: Attack +10 (+9 Base, +1 Dex), Damage +0
Motive 11 (+13), Survival 11 (+13) (unarmed), Defense +14 (+9 Base, +1 Dex, +4
Feats: Benefit (Doctor), Canny Dodge, Connected, Canny Dodge), Initiative +1 (+1 Dex)
Contacts, Fascinate (Diplomacy), Herbal Medicine, Saves: Toughness +0 (+0 Con), Fortitude +4 (+4 Base,
Improvised Tools, Inspire (Complacency), Skill +0 Con), Reflex +5 (+4 Base, +1 Dex), Will +10 (+8
Focus (Medicine), Skill Mastery (Concentration, Base, +2 Wis)
Craft [pharmaceutical], Medicine, Notice), Surgery, Reputation: +4
Talented (Craft [pharmaceutical] and Medicine),
Conviction: 9
Wealthy 2, Well-Informed
Weapons: None
Combat: Attack +10 (+9 Base, +1 Dex), Damage +0
(unarmed), Defense +14 (+9 Base, +1 Dex, +4 Armor: None
Canny Dodge), Initiative +1 (+1 Dex) Equipment: Bedroll, Medicine Bag, Riding Horse
Saves: Toughness +0 (+0 Con), Fortitude +4 (+4 Base,
+0 Con), Reflex +5 (+4 Base, +1 Dex), Will +10 (+8
Base, +2 Wis) 14th-Level Doctor
Role: Expert 14th
Reputation: +4
Size: Medium
Conviction: 8
Speed: 30 ft.
Weapons: None
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
Armor: None +2, Cha: +1
Equipment: Bedroll, Medicine Bag, Riding Horse Skills: Bluff 12 (+13), Concentration 14 (+16), Craft
(pharmaceutical) 17 (+26), Diplomacy 10 (+11),
Gather Information 15 (+16), Handle Animal
16 (+17), Knowledge (current events) 15 (+19),
Knowledge (life sciences) 17 (+21), Knowledge

51
True20 Wild West
(streetwise) 11 (+15), Medicine 17 (+24), Notice 14 Combat: Attack +12 (+11 Base, +1 Dex), Damage +0
(+16), Ride 9 (+10), Search 15 (+19), Sense Motive (unarmed), Defense +16 (+11 Base, +1 Dex, +4 Canny
11 (+13), Survival 11 (+13) Dodge), Initiative +1 (+1 Dex)
Feats: Benefit (Doctor), Canny Dodge, Connected, Saves: Toughness +0 (+0 Con), Fortitude +5 (+5 Base, +0
Contacts, Fascinate (Diplomacy), Herbal Medicine, Con), Reflex +6 (+5 Base, +1 Dex), Will +11 (+9 Base,
Improvised Tools, Inspire (Complacency), Skill Focus +2 Wis)
(Craft [pharmaceutical), Skill Focus (Medicine), Skill Reputation: +4
Mastery (Concentration, Craft [pharmaceutical],
Conviction: 10
Medicine, Notice), Suggestion (Diplomacy), Surgery,
Talented (Craft [pharmaceutical] and Medicine), Weapons: None
Wealthy 2, Well-Informed Armor: None
Combat: Attack +11 (+10 Base, +1 Dex), Damage +0 Equipment: Bedroll, Medicine Bag, Riding Horse
(unarmed), Defense +15 (+10 Base, +1 Dex, +4
Canny Dodge), Initiative +1 (+1 Dex)
Saves: Toughness +0 (+0 Con), Fortitude +4 (+4 Base, 16th-Level Doctor
+0 Con), Reflex +5 (+4 Base, +1 Dex), Will +11 (+9 Role: Expert 16th
Base, +2 Wis) Size: Medium
Reputation: +4 Speed: 30 ft.
Conviction: 9 Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: +2,
Weapons: None Cha: +1
Armor: None Skills: Bluff 16 (+17), Concentration 14 (+16), Craft
(pharmaceutical) 19 (+28), Diplomacy 18 (+19),
Equipment: Bedroll, Medicine Bag, Riding Horse Gather Information 15 (+16), Handle Animal 16 (+17),
Knowledge (current events) 15 (+19), Knowledge (life
15th-Level Doctor sciences) 19 (+23), Knowledge (streetwise) 12 (+16),
Medicine 19 (+26), Notice 14 (+16), Ride 9 (+10),
Role: Expert 15th
Search 15 (+19), Sense Motive 16 (+18), Survival 11
Size: Medium (+13)
Speed: 30 ft. Feats: Benefit (Doctor), Canny Dodge, Connected,
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: +2, Contacts, Fascinate (Diplomacy), Herbal Medicine,
Cha: +1 Improvised Tools, Inspire (Competence), Inspire
Skills: Bluff 16 (+17), Concentration 14 (+16), Craft (Complacency), Skill Focus (Craft [pharmaceutical),
(pharmaceutical) 17 (+26), Diplomacy 18 (+19), Skill Focus (Medicine), Skill Mastery (Concentration,
Gather Information 15 (+16), Handle Animal Craft [pharmaceutical], Medicine, Notice), Suggestion
16 (+17), Knowledge (current events) 15 (+19), (Diplomacy), Surgery, Talented (Craft [pharmaceutical]
Knowledge (life sciences) 17 (+21), Knowledge and Medicine), Wealthy 3, Well-Informed
(streetwise) 11 (+15), Medicine 17 (+24), Notice 14 Combat: Attack +13 (+12 Base, +1 Dex), Damage +0
(+16), Ride 9 (+10), Search 15 (+19), Sense Motive (unarmed), Defense +17 (+12 Base, +1 Dex, +4 Canny
11 (+13), Survival 11 (+13) Dodge), Initiative +1 (+1 Dex)
Feats: Benefit (Doctor), Canny Dodge, Connected, Saves: Toughness +0 (+0 Con), Fortitude +5 (+5 Base, +0
Contacts, Fascinate (Diplomacy), Herbal Medicine, Con), Reflex +6 (+5 Base, +1 Dex), Will +12 (+10 Base,
Improvised Tools, Inspire (Competence), Inspire +2 Wis)
(Complacency), Skill Focus (Craft [pharmaceutical), Reputation: +5
Skill Focus (Medicine), Skill Mastery (Concentration,
Conviction: 10
Craft [pharmaceutical], Medicine, Notice),
Suggestion (Diplomacy), Surgery, Talented (Craft Weapons: None
[pharmaceutical] and Medicine), Wealthy 2, Well- Armor: None
Informed Equipment: Bedroll, Medicine Bag, Riding Horse

52
True20 Wild West
Gather Information 15 (+17), Handle Animal
17th-Level Doctor 16 (+18), Knowledge (current events) 20 (+24),
Role: Expert 17th Knowledge (life sciences) 19 (+23), Knowledge
Size: Medium (streetwise) 12 (+16), Medicine 21 (+28), Notice
Speed: 30 ft. 21 (+13), Ride 9 (+10), Search 15 (+19), Sense
Motive 16 (+18), Survival 11 (+13)
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
+2, Cha: +1 Feats: Benefit (Doctor), Canny Dodge, Challenge
(Fast Task: Medicine, Diagnose Illness; Medicine:
Skills: Bluff 16 (+17), Concentration 20 (+22), Craft
Heal Thyself), Connected, Contacts, Fascinate
(pharmaceutical) 19 (+28), Diplomacy 18 (+19),
(Diplomacy), Herbal Medicine, Improvised Tools,
Gather Information 15 (+16), Handle Animal
Inspire (Competence), Inspire (Complacency),
16 (+17), Knowledge (current events) 20 (+24),
Skill Focus (Craft [pharmaceutical), Skill Focus
Knowledge (life sciences) 19 (+23), Knowledge
(Medicine), Skill Mastery (Concentration,
(streetwise) 12 (+16), Medicine 20 (+27), Notice
Craft [pharmaceutical], Medicine, Notice),
14 (+16), Ride 9 (+10), Search 15 (+19), Sense
Suggestion (Diplomacy), Surgery, Talented (Craft
Motive 16 (+18), Survival 11 (+13)
[pharmaceutical] and Medicine), Wealthy 3, Well-
Feats: Benefit (Doctor), Canny Dodge, Challenge (Fast Informed
Task: Medicine, Diagnose Illness), Connected,
Combat: Attack +14 (+13 Base, +1 Dex), Damage +0
Contacts, Fascinate (Diplomacy), Herbal Medicine,
(unarmed), Defense +18 (+13 Base, +1 Dex, +4
Improvised Tools, Inspire (Competence),
Canny Dodge), Initiative +1 (+1 Dex)
Inspire (Complacency), Skill Focus (Craft
[pharmaceutical), Skill Focus (Medicine), Skill Saves: Toughness +0 (+0 Con), Fortitude +6 (+6
Mastery (Concentration, Craft [pharmaceutical], Base, +0 Con), Reflex +7 (+6 Base, +1 Dex), Will
Medicine, Notice), Suggestion (Diplomacy), +13 (+11 Base, +2 Wis)
Surgery, Talented (Craft [pharmaceutical] and Reputation: +5
Medicine), Wealthy 3, Well-Informed Conviction: 11
Combat: Attack +13 (+12 Base, +1 Dex), Damage +0 Weapons: None
(unarmed), Defense +17 (+12 Base, +1 Dex, +4
Canny Dodge), Initiative +1 (+1 Dex) Armor: None

Saves: Toughness +0 (+0 Con), Fortitude +5 (+5 Equipment: Bedroll, Medicine Bag, Riding Horse
Base, +0 Con), Reflex +6 (+5 Base, +1 Dex), Will
+12 (+10 Base, +2 Wis)
19th-Level Doctor
Reputation: +5 Role: Expert 19th
Conviction: 11 Size: Medium
Weapons: None Speed: 30 ft.
Armor: None Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
Equipment: Bedroll, Medicine Bag, Riding Horse +2, Cha: +2
Skills: Bluff 20 (+22), Concentration 20 (+22), Craft
(pharmaceutical) 19 (+28), Diplomacy 18 (+20),
Gather Information 18 (+20), Handle Animal
18th-Level Doctor 16 (+18), Knowledge (current events) 20 (+24),
Role: Expert 18th Knowledge (life sciences) 22 (+26), Knowledge
Size: Medium (streetwise) 12 (+16), Medicine 21 (+28), Notice
21 (+13), Ride 9 (+10), Search 15 (+19), Sense
Speed: 30 ft.
Motive 22 (+24), Survival 11 (+13)
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis:
Feats: Benefit (Doctor), Canny Dodge, Challenge
+2, Cha: +2
(Fast Task: Medicine, Diagnose Illness; Medicine,
Skills: Bluff 20 (+22), Concentration 20 (+22), Craft Heal Thyself; Calculated Risk: Medicine, Diagnose
(pharmaceutical) 19 (+28), Diplomacy 18 (+20),

53
True20 Wild West
Illness to improve a later healing check), Connected, Gather Information 18 (+20), Handle Animal
Contacts, Fascinate (Diplomacy), Herbal Medicine, 16 (+18), Knowledge (current events) 20 (+24),
Improvised Tools, Inspire (Competence), Knowledge (life sciences) 22 (+26), Knowledge
Inspire (Complacency), Skill Focus (Craft (streetwise) 12 (+16), Medicine 23 (+30), Notice
[pharmaceutical), Skill Focus (Medicine), Skill 21 (+13), Ride 9 (+10), Search 15 (+19), Sense
Mastery (Concentration, Craft [pharmaceutical], Motive 22 (+24), Survival 17 (+19)
Medicine, Notice), Suggestion (Diplomacy), Feats: Benefit (Doctor), Canny Dodge, Challenge
Surgery, Talented (Craft [pharmaceutical] and (Fast Task: Medicine, Diagnose Illness; Medicine,
Medicine), Wealthy 3, Well-Informed Heal Thyself; Calculated Risk: Medicine, Diagnose
Combat: Attack +15 (+14 Base, +1 Dex), Damage +0 Illness to improve a later healing check), Connected,
(unarmed), Defense +19 (+14 Base, +1 Dex, +4 Contacts, Fascinate (Diplomacy), Herbal Medicine,
Canny Dodge), Initiative +1 (+1 Dex) Improvised Tools, Inspire (Competence),
Saves: Toughness +0 (+0 Con), Fortitude +6 (+6 Inspire (Complacency), Skill Focus (Craft
Base, +0 Con), Reflex +7 (+6 Base, +1 Dex), Will [pharmaceutical), Skill Focus (Medicine), Skill
+13 (+11 Base, +2 Wis) Mastery (Concentration, Craft [pharmaceutical],
Medicine, Notice), Suggestion (Diplomacy),
Reputation: +5
Surgery, Talented (Craft [pharmaceutical] and
Conviction: 12 Medicine), Wealthy 4, Well-Informed
Weapons: None Combat: Attack +16 (+15 Base, +1 Dex), Damage +0
Armor: None (unarmed), Defense +20 (+15 Base, +1 Dex, +4
Equipment: Bedroll, Medicine Bag, Riding Horse Canny Dodge), Initiative +1 (+1 Dex)
Saves: Toughness +0 (+0 Con), Fortitude +6 (+6
Base, +0 Con), Reflex +7 (+6 Base, +1 Dex), Will
20th-Level Doctor +14 (+12 Base, +2 Wis)
Role: Expert 20th Reputation: +6
Size: Medium Conviction: 12
Speed: 30 ft. Weapons: None
Abilities: Str: +0, Dex: +1, Con: +0, Int: +4, Wis: Armor: None
+2, Cha: +2
Equipment: Bedroll, Medicine Bag, Riding Horse
Skills: Bluff 20 (+22), Concentration 20 (+22), Craft
(pharmaceutical) 23 (+32), Diplomacy 18 (+20),

54
True20 Wild West
Gambler Progression
(Knife), Defense +3 (+1 Base, +2 Dex), Initiative +2
1st-Level Gambler (+2 Dex)
Role: Expert 1st
Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Size: Medium Fortitude +2 (+0 Base, +0 Con, +2 Lucky), Reflex +7
Speed: 30 ft. (+3 Base, +2 Dex, +2 Lucky), Will +2 (+0 Base, +0
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, Wis, +2 Lucky)
Cha: +2 Reputation: +1
Skills: Bluff 4 (+6), Diplomacy 4 (+6), Gather Conviction: 3
Information 4 (+6), Intimidate 4 (+6), Knowledge Weapons: Colt M-1860 Revolver, Knife
(Streetwise) 4 (+6), Notice 4 (+4), Ride 4 (+6), Search
4 (+6), Sense Motive 4 (+4), Sleight of Hand 4 (+6) Armor: None

Feats: Banter, Defensive Roll, Firearms Training, Equipment: Bedroll, Riding Horse, M-1860 Revolver,
Lucky 30 rounds, Knife, Deck of playing cards

Combat: Attack +2 (+0 Base, +2 Dex), Damage +0


(unarmed), Damage +3 (Colt M-1860), Damage +1 3rd-Level Gambler
(Knife), Defense +2 (+0 Base, +2 Dex), Initiative +2 Role: Expert 3rd
(+2 Dex)
Size: Medium
Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Speed: 30 ft.
Fortitude +2 (+0 Base, +0 Con, +2 Lucky), Reflex +6
(+2 Base, +2 Dex, +2 Lucky), Will +2 (+0 Base, +0 Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0,
Wis, +2 Lucky) Cha: +2
Reputation: +1 Skills: Bluff 5 (+7), Diplomacy 5 (+7), Disguise 6
(+8), Gather Information 5 (+7), Intimidate 5 (+7),
Conviction: 3
Knowledge (Streetwise) 5 (+7), Notice 5 (+5), Ride
Weapons: Colt M-1860 Revolver, Knife 5 (+7), Search 5 (+7), Sense Motive 5 (+5), Sleight of
Armor: None Hand 5 (+7), Stealth 4 (+6)
Equipment: Bedroll, Riding Horse, M-1860 Revolver, Feats: Attack Focus (Colt M-1860), Banter, Defensive
30 rounds, Knife, Deck of playing cards Roll, Firearms Training, Inspire (Complacency),
Lucky
Combat: Attack +4 (+2 Base, +2 Dex) +5 (Colt M-1860),
2nd-Level Gambler Damage +0 (unarmed), Damage +3 (Colt M-1860),
Role: Expert 2nd Damage +1 (Knife), Defense +4 (+2 Base, +2 Dex),
Size: Medium Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, Fortitude +3 (+1 Base, +0 Con, +2 Lucky), Reflex +7
Cha: +2 (+3 Base, +2 Dex, +2 Lucky), Will +3 (+1 Base, +0
Wis, +2 Lucky)
Skills: Bluff 5 (+7), Diplomacy 5 (+7), Gather
Information 5 (+7), Intimidate 5 (+7), Knowledge Reputation: +1
(Streetwise) 5 (+7), Notice 5 (+5), Ride 5 (+7), Search Conviction: 4
5 (+7), Sense Motive 5 (+5), Sleight of Hand 5 (+7) Weapons: Colt M-1860 Revolver, Knife
Feats: Banter, Defensive Roll, Firearms Training, Armor: None
Inspire (Complacency), Lucky
Equipment: Bedroll, Riding Horse, M-1860 Revolver,
Combat: Attack +3 (+1 Base, +2 Dex), Damage +0 30 rounds, Knife, Deck of playing cards
(unarmed), Damage +3 (Colt M-1860), Damage +1

55
True20 Wild West
Combat: Attack +5 (+3 Base, +2 Dex) +6 (Colt M-
4th-Level Gambler 1860), Damage +0 (unarmed), Damage +3 (Colt
Role: Expert 4th M-1860), Damage +1 (Knife), Defense +5 (+3
Size: Medium Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: Fortitude +3 (+1 Base, +0 Con, +2 Lucky), Reflex
+0, Cha: +2 +8 (+4 Base, +2 Dex, +2 Lucky), Will +3 (+1 Base,
+0 Wis, +2 Lucky)
Skills: Bluff 5 (+7), Diplomacy 5 (+7), Disguise 6
(+8), Gather Information 7 (+9), Intimidate 7 (+9), Reputation: +2
Knowledge (Streetwise) 7 (+9), Notice 5 (+5), Ride Conviction: 5
5 (+7), Search 5 (+7), Sense Motive 7 (+7), Sleight Weapons: Colt M-1860 Revolver, Knife
of Hand 7 (+9), Stealth 4 (+6)
Armor: None
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Roll, Firearms Training, Gambler’s Luck, Inspire Equipment: Bedroll, Riding Horse, M-1860 Revolver,
(Complacency), Lucky 30 rounds, Knife, Deck of playing cards

Combat: Attack +5 (+3 Base, +2 Dex) +6 (Colt M-


1860), Damage +0 (unarmed), Damage +3 (Colt 6th-Level Gambler
M-1860), Damage +1 (Knife), Defense +5 (+3 Role: Expert 6th
Base, +2 Dex), Initiative +2 (+2 Dex)
Size: Medium
Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Speed: 30 ft.
Fortitude +3 (+1 Base, +0 Con, +2 Lucky), Reflex
+8 (+4 Base, +2 Dex, +2 Lucky), Will +3 (+1 Base, Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis:
+0 Wis, +2 Lucky) +0, Cha: +3
Reputation: +2 Skills: Bluff 8 (+11), Diplomacy 8 (+11), Disguise 6
(+9), Gather Information 7 (+10), Intimidate 7
Conviction: 4
(+10), Knowledge (Streetwise) 7 (+9), Notice 5
Weapons: Colt M-1860 Revolver, Knife (+5), Ride 9 (+11), Search 9 (+11), Sense Motive 7
Armor: None (+7), Sleight of Hand 9 (+11), Stealth 8 (+10)
Equipment: Bedroll, Riding Horse, M-1860 Revolver, Feats: Attack Focus (Colt M-1860), Banter, Defensive
30 rounds, Knife, Deck of playing cards Roll, Firearms Training, Gambler’s Luck, Inspire
(Complacency), Lucky, Sneak Attack, Taunt
Combat: Attack +6 (+4 Base, +2 Dex) +7 (Colt M-
5th-Level Gambler 1860), Damage +0 (unarmed), Damage +3 (Colt
Role: Expert 5th M-1860), Damage +1 (Knife), Defense +6 (+4
Size: Medium Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: Fortitude +5 (+2 Base, +0 Con, +3 Lucky), Reflex
+0, Cha: +2 +10 (+5 Base, +2 Dex, +3 Lucky), Will +5 (+2 Base,
+0 Wis, +3 Lucky)
Skills: Bluff 8 (+10), Diplomacy 8 (+10), Disguise 6
(+8), Gather Information 7 (+9), Intimidate 7 (+9), Reputation: +2
Knowledge (Streetwise) 7 (+9), Notice 5 (+5), Ride Conviction: 5
5 (+7), Search 5 (+7), Sense Motive 7 (+7), Sleight Weapons: Colt M-1860 Revolver, Knife
of Hand 7 (+9), Stealth 8 (+10)
Armor: None
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Roll, Firearms Training, Gambler’s Luck, Inspire Equipment: Bedroll, Riding Horse, M-1860 Revolver,
(Complacency), Lucky, Taunt 30 rounds, Knife, Deck of playing cards

56
True20 Wild West
Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-
7th-Level Gambler 1860), Damage +0 (unarmed), Damage +3 (Colt
Role: Expert 7th M-1860), Damage +1 (Knife), Defense +8 (+6
Size: Medium Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: Fortitude +5 (+2 Base, +0 Con, +3 Lucky), Reflex
+0, Cha: +3 +11 (+6 Base, +2 Dex, +3 Lucky), Will +5 (+2 Base,
+0 Wis, +3 Lucky)
Skills: Bluff 8 (+11), Diplomacy 8 (+11), Disguise 6
(+9), Gather Information 7 (+10), Intimidate 10 Reputation: +3
(+13), Knowledge (Streetwise) 7 (+9), Notice 9 Conviction: 6
(+9), Ride 9 (+11), Search 9 (+11), Sense Motive 7 Weapons: Colt M-1860 Revolver, Knife
(+7), Sleight of Hand 10 (+12), Stealth 10 (+12)
Armor: None
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Roll 2, Firearms Training, Gambler’s Luck, Inspire Equipment: Bedroll, Riding Horse, M-1860 Revolver,
(Complacency), Lucky, Sneak Attack, Taunt 30 rounds, Knife, Deck of playing cards

Combat: Attack +7 (+5 Base, +2 Dex) +8 (Colt M-


1860), Damage +0 (unarmed), Damage +3 (Colt 9th-Level Gambler
M-1860), Damage +1 (Knife), Defense +7 (+5 Role: Expert 9th
Base, +2 Dex), Initiative +2 (+2 Dex)
Size: Medium
Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
Speed: 30 ft.
Fortitude +5 (+2 Base, +0 Con, +3 Lucky), Reflex
+10 (+5 Base, +2 Dex, +3 Lucky), Will +5 (+2 Base, Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis:
+0 Wis, +3 Lucky) +0, Cha: +3
Reputation: +2 Skills: Bluff 12 (+15), Diplomacy 11 (+14), Disguise
11 (+14), Gather Information 12 (+15), Intimidate
Conviction: 6
10 (+13), Knowledge (Streetwise) 7 (+9), Notice 9
Weapons: Colt M-1860 Revolver, Knife (+9), Ride 9 (+11), Search 10 (+12), Sense Motive
Armor: None 7 (+7), Sleight of Hand 12 (+14), Stealth 10 (+12)
Equipment: Bedroll, Riding Horse, M-1860 Revolver, Feats: Attack Focus (Colt M-1860), Banter, Defensive
30 rounds, Knife, Deck of playing cards Roll 2, Firearms Training, Gambler’s Luck, Inspire
(Complacency), Inspire (Fear), Lucky, Sneak
Attack, Taunt, Uncanny Dodge
8th-Level Gambler Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-
Role: Expert 8th 1860), Damage +0 (unarmed), Damage +3 (Colt
Size: Medium M-1860), Damage +1 (Knife), Defense +8 (+6
Speed: 30 ft. Base, +2 Dex), Initiative +2 (+2 Dex)
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
+0, Cha: +3 Fortitude +6 (+3 Base, +0 Con, +3 Lucky), Reflex
+11 (+6 Base, +2 Dex, +3 Lucky), Will +6 (+3 Base,
Skills: Bluff 8 (+11), Diplomacy 11 (+14), Disguise
+0 Wis, +3 Lucky)
11 (+14), Gather Information 9 (+12), Intimidate
10 (+13), Knowledge (Streetwise) 7 (+9), Notice 9 Reputation: +3
(+9), Ride 9 (+11), Search 9 (+11), Sense Motive 7 Conviction: 7
(+7), Sleight of Hand 10 (+12), Stealth 10 (+12) Weapons: Colt M-1860 Revolver, Knife
Feats: Attack Focus (Colt M-1860), Banter, Defensive Armor: None
Roll 2, Firearms Training, Gambler’s Luck, Inspire
(Complacency), Lucky, Sneak Attack, Taunt, Equipment: Bedroll, Riding Horse, M-1860 Revolver,
Uncanny Dodge 30 rounds, Knife, Deck of playing cards

57
True20 Wild West
Combat: Attack +10 (+8 Base, +2 Dex) +11 (Colt M-
10th-Level Gambler 1860), Damage +0 (unarmed), Damage +3 (Colt M-
Role: Expert 10th 1860), Damage +1 (Knife), Defense +11 (+8 Base,
Size: Medium +2 Dex, +1 Dodge Focus), Initiative +6 (+2 Dex, +4
Speed: 30 ft. Improved Initiative)
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
Cha: +3 Fortitude +6 (+3 Base, +0 Con, +3 Lucky), Reflex +12
(+7 Base, +2 Dex, +3 Lucky), Will +6 (+3 Base, +0 Wis,
Skills: Bluff 12 (+15), Diplomacy 11 (+14), Disguise 11
+3 Lucky)
(+14), Gather Information 12 (+15), Intimidate 10
(+13), Knowledge (Streetwise) 13 (+15), Notice 13 Reputation: +3
(+13), Ride 9 (+11), Search 10 (+12), Sense Motive 7 Conviction: 8
(+7), Sleight of Hand 12 (+14), Stealth 10 (+12) Weapons: Colt M-1860 Revolver, Knife
Feats: Attack Focus (Colt M-1860), Banter, Defensive Armor: None
Roll 2, Dodge Focus, Firearms Training, Gambler’s
Luck, Inspire (Complacency), Inspire (Fear), Lucky, Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30
Sneak Attack, Taunt, Uncanny Dodge rounds, Knife, Deck of playing cards

Combat: Attack +9 (+7 Base, +2 Dex) +10 (Colt M-1860),


Damage +0 (unarmed), Damage +3 (Colt M-1860), 12th-Level Gambler
Damage +1 (Knife), Defense +10 (+7 Base, +2 Dex, +1 Role: Expert 12th
Dodge Focus), Initiative +2 (+2 Dex)
Size: Medium
Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
Speed: 30 ft.
Fortitude +6 (+3 Base, +0 Con, +3 Lucky), Reflex +12
(+7 Base, +2 Dex, +3 Lucky), Will +6 (+3 Base, +0 Wis, Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0,
+3 Lucky) Cha: +4
Reputation: +3 Skills: Bluff 12 (+16), Diplomacy 14 (+18), Disguise 14
(+18), Gather Information 14 (+18), Intimidate 15
Conviction: 7
(+19), Knowledge (Streetwise) 13 (+15), Notice 13
Weapons: Colt M-1860 Revolver, Knife (+13), Ride 9 (+11), Search 10 (+12), Sense Motive 7
Armor: None (+7), Sleight of Hand 14 (+16), Stealth 15 (+17)
Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30 Feats: Attack Focus (Colt M-1860), Banter, Defensive Roll
rounds, Knife, Deck of playing cards 2, Dodge Focus 2, Firearms Training, Gambler’s Luck,
Improved Initiative, Inspire (Complacency), Inspire
(Fear), Lucky, Sneak Attack, Taunt, Uncanny Dodge
11th-Level Gambler Combat: Attack +11 (+9 Base, +2 Dex) +12 (Colt M-
Role: Expert 11th 1860), Damage +0 (unarmed), Damage +3 (Colt M-
Size: Medium 1860), Damage +1 (Knife), Defense +13 (+9 Base,
Speed: 30 ft. +2 Dex, +2 Dodge Focus), Initiative +6 (+2 Dex, +4
Improved Initiative)
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0,
Cha: +3 Saves: Toughness +2 (+0 Con, +2 Defensive Roll),
Fortitude +8 (+4 Base, +0 Con, +4 Lucky), Reflex +14
Skills: Bluff 12 (+15), Diplomacy 14 (+17), Disguise 14
(+8 Base, +2 Dex, +4 Lucky), Will +8 (+4 Base, +0 Wis,
(+17), Gather Information 14 (+17), Intimidate 10
+4 Lucky)
(+13), Knowledge (Streetwise) 13 (+15), Notice 13
(+13), Ride 9 (+11), Search 10 (+12), Sense Motive 7 Reputation: +4
(+7), Sleight of Hand 14 (+16), Stealth 10 (+12) Conviction: 8
Feats: Attack Focus (Colt M-1860), Banter, Defensive Weapons: Colt M-1860 Revolver, Knife
Roll 2, Dodge Focus, Firearms Training, Gambler’s Armor: None
Luck, Improved Initiative, Inspire (Complacency),
Inspire (Fear), Lucky, Sneak Attack, Taunt, Uncanny Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30
Dodge rounds, Knife, Deck of playing cards

58
True20 Wild West
(Complacency), Inspire (Fear), Lucky, Quick Draw, Sneak
13th-Level Gambler Attack, Taunt, Uncanny Dodge
Role: Expert 13th
Combat: Attack +12 (+10 Base, +2 Dex) +12 (Colt M-1860),
Size: Medium Damage +0 (unarmed), Damage +3 (Colt M-1860), Damage
Speed: 30 ft. +1 (Knife), Defense +14 (+10 Base, +2 Dex, +2 Dodge
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, Focus), Initiative +6 (+2 Dex, +4 Improved Initiative)
Cha: +4 Saves: Toughness +2 (+0 Con, +2 Defensive Roll), Fortitude
Skills: Bluff 16 (+20), Diplomacy 14 (+18), Disguise 14 +8 (+4 Base, +0 Con, +4 Lucky), Reflex +15 (+9 Base, +2
(+18), Gather Information 14 (+18), Intimidate 15 Dex, +4 Lucky), Will +8 (+4 Base, +0 Wis, +4 Lucky)
(+19), Knowledge (Streetwise) 13 (+15), Notice 13 Reputation: +4
(+13), Ride 9 (+11), Search 14 (+16), Sense Motive 7 Conviction: 9
(+7), Sleight of Hand 16 (+18), Stealth 15 (+17)
Weapons: Colt M-1860 Revolver, Knife
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Roll 2, Dodge Focus 2, Firearms Training, Gambler’s Armor: None
Luck, Improved Initiative, Inspire (Complacency), Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30
Inspire (Fear), Lucky, Quick Draw, Sneak Attack, rounds, Knife, Deck of playing cards
Taunt, Uncanny Dodge
Combat: Attack +11 (+9 Base, +2 Dex) +12 (Colt M-
1860), Damage +0 (unarmed), Damage +3 (Colt M-
15th-Level Gambler
Role: Expert 15th
1860), Damage +1 (Knife), Defense +13 (+9 Base,
+2 Dex, +2 Dodge Focus), Initiative +6 (+2 Dex, +4 Size: Medium
Improved Initiative) Speed: 30 ft.
Saves: Toughness +2 (+0 Con, +2 Defensive Roll), Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, Cha:
Fortitude +8 (+4 Base, +0 Con, +4 Lucky), Reflex +14 +4
(+8 Base, +2 Dex, +4 Lucky), Will +8 (+4 Base, +0 Wis, Skills: Bluff 16 (+20), Diplomacy 14 (+18), Disguise 14
+4 Lucky) (+18), Gather Information 14 (+18), Intimidate 16 (+20),
Reputation: +4 Knowledge (Streetwise) 13 (+15), Notice 13 (+13), Ride 17
Conviction: 9 (+19), Search 14 (+16), Sense Motive 18 (+18), Sleight of
Hand 16 (+18), Stealth 15 (+17)
Weapons: Colt M-1860 Revolver, Knife
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Armor: None
Roll 2, Dodge Focus 2, Fascinate (Bluff), Firearms
Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30 Training, Gambler’s Luck, Improved Initiative, Inspire
rounds, Knife, Deck of playing cards (Complacency), Inspire (Fear), Lucky, Quick Draw, Sneak
Attack 2, Taunt, Uncanny Dodge

14th-Level Gambler Combat: Attack +13 (+11 Base, +2 Dex) + 14 (Colt M-1860),
Damage +0 (unarmed), Damage +3 (Colt M-1860), Damage
Role: Expert 14
th
+1 (Knife), Defense +15 (+11 Base, +2 Dex, +2 Dodge
Size: Medium Focus), Initiative +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. Saves: Toughness +2 (+0 Con, +2 Defensive Roll), Fortitude
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis: +0, +9 (+5 Base, +0 Con, +4 Lucky), Reflex +15 (+9 Base, +2
Cha: +4 Dex, +4 Lucky), Will +9 (+5 Base, +0 Wis, +4 Lucky)
Skills: Bluff 16 (+20), Diplomacy 14 (+18), Disguise 14 Reputation: +4
(+18), Gather Information 14 (+18), Intimidate 15 Conviction: 10
(+19), Knowledge (Streetwise) 13 (+15), Notice 13
(+13), Ride 17 (+19), Search 14 (+16), Sense Motive 9 Weapons: Colt M-1860 Revolver, Knife
(+9), Sleight of Hand 16 (+18), Stealth 15 (+17) Armor: None
Feats: Attack Focus (Colt M-1860), Banter, Defensive Equipment: Bedroll, Riding Horse, M-1860 Revolver, 30
Roll 2, Dodge Focus 2, Fascinate (Bluff), Firearms rounds, Knife, Deck of playing cards
Training, Gambler’s Luck, Improved Initiative, Inspire

59
True20 Wild West
Feats: Attack Focus (Colt M-1860), Banter, Defensive
16th-Level Gambler Roll 3, Dodge Focus 2, Evasion, Fascinate (Bluff),
Role: Expert 16th Firearms Training, Gambler’s Luck, Improved
Size: Medium Initiative, Inspire (Complacency), Inspire (Fear),
Speed: 30 ft. Lucky, Quick Draw, Sneak Attack 2, Taunt,
Uncanny Dodge
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis:
+0, Cha: +4 Combat: Attack +14 (+12 Base, +2 Dex) +15 (Colt
M-1860), Damage +0 (unarmed), Damage +3 (Colt
Skills: Bluff 19 (+23), Diplomacy 14 (+18), Disguise
M-1860), Damage +1 (Knife), Defense +16 (+12
14 (+18), Gather Information 14 (+18), Intimidate
Base, +2 Dex, +2 Dodge Focus), Initiative +6 (+2
16 (+20), Knowledge (Streetwise) 13 (+15), Notice
Dex, +4 Improved Initiative)
13 (+13), Ride 17 (+19), Search 14 (+16), Sense
Motive 18 (+18), Sleight of Hand 19 (+21), Stealth Saves: Toughness +3 (+0 Con, +3 Defensive Roll),
19 (+21) Fortitude +9 (+5 Base, +0 Con, +4 Lucky), Reflex
+16 (+10 Base, +2 Dex, +4 Lucky), Will +9 (+5
Feats: Attack Focus (Colt M-1860), Banter, Defensive
Base, +0 Wis, +4 Lucky)
Roll 3, Dodge Focus 2, Fascinate (Bluff), Firearms
Training, Gambler’s Luck, Improved Initiative, Reputation: +5
Inspire (Complacency), Inspire (Fear), Lucky, Conviction: 11
Quick Draw, Sneak Attack 2, Taunt, Uncanny Weapons: Colt M-1860 Revolver, Knife
Dodge
Armor: None
Combat: Attack +14 (+12 Base, +2 Dex) +15 (Colt
M-1860), Damage +0 (unarmed), Damage +3 (Colt Equipment: Bedroll, Riding Horse, M-1860 Revolver,
M-1860), Damage +1 (Knife), Defense +16 (+12 30 rounds, Knife, Deck of playing cards
Base, +2 Dex, +2 Dodge Focus), Initiative +6 (+2
Dex, +4 Improved Initiative)
18th-Level Gambler
Saves: Toughness +3 (+0 Con, +3 Defensive Roll), Role: Expert 18th
Fortitude +9 (+5 Base, +0 Con, +4 Lucky), Reflex
Size: Medium
+16 (+10 Base, +2 Dex, +4 Lucky), Will +9 (+5
Base, +0 Wis, +4 Lucky) Speed: 30 ft.
Reputation: +5 Abilities: Str: +0, Dex: +2, Con: +1, Int: +2, Wis:
+0, Cha: +4
Conviction: 10
Skills: Bluff 19 (+23), Diplomacy 14 (+18), Disguise
Weapons: Colt M-1860 Revolver, Knife
14 (+18), Gather Information 20 (+24), Intimidate
Armor: None 20 (+24), Knowledge (Streetwise) 13 (+15), Notice
Equipment: Bedroll, Riding Horse, M-1860 Revolver, 20 (+20), Ride 17 (+19), Search 17 (+19), Sense
30 rounds, Knife, Deck of playing cards Motive 18 (+18), Sleight of Hand 19 (+21), Stealth
19 (+21)
Feats: Attack Focus (Colt M-1860), Banter, Defensive
17th-Level Gambler Roll 3, Dodge Focus 2, Evasion, Fascinate (Bluff),
Role: Expert 17th Firearms Training, Gambler’s Luck, Improved
Size: Medium Initiative, Inspire (Complacency), Inspire (Fear),
Speed: 30 ft. Lucky, Quick Draw, Sneak Attack 2, Suggestion,
Taunt, Uncanny Dodge
Abilities: Str: +0, Dex: +2, Con: +0, Int: +2, Wis:
+0, Cha: +4 Combat: Attack +15 (+13 Base, +2 Dex) +16 (Colt
M-1860), Damage +0 (unarmed), Damage +3 (Colt
Skills: Bluff 19 (+23), Diplomacy 14 (+18), Disguise
M-1860), Damage +1 (Knife), Defense +17 (+13
14 (+18), Gather Information 20 (+24), Intimidate
Base, +2 Dex, +2 Dodge Focus), Initiative +6 (+2
20 (+24), Knowledge (Streetwise) 13 (+15), Notice
Dex, +4 Improved Initiative)
13 (+13), Ride 17 (+19), Search 14 (+16), Sense
Motive 18 (+18), Sleight of Hand 19 (+21), Stealth
19 (+21)

60
True20 Wild West
Saves: Toughness +4 (+1 Con, +3 Defensive Roll),
Fortitude +11 (+6 Base, +1 Con, +4 Lucky), Reflex 20th-Level Gambler
+17 (+11 Base, +2 Dex, +4 Lucky), Will +10 (+6 Role: Expert 20th
Base, +0 Wis, +4 Lucky) Size: Medium
Reputation: +5 Speed: 30 ft.
Conviction: 11 Abilities: Str: +0, Dex: +2, Con: +1, Int: +2, Wis:
Weapons: Colt M-1860 Revolver, Knife +0, Cha: +4
Armor: None Skills: Bluff 23 (+27), Diplomacy 18 (+22), Disguise
14 (+18), Gather Information 22 (+26), Intimidate
Equipment: Bedroll, Riding Horse, M-1860 Revolver, 20 (+24), Knowledge (Streetwise) 13 (+15), Notice
30 rounds, Knife, Deck of playing cards 22 (+22), Ride 17 (+19), Search 17 (+19), Sense
Motive 22 (+22), Sleight of Hand 23 (+25), Stealth
19th-Level Gambler 19 (+21)
Role: Expert 19th Feats: Attack Focus (Colt M-1860), Banter, Defensive
Roll 4, Dodge Focus 2, Elusive Target, Evasion,
Size: Medium
Fascinate (Bluff), Firearms Training, Gambler’s
Speed: 30 ft. Luck, Improved Initiative, Inspire (Complacency),
Abilities: Str: +0, Dex: +2, Con: +1, Int: +2, Wis: Inspire (Fear), Lucky, Quick Draw, Sneak Attack 2,
+0, Cha: +4 Suggestion, Taunt, Uncanny Dodge
Skills: Bluff 19 (+23), Diplomacy 18 (+22), Disguise Combat: Attack +17 (+15 Base, +2 Dex) +18 (Colt
14 (+18), Gather Information 20 (+24), Intimidate M-1860), Damage +0 (unarmed), Damage +3 (Colt
20 (+24), Knowledge (Streetwise) 13 (+15), Notice M-1860), Damage +1 (Knife), Defense +19 (+15
22 (+22), Ride 17 (+19), Search 17 (+19), Sense Base, +2 Dex, +2 Dodge Focus), Initiative +6 (+2
Motive 22 (+22), Sleight of Hand 19 (+21), Stealth Dex, +4 Improved Initiative)
19 (+21) Saves: Toughness +5 (+1 Con, +4 Defensive Roll),
Feats: Attack Focus (Colt M-1860), Banter, Defensive Fortitude +11 (+6 Base, +1 Con, +4 Lucky), Reflex
Roll 3, Dodge Focus 2, Elusive Target, Evasion, +18 (+12 Base, +2 Dex, +4 Lucky), Will +10 (+6
Fascinate (Bluff), Firearms Training, Gambler’s Base, +0 Wis, +4 Lucky)
Luck, Improved Initiative, Inspire (Complacency), Reputation: +6
Inspire (Fear), Lucky, Quick Draw, Sneak Attack 2,
Conviction: 12
Suggestion, Taunt, Uncanny Dodge
Weapons: Colt M-1860 Revolver, Knife
Combat: Attack +16 (+14 Base, +2 Dex) +17 (Colt
M-1860), Damage +0 (unarmed), Damage +3 (Colt Armor: None
M-1860), Damage +1 (Knife), Defense +18 (+14 Equipment: Bedroll, Riding Horse, M-1860 Revolver,
Base, +2 Dex, +2 Dodge Focus), Initiative +6 (+2 30 rounds, Knife, Deck of playing cards
Dex, +4 Improved Initiative)
Saves: Toughness +4 (+1 Con, +3 Defensive Roll),
Fortitude +11 (+6 Base, +1 Con, +4 Lucky), Reflex
+17 (+11 Base, +2 Dex, +4 Lucky), Will +10 (+6
Base, +0 Wis, +4 Lucky)
Reputation: +5
Conviction: 12
Weapons: Colt M-1860 Revolver, Knife
Armor: None
Equipment: Bedroll, Riding Horse, M-1860 Revolver,
30 rounds, Knife, Deck of playing cards

61
True20 Wild West
Hunter Progression
Armor: None
1st-Level Hunter Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
Role: Warrior 1st
rounds, Knife
Size: Medium
Speed: 30 ft.
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha: 3rd-Level Hunter
+0 Role: Warrior 3rd
Skills: Handle Animal 4 (+4), Notice 4 (+4), Ride 4 (+6), Size: Medium
Survival 4 (+4) Speed: 30 ft.
Feats: Far Shot, Firearms Training, Point Blank Shot, Track Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha:
Combat: Attack +3 (+1 Base, +2 Dex), Damage +1 (unarmed), +0
Damage +4 (Colt M-1873), Damage +2 (Knife), Defense Skills: Handle Animal 6 (+6), Notice 6 (+6), Ride 6 (+8),
+3 (+1 Base, +2 Dex), Initiative +2 (+2 Dex) Survival 6 (+6)
Saves: Toughness +3 (+3 Con), Fortitude +5 (+2 Base, +3 Feats: Attack Focus (Colt M-1873), Far Shot, Firearms
Con), Reflex +2 (+0 Base, +2 Dex), Will +0 (+0 Base, +0 Training, Point Blank Shot, Track, Trailblazer
Wis) Combat: Attack +5 (+3 Base, +2 Dex) +6 (Colt M-1873),
Reputation: +0 Damage +1 (unarmed), Damage +4 (Colt M-1873),
Conviction: 3 Damage +2 (Knife), Defense +5 (+3 Base, +2 Dex),
Initiative +2 (+2 Dex)
Weapons: Colt M-1873 Revolver, Knife
Saves: Toughness +3 (+3 Con), Fortitude +6 (+3 Base, +3
Armor: None
Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1 Base, +0
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30 Wis)
rounds, Knife
Reputation: +1
Conviction: 4
2 -Level Hunter
nd
Weapons: Colt M-1873 Revolver, Knife
Role: Warrior 2nd
Armor: None
Size: Medium
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
Speed: 30 ft. rounds, Knife
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha:
+0
Skills: Handle Animal 5 (+5), Notice 5 (+5), Ride 5 (+7),
4th-Level Hunter
Role: Warrior 4th
Survival 5 (+5)
Size: Medium
Feats: Far Shot, Firearms Training, Point Blank Shot, Track,
Trailblazer Speed: 30 ft.
Combat: Attack +4 (+2 Base, +2 Dex), Damage +1 (unarmed), Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha:
Damage +4 (Colt M-1873), Damage +2 (Knife), Defense +0
+4 (+2 Base, +2 Dex), Initiative +2 (+2 Dex) Skills: Climb 4 (+5), Handle Animal 6 (+6), Notice 6 (+6),
Saves: Toughness +3 (+3 Con), Fortitude +6 (+3 Base, +3 Ride 6 (+8), Survival 6 (+6)
Con), Reflex +2 (+0 Base, +2 Dex), Will +0 (+0 Base, +0 Feats: Attack Focus (Colt M-1873), Attack Specialization
Wis) (Colt M-1873), Far Shot, Firearms Training, Point Blank
Reputation: +0 Shot, Track, Trailblazer
Conviction: 3 Combat: Attack +6 (+4 Base, +2 Dex) +7 (Colt M-1873),
Damage +1 (unarmed), Damage +5 (Colt M-1873
Weapons: Colt M-1873 Revolver, Knife

62
True20 Wild West
Revolver), Damage +2 (Knife), Defense +6 (+4 Base, +2 Skills: Climb 6 (+7), Handle Animal 6 (+6), Notice 7 (+7), Ride
Dex), Initiative +2 (+2 Dex) 8 (+10), Survival 9 (+9)
Saves: Toughness +3 (+3 Con), Fortitude +7 (+4 Base, +3 Feats: Attack Focus (Colt M-1873), Attack Specialization (Colt
Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1 Base, +0 M-1873), Far Shot, Favored Opponent (Animals), Firearms
Wis) Training, Point Blank Shot, Tough, Track, Trailblazer
Reputation: +1 Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-1873),
Conviction: 4 Damage +1 (unarmed), Damage +5 (Colt M-1873), Damage
+2 (Knife), Defense +8 (+6 Base, +2 Dex), Initiative +2 (+2
Weapons: Colt M-1873 Revolver, Knife
Dex)
Armor: None
Saves: Toughness +5 (+4 Con, +1 Tough), Fortitude +9 (+5
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30 Base, +4 Con), Reflex +4 (+2 Base, +2 Dex), Will +2 (+2
rounds, Knife Base, +0 Wis)
Reputation: +1
5 -Level Hunter
th Conviction: 5
Role: Warrior 5
th
Weapons: Colt M-1873 Revolver, Knife
Size: Medium Armor: None
Speed: 30 ft. Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha: rounds, Knife
+0
Skills: Climb 5 (+6), Handle Animal 6 (+6), Notice 7 (+7),
Ride 8 (+10), Survival 6 (+6)
7th-Level Hunter
Role: Warrior 7th
Feats: Attack Focus (Colt M-1873), Attack Specialization
Size: Medium
(Colt M-1873), Far Shot, Firearms Training, Point Blank
Shot, Tough, Track, Trailblazer Speed: 30 ft.
Combat: Attack +7 (+5 Base, +2 Dex) + 8 (Colt M-1873), Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0, Cha:
Damage +1 (unarmed), Damage +5 (Colt M-1873), +0
Damage +2 (Knife), Defense +7 (+5 Base, +2 Dex), Skills: Climb 7 (+8), Handle Animal 7 (+7), Notice 8 (+8), Ride
Initiative +2 (+2 Dex) 9 (+11), Survival 9 (+9)
Saves: Toughness +4 (+3 Con, +1 Tough), Fortitude +7 (+4 Feats: Attack Focus (Colt M-1873), Attack Specialization
Base, +3 Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1 (Colt M-1873), Far Shot, Favored Opponent (Animals),
Base, +0 Wis) Firearms Training, Greater Attack Focus (Colt M-1873),
Reputation: +1 Point Blank Shot, Tough, Track, Trailblazer
Conviction: 5 Combat: Attack +9 (+7 Base, +2 Dex) +11 (Colt M-1873),
Damage +1 (unarmed), Damage +5 (Colt M-1873), Damage
Weapons: Colt M-1873 Revolver, Knife
+2 (Knife), Defense +9 (+7 Base, +2 Dex), Initiative +2 (+2
Armor: None Dex)
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30 Saves: Toughness +5 (+4 Con, +1 Tough), Fortitude +9 (+5
rounds, Knife Base, +4 Con), Reflex +4 (+2 Base, +2 Dex), Will +2 (+2
Base, +0 Wis)

6th-Level Hunter Reputation: +2


Role: Warrior 6
th Conviction: 6
Size: Medium Weapons: Colt M-1873 Revolver, Knife
Speed: 30 ft. Armor: None
Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0, Cha: Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
+0 rounds, Knife

63
True20 Wild West
Saves: Toughness +5 (+4 Con, +1 Tough), Fortitude +10
8th-Level Hunter (+6 Base, +4 Con), Reflex +5 (+3 Base, +2 Dex), Will
Role: Warrior 8th +3 (+3 Base, +0 Wis)
Size: Medium Reputation: +2
Speed: 30 ft. Conviction: 7
Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0, Weapons: Colt M-1873 Revolver, Knife
Cha: +0
Armor: None
Skills: Climb 7 (+8), Handle Animal 7 (+7), Notice 8 (+8),
Ride 11 (+13), Survival 11 (+11) Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
rounds, Knife
Feats: Attack Focus (Colt M-1873), Attack Specialization
(Colt M-1873), Far Shot, Favored Opponent
(Animals), Firearms Training, Greater Attack Focus 10th-Level Hunter
(Colt M-1873), Greater Attack Specialization (Colt M- Role: Warrior 10th
1873), Point Blank Shot, Tough, Track, Trailblazer
Size: Medium
Combat: Attack +10 (+8 Base, +2 Dex) +12 (Colt M-
Speed: 30 ft.
1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +2 (Knife), Defense +10 (+8 Base, +2 Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0,
Dex), Initiative +2 (+2 Dex) Cha: +0
Saves: Toughness +5 (+4 Con, +1 Tough), Fortitude +10 Skills: Climb 10 (+11), Handle Animal 8 (+8), Notice 10
(+6 Base, +4 Con), Reflex +4 (+2 Base, +2 Dex), Will (+10), Ride 11 (+13), Survival 13 (+13)
+2 (+2 Base, +0 Wis) Feats: Attack Focus (Colt M-1873), Attack Specialization
Reputation: +2 (Colt M-1873), Far Shot, Favored Opponent
(Animals), Firearms Training, Greater Attack Focus
Conviction: 6
(Colt M-1873), Greater Attack Specialization (Colt M-
Weapons: Colt M-1873 Revolver, Knife 1873), Point Blank Shot, Tough 2, Track, Trackless,
Armor: None Trailblazer
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30 Combat: Attack +12 (+10 Base, +2 Dex) +14 (Colt M-
rounds, Knife 1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +2 (Knife), Defense +12 (+10 Base, +2
Dex), Initiative +2 (+2 Dex)
9th-Level Hunter Saves: Toughness +6 (+4 Con, +2 Tough), Fortitude +11
Role: Warrior 9th (+7 Base, +4 Con), Reflex +5 (+3 Base, +2 Dex), Will
Size: Medium +3 (+3 Base, +0 Wis)
Speed: 30 ft. Reputation: +2
Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0, Conviction: 7
Cha: +0 Weapons: Colt M-1873 Revolver, Knife
Skills: Climb 8 (+9), Handle Animal 8 (+8), Notice 10 Armor: None
(+10), Ride 11 (+13), Survival 11 (+11)
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30
Feats: Attack Focus (Colt M-1873), Attack Specialization rounds, Knife
(Colt M-1873), Far Shot, Favored Opponent
(Animals), Firearms Training, Greater Attack Focus
(Colt M-1873), Greater Attack Specialization (Colt 11th-Level Hunter
M-1873), Point Blank Shot, Tough, Track, Trackless, Role: Warrior 11th
Trailblazer
Size: Medium
Combat: Attack +11 (+9 Base, +2 Dex) +13 (Colt M-
Speed: 30 ft.
1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +2 (Knife), Defense +11 (+9 Base, +2 Abilities: Str: +1, Dex: +2, Con: +4, Int: +0, Wis: +0,
Dex), Initiative +2 (+2 Dex) Cha: +0

64
True20 Wild West
Skills: Climb 10 (+11), Handle Animal 10 (+10), Notice Reputation: +3
10 (+10), Ride 13 (+15), Survival 13 (+13) Conviction: 8
Feats: Attack Focus (Colt M-1873), Attack Specialization Weapons: Colt M-1873 Revolver, Knife
(Colt M-1873), Far Shot, Favored Opponent (Animals
Armor: None
2), Firearms Training, Greater Attack Focus (Colt
M-1873), Greater Attack Specialization (Colt M- Equipment: Bedroll, Riding Horse, M-1873 Revolver,
1873), Point Blank Shot, Tough 2, Track, Trackless, 30 rounds, Knife
Trailblazer
Combat: Attack +13 (+11 Base, +2 Dex) +15 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-
13th-Level Hunter
Role: Warrior 13th
1873), Damage +2 (Knife), Defense +13 (+11 Base, +2
Dex), Initiative +2 (+2 Dex) Size: Medium
Saves: Toughness +6 (+4 Con, +2 Tough), Fortitude +11 Speed: 30 ft.
(+7 Base, +4 Con), Reflex +5 (+3 Base, +2 Dex), Will Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +0,
+3 (+3 Base, +0 Wis) Cha: +0
Reputation: +3 Skills: Climb 12 (+13), Handle Animal 10 (+10), Notice
Conviction: 8 14 (+14), Ride 13 (+16), Survival 15 (+15)
Weapons: Colt M-1873 Revolver, Knife Feats: Attack Focus (Colt M-1873), Attack Specialization
(Colt M-1873), Far Shot, Favored Opponent (Animals
Armor: None 2), Firearms Training, Greater Attack Focus (Colt M-
Equipment: Bedroll, Riding Horse, M-1873 Revolver, 30 1873), Greater Attack Specialization (Colt M-1873),
rounds, Knife Improved Precise Shot, Point Blank Shot, Precise
Shot, Tough 2, Track, Trackless, Trailblazer

12th-Level Hunter Combat: Attack +16 (+13 Base, +3 Dex) +18 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-
Role: Warrior 12th
1873), Damage +2 (Knife), Defense +16 (+13 Base,
Size: Medium +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +6 (+4 Con, +2 Tough), Fortitude +12
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +0, (+8 Base, +4 Con), Reflex +7 (+4 Base, +3 Dex), Will
Cha: +0 +4 (+4 Base, +0 Wis)
Skills: Climb 12 (+13), Handle Animal 10 (+10), Notice Reputation: +3
10 (+10), Ride 13 (+16), Survival 15 (+15) Conviction: 9
Feats: Attack Focus (Colt M-1873), Attack Specialization Weapons: Colt M-1873 Revolver, Knife
(Colt M-1873), Far Shot, Favored Opponent (Animals
Armor: None
2), Firearms Training, Greater Attack Focus (Colt M-
1873), Greater Attack Specialization (Colt M-1873), Equipment: Bedroll, Riding Horse, M-1873 Revolver,
Point Blank Shot, Precise Shot, Tough 2, Track, 30 rounds, Knife
Trackless, Trailblazer
Combat: Attack +15 (+12 Base, +3 Dex) +17 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +2 (Knife), Defense +15 (+12 Base,
+3 Dex), Initiative +3 (+3 Dex)
Saves: Toughness +6 (+4 Con, +2 Tough), Fortitude +12
(+8 Base, +4 Con), Reflex +7 (+4 Base, +3 Dex), Will
+4 (+4 Base, +0 Wis)

65
True20 Wild West
Combat: Attack +18 (+15 Base, +3 Dex) +20 (Colt
14th-Level Hunter M-1873), Damage +1 (unarmed), Damage +6 (Colt
Role: Warrior 14th M-1873), Damage +2 (Knife), Defense +18 (+15
Size: Medium Base, +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +7 (+4 Con, +3 Tough), Fortitude
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +0, +13 (+9 Base, +4 Con), Reflex +8 (+5 Base, +3 Dex),
Cha: +0 Will +5 (+5 Base, +0 Wis)
Skills: Climb 12 (+13), Handle Animal 10 (+10), Notice Reputation: +4
14 (+14), Ride 13 (+16), Search 4 (+4), Survival 15 Conviction: 10
(+15) Weapons: Colt M-1873 Revolver, Knife
Feats: Attack Focus (Colt M-1873), Attack Armor: None
Specialization (Colt M-1873), Far Shot, Favored
Opponent (Animals 2), Firearms Training, Greater Equipment: Bedroll, Riding Horse, M-1873 Revolver,
Attack Focus (Colt M-1873), Greater Attack 30 rounds, Knife
Specialization (Colt M-1873), Improved Precise
Shot, Point Blank Shot, Precise Shot, Tough 3,
Track, Trackless, Trailblazer
16th-Level Hunter
Role: Warrior 16th
Combat: Attack +17 (+14 Base, +3 Dex) +19 (Colt
Size: Medium
M-1873), Damage +1 (unarmed), Damage +6 (Colt
M-1873), Damage +2 (Knife), Defense +17 (+14 Speed: 30 ft.
Base, +3 Dex), Initiative +3 (+3 Dex) Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis:
Saves: Toughness +7 (+4 Con, +3 Tough), Fortitude +0, Cha: +0
+13 (+9 Base, +4 Con), Reflex +7 (+4 Base, +3 Dex), Skills: Climb 12 (+13), Handle Animal 15 (+15),
Will +4 (+4 Base, +0 Wis) Notice 14 (+14), Ride 13 (+16), Search 4 (+4), Survival
Reputation: +3 18 (+18)
Conviction: 9 Feats: Attack Focus (Colt M-1873), Attack
Specialization (Colt M-1873), Far Shot, Favored
Weapons: Colt M-1873 Revolver, Knife
Opponent (Animals 2), Firearms Training, Greater
Armor: None Attack Focus (Colt M-1873), Greater Attack
Equipment: Bedroll, Riding Horse, M-1873 Revolver, Specialization (Colt M-1873), Improved Precise Shot,
30 rounds, Knife Night Vision, Point Blank Shot, Precise Shot, Smite
Opponent, Tough 3, Track, Trackless, Trailblazer
Combat: Attack +19 (+16 Base, +3 Dex) +21 (Colt
15th-Level Hunter M-1873), Damage +1 (unarmed), Damage +6 (Colt M-
Role: Warrior 15th 1873), Damage +2 (Knife), Defense +19 (+16 Base, +3
Size: Medium Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +7 (+4 Con, +3 Tough), Fortitude
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +14 (+10 Base, +4 Con), Reflex +8 (+5 Base, +3 Dex),
+0, Cha: +0 Will +5 (+5 Base, +0 Wis)
Skills: Climb 12 (+13), Handle Animal 11 (+11), Reputation: +4
Notice 14 (+14), Ride 13 (+16), Search 4 (+4), Conviction: 10
Survival 18 (+18) Weapons: Colt M-1873 Revolver, Knife
Feats: Attack Focus (Colt M-1873), Attack Armor: None
Specialization (Colt M-1873), Far Shot, Favored
Opponent (Animals 2), Firearms Training, Greater Equipment: Bedroll, Riding Horse, M-1873 Revolver,
Attack Focus (Colt M-1873), Greater Attack 30 rounds, Knife
Specialization (Colt M-1873), Improved Precise
Shot, Night Vision, Point Blank Shot, Precise Shot,
Tough 3, Track, Trackless, Trailblazer

66
True20 Wild West
Shot, Precise Shot, Smite Opponent, Tough 3,
17th-Level Hunter Track, Trackless, Trailblazer, Uncanny Dodge
Role: Warrior 17th
Combat: Attack +21 (+18 Base, +3 Dex) +23 (Colt M-
Size: Medium 1873), Damage +1 (unarmed), Damage +6 (Colt M-
Speed: 30 ft. 1873), Damage +2 (Knife), Defense +21 (+18 Base,
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +0, +3 Dex), Initiative +3 (+3 Dex)
Cha: +0 Saves: Toughness +7 (+4 Con, +3 Tough), Fortitude
Skills: Climb 12 (+13), Handle Animal 15 (+15), Notice +15 (+11 Base, +4 Con), Reflex +9 (+6 Base, +3 Dex),
14 (+14), Ride 17 (+20), Search 4 (+4), Survival 18 Will +7 (+6 Base, +1 Wis)
(+18) Reputation: +4
Feats: Attack Focus (Colt M-1873), Attack Specialization Conviction: 11
(Colt M-1873), Far Shot, Favored Opponent (Animals Weapons: Colt M-1873 Revolver, Knife
3), Firearms Training, Greater Attack Focus (Colt M-
1873), Greater Attack Specialization (Colt M-1873), Armor: None
Improved Precise Shot, Night Vision, Point Blank Equipment: Bedroll, Riding Horse, M-1873 Revolver,
Shot, Precise Shot, Smite Opponent, Tough 3, Track, 30 rounds, Knife
Trackless, Trailblazer
Combat: Attack +20 (+17 Base, +3 Dex) +22 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-
19th-Level Hunter
Role: Warrior 19th
1873), Damage +2 (Knife), Defense +20 (+17 Base,
+3 Dex), Initiative +3 (+3 Dex) Size: Medium
Saves: Toughness +7 (+4 Con, +3 Tough), Fortitude +14 Speed: 30 ft.
(+10 Base, +4 Con), Reflex +8 (+5 Base, +3 Dex), Will Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +1,
+5 (+5 Base, +0 Wis) Cha: +0
Reputation: +4 Skills: Climb 14 (+15), Handle Animal 15 (+15), Notice
Conviction: 11 20 (+21), Ride 17 (+20), Search 4 (+4), Survival 18
(+19)
Weapons: Colt M-1873 Revolver, Knife
Feats: Attack Focus (Colt M-1873), Attack
Armor: None
Specialization (Colt M-1873), Far Shot, Favored
Equipment: Bedroll, Riding Horse, M-1873 Revolver, Opponent (Animals 3), Firearms Training, Greater
30 rounds, Knife Attack Focus (Colt M-1873), Greater Attack
Specialization (Colt M-1873), Improved Precise
Shot, Night Vision, Point Blank Shot, Precise
18th-Level Hunter Shot, Smite Opponent, Tough 4, Track, Trackless,
Role: Warrior 18th Trailblazer, Uncanny Dodge
Size: Medium Combat: Attack +22 (+19 Base, +3 Dex) +24 (Colt M-
Speed: 30 ft. 1873), Damage +1 (unarmed), Damage +6 (Colt M-
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis: +1, 1873), Damage +2 (Knife), Defense +22 (+19 Base,
Cha: +0 +3 Dex), Initiative +3 (+3 Dex)
Skills: Climb 14 (+15), Handle Animal 15 (+15), Notice Saves: Toughness +8 (+4 Con, +4 Tough), Fortitude
16 (+17), Ride 17 (+20), Search 4 (+4), Survival 18 +15 (+11 Base, +4 Con), Reflex +9 (+6 Base, +3 Dex),
(+19) Will +7 (+6 Base, +1 Wis)
Feats: Attack Focus (Colt M-1873), Attack Specialization Reputation: +5
(Colt M-1873), Far Shot, Favored Opponent (Animals Conviction: 12
3), Firearms Training, Greater Attack Focus (Colt M- Weapons: Colt M-1873 Revolver, Knife
1873), Greater Attack Specialization (Colt M-1873),
Improved Precise Shot, Night Vision, Point Blank Armor: None
Equipment: Bedroll, Riding Horse, M-1873 Revolver,
30 rounds, Knife

67
True20 Wild West
Feats: Attack Focus (Colt M-1873), Attack
20th-Level Hunter Specialization (Colt M-1873), Diehard, Far Shot,
Role: Warrior 20th Favored Opponent (Animals 3), Firearms Training,
Size: Medium Greater Attack Focus (Colt M-1873), Greater
Speed: 30 ft. Attack Specialization (Colt M-1873), Improved
Precise Shot, Night Vision, Point Blank Shot,
Abilities: Str: +1, Dex: +3, Con: +4, Int: +0, Wis:
Precise Shot, Smite Opponent, Tough 4, Track,
+1, Cha: +0
Trackless, Trailblazer, Uncanny Dodge
Skills: Climb 14 (+15), Handle Animal 15 (+15),
Combat: Attack +23 (+20 Base, +3 Dex) +25 (Colt
Notice 20 (+21), Ride 17 (+20), Search 4 (+4),
M-1873), Damage +1 (unarmed), Damage +6 (Colt
Survival 22 (+23)
M-1873), Damage +2 (Knife), Defense +23 (+20
Base, +3 Dex), Initiative +3 (+3 Dex)
Saves: Toughness +8 (+4 Con, +4 Tough), Fortitude
+16 (+12 Base, +4 Con), Reflex +9 (+6 Base, +3
Dex), Will +7 (+6 Base, +1 Wis)
Reputation: +5
Conviction: 12
Weapons: Colt M-1873 Revolver, Knife
Armor: None
Equipment: Bedroll, Riding Horse, M-1873 Revolver,
30 rounds, Knife

68
True20 Wild West
Indian Agent Progression
Saves: Toughness +0 (+0 Con), Fortitude +0 (+0 Base,
1st-Level Indian Agent +0 Con), Reflex +5 (+3 Base, +2 Dex), Will +1 (+0
Role: Expert 1st Base, +1 Wis)
Size: Medium Reputation: +1
Speed: 30 ft. Conviction: 3
Abilities: Str: +0, Dex: +2, Con: +0, Int: +0, Wis: Weapons: Colt M-1860 Revolver, Knife
+1, Cha: +3
Armor: None
Skills: Bluff 4 (+7), Diplomacy 4 (+7), Disguise 4 (+7),
Gather Information 4 (+7), Intimidate 4 (+7), Ride Equipment: Bedroll, Riding Horse, M-1860 Revolver,
4 (+6), Sense Motive 4 (+5), Stealth 4 (+6) 30 rounds, Knife

Feats: Connected, Contacts, Fascinate (Bluff),


Firearms Training 3rd-Level Indian Agent
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 Role: Expert 3rd
(unarmed), Damage +3 (Colt M-1860 Revolver), Size: Medium
Damage +1 (Knife), Defense +2 (+0 Base, +2 Dex),
Speed: 30 ft.
Initiative +2 (+2 Dex)
Abilities: Str: +0, Dex: +2, Con: +0, Int: +0, Wis:
Saves: Toughness +0 (+0 Con), Fortitude +0 (+0 Base,
+1, Cha: +3
+0 Con), Reflex +4 (+2 Base, +2 Dex), Will +1 (+0
Base, +1 Wis) Skills: Bluff 6 (+9), Diplomacy 6 (+9), Disguise 6 (+9),
Gather Information 6 (+9), Intimidate 6 (+9), Ride
Reputation: +1
6 (+8), Sense Motive 6 (+7), Stealth 6 (+8)
Conviction: 3
Feats: Connected, Contacts, Fascinate (Bluff),
Weapons: Colt M-1860 Revolver, Knife Firearms Training, Suggestion, Well-Informed
Armor: None Combat: Attack +4 (+2 Base, +2 Dex), Damage +0
Equipment: Bedroll, Riding Horse, M-1860 Revolver, (unarmed), Damage +3 (Colt M-1860 Revolver),
30 rounds, Knife Damage +2 (Bowie Knife), Defense +4 (+2 Base,
+2 Dex), Initiative +2 (+2 Dex)
Saves: Toughness +0 (+0 Con), Fortitude +1 (+1 Base,
2nd-Level Indian Agent +0 Con), Reflex +5 (+3 Base, +2 Dex), Will +2 (+1
Role: Expert 2nd Base, +1 Wis)
Size: Medium Reputation: +1
Speed: 30 ft. Conviction: 4
Abilities: Str: +0, Dex: +2, Con: +0, Int: +0, Wis: Weapons: Colt M-1860 Revolver, Bowie Knife
+1, Cha: +3
Armor: None
Skills: Bluff 5 (+8), Diplomacy 5 (+8), Disguise 5 (+8),
Gather Information 5 (+8), Intimidate 5 (+8), Ride Equipment: Bedroll, Winter Blanket, Riding Horse,
5 (+7), Sense Motive 5 (+6), Stealth 5 (+7) M-1860 Revolver, 30 rounds, Bowie Knife

Feats: Connected, Contacts, Fascinate (Bluff),


Firearms Training, Suggestion
Combat: Attack +3 (+1 Base, +2 Dex), Damage +0
(unarmed), Damage +3 (Colt M-1860 Revolver),
Damage +1 (Knife), Defense +3 (+1 Base, +2 Dex),
Initiative +2 (+2 Dex)

69
True20 Wild West
Combat: Attack +5 (+3 Base, +2 Dex), Damage
4th-Level Indian Agent +0 (unarmed), Damage +3 (Colt M-1860
Role: Expert 4th Revolver), Damage +2 (Bowie Knife), Defense
Size: Medium +5 (+3 Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +0 (+0 Con), Fortitude +1 (+1
Abilities: Str: +0, Dex: +2, Con: +0, Int: +0, Base, +0 Con), Reflex +6 (+4 Base, +2 Dex),
Wis: +1, Cha: +3 Will +2 (+1 Base, +1 Wis)
Skills: Bluff 7 (+10), Diplomacy 7 (+10), Reputation: +2
Disguise 7 (+10), Gather Information 7 (+10), Conviction: 5
Intimidate 7 (+10), Ride 7 (+9), Sense Motive Weapons: Colt M-1860 Revolver, Bowie Knife
7 (+8), Stealth 7 (+9)
Armor: None
Feats: Connected, Contacts, Fascinate (Bluff),
Firearms Training, Mass Suggestion, Equipment: Bedroll, Winter Blanket, Riding
Suggestion, Well-Informed Horse, M-1860 Revolver, 30 rounds, Bowie
Knife
Combat: Attack +5 (+3 Base, +2 Dex), Damage
+0 (unarmed), Damage +3 (Colt M-1860
Revolver), Damage +2 (Bowie Knife), Defense 6th-Level Indian Agent
+5 (+3 Base, +2 Dex), Initiative +2 (+2 Dex) Role: Expert 6th
Saves: Toughness +0 (+0 Con), Fortitude +1 (+1 Size: Medium
Base, +0 Con), Reflex +6 (+4 Base, +2 Dex),
Speed: 30 ft.
Will +2 (+1 Base, +1 Wis)
Abilities: Str: +0, Dex: +3, Con: +0, Int: +0,
Reputation: +2
Wis: +1, Cha: +3
Conviction: 4
Skills: Bluff 9 (+12), Diplomacy 9 (+12), Disguise
Weapons: Colt M-1860 Revolver, Bowie Knife 9 (+12), Gather Information 9 (+12), Intimidate
Armor: None 9 (+12), Ride 9 (+12), Sense Motive 9 (+10),
Equipment: Bedroll, Winter Blanket, Riding Stealth 9 (+12)
Horse, M-1860 Revolver, 30 rounds, Bowie Feats: Connected, Contacts, Fascinate (Bluff),
Knife Firearms Training, Mass Suggestion,
Suggestion, Taunt, Uncanny Dodge, Well-
Informed
5th-Level Indian Agent Combat: Attack +7 (+4 Base, +3 Dex), Damage
Role: Expert 5th +0 (unarmed), Damage +3 (Colt M-1860
Size: Medium Revolver), Damage +2 (Bowie Knife), Defense
Speed: 30 ft. +7 (+4 Base, +3 Dex), Initiative +3 (+3 Dex)
Abilities: Str: +0, Dex: +2, Con: +0, Int: +0, Saves: Toughness +0 (+0 Con), Fortitude +2 (+2
Wis: +1, Cha: +3 Base, +0 Con), Reflex +8 (+5 Base, +3 Dex),
Will +3 (+2 Base, +1 Wis)
Skills: Bluff 8 (+11), Diplomacy 8 (+11), Disguise
8 (+11), Gather Information 8 (+11), Intimidate Reputation: +2
8 (+11), Ride 8 (+10), Sense Motive 8 (+9), Conviction: 5
Stealth 8 (+10) Weapons: Colt M-1860 Revolver, Bowie Knife
Feats: Connected, Contacts, Fascinate (Bluff), Armor: None
Firearms Training, Mass Suggestion,
Suggestion, Uncanny Dodge, Well-Informed Equipment: Bedroll, Winter Blanket, Riding
Horse, M-1860 Revolver, 30 rounds, Bowie
Knife

70
True20 Wild West
Combat: Attack +9 (+6 Base, +3 Dex), Damage +0
7th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 7th Damage +2 (Bowie Knife), Defense +9 (+6 Base,
Size: Medium +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +0, Int: +0, Wis: Fortitude +2 (+2 Base, +0 Con), Reflex +9 (+6
+1, Cha: +3 Base, +3 Dex), Will +3 (+2 Base, +1 Wis)
Skills: Bluff 10 (+13), Diplomacy 10 (+13), Disguise Reputation: +3
10 (+13), Gather Information 10 (+13), Intimidate Conviction: 6
10 (+13), Ride 10 (+13), Sense Motive 10 (+11), Weapons: Colt M-1860 Revolver, Bowie Knife
Stealth 10 (+13)
Armor: None
Feats: Connected, Contacts, Defensive Roll,
Fascinate (Bluff), Firearms Training, Mass Equipment: Bedroll, Winter Blanket, Riding Horse,
Suggestion, Suggestion, Taunt, Uncanny Dodge, M-1860 Revolver, 30 rounds, Bowie Knife
Well-Informed
Combat: Attack +8 (+5 Base, +3 Dex), Damage +0 9th-Level Indian Agent
(unarmed), Damage +3 (Colt M-1860 Revolver), Role: Expert 9th
Damage +2 (Bowie Knife), Defense +8 (+5 Base,
Size: Medium
+3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft.
Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Fortitude +2 (+2 Base, +0 Con), Reflex +8 (+5 Abilities: Str: +0, Dex: +3, Con: +0, Int: +0, Wis:
Base, +3 Dex), Will +3 (+2 Base, +1 Wis) +1, Cha: +3
Reputation: +2 Skills: Bluff 12 (+15), Diplomacy 12 (+15), Disguise
12 (+15), Gather Information 12 (+15), Intimidate
Conviction: 6
12 (+15), Ride 12 (+15), Sense Motive 12 (+13),
Weapons: Colt M-1860 Revolver, Bowie Knife Stealth 12 (+15)
Armor: None Feats: Connected, Contacts, Defensive Roll, Fascinate
Equipment: Bedroll, Winter Blanket, Riding Horse, (Bluff), Firearms Training, Inspire (Complacency),
M-1860 Revolver, 30 rounds, Bowie Knife Mass Suggestion, Quick Draw, Suggestion, Taunt,
Uncanny Dodge, Well-Informed
Combat: Attack +9 (+6 Base, +3 Dex), Damage +0
8th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 8th Damage +2 (Bowie Knife), Defense +9 (+6 Base,
Size: Medium +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +0, Int: +0, Wis: Fortitude +3 (+3 Base, +0 Con), Reflex +9 (+6
+1, Cha: +3 Base, +3 Dex), Will +4 (+3 Base, +1 Wis)
Skills: Bluff 11 (+14), Diplomacy 11 (+14), Disguise Reputation: +3
11 (+14), Gather Information 11 (+14), Intimidate Conviction: 7
11 (+14), Ride 11 (+14), Sense Motive 11 (+12), Weapons: Colt M-1860 Revolver, Bowie Knife
Stealth 11 (+14)
Armor: None
Feats: Connected, Contacts, Defensive Roll, Fascinate
(Bluff), Firearms Training, Inspire (Complacency), Equipment: Bedroll, Winter Blanket, Riding Horse,
Mass Suggestion, Suggestion, Taunt, Uncanny M-1860 Revolver, 30 rounds, Bowie Knife
Dodge, Well-Informed

71
True20 Wild West
Combat: Attack +11 (+8 Base, +3 Dex), Damage +0
10th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 10th Damage +2 (Bowie Knife), Defense +14 (+8 Base,
Size: Medium +3 Dex, +3 Banter), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +1 (+0 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +0, Int: +0, Wis: Fortitude +3 (+3 Base, +0 Con), Reflex +10 (+7
+1, Cha: +3 Base, +3 Dex), Will +4 (+3 Base, +1 Wis)
Skills: Bluff 12 (+15), Diplomacy 12 (+15), Disguise Reputation: +3
12 (+15), Gather Information 12 (+15), Intimidate Conviction: 8
12 (+15), Notice 8 (+9), Ride 12 (+15), Sense Weapons: Colt M-1860 Revolver, Bowie Knife
Motive 12 (+13), Stealth 12 (+15)
Armor: None
Feats: Banter, Connected, Contacts, Defensive
Roll, Fascinate (Bluff), Firearms Training, Equipment: Bedroll, Winter Blanket, Riding Horse,
Inspire (Complacency), Mass Suggestion, Quick M-1860 Revolver, 30 rounds, Bowie Knife
Draw, Suggestion, Taunt, Uncanny Dodge, Well-
Informed
12th-Level Indian Agent
Combat: Attack +10 (+7 Base, +3 Dex), Damage +0 Role: Expert 12th
(unarmed), Damage +3 (Colt M-1860 Revolver),
Size: Medium
Damage +2 (Bowie Knife), Defense +13 (+7 Base,
+3 Dex, +3 Banter), Initiative +3 (+3 Dex) Speed: 30 ft.
Saves: Toughness +1 (+0 Con, +1 Defensive Roll), Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
Fortitude +3 (+3 Base, +0 Con), Reflex +10 (+7 +1, Cha: +3
Base, +3 Dex), Will +4 (+3 Base, +1 Wis) Skills: Bluff 13 (+16), Diplomacy 15 (+18), Disguise
Reputation: +3 12 (+15), Gather Information 15 (+18), Intimidate
13 (+16), Notice 13 (+14), Ride 15 (+18), Sense
Conviction: 7
Motive 12 (+13), Stealth 12 (+15)
Weapons: Colt M-1860 Revolver, Bowie Knife
Feats: Banter, Connected, Contacts, Defensive Roll
Armor: None 2, Elusive Target, Fascinate (Bluff), Firearms
Equipment: Bedroll, Winter Blanket, Riding Horse, Training, Inspire (Complacency), Mass Suggestion,
M-1860 Revolver, 30 rounds, Bowie Knife Quick Draw, Suggestion, Taunt, Uncanny Dodge,
Well-Informed
Combat: Attack +12 (+9 Base, +3 Dex), Damage +0
11th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 11th Damage +2 (Bowie Knife), Defense +15 (+9 Base,
Size: Medium +3 Dex, +3 Banter), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +0, Int: +0, Wis: Fortitude +5 (+4 Base, +1 Con), Reflex +11 (+8
+1, Cha: +3 Base, +3 Dex), Will +5 (+4 Base, +1 Wis)
Skills: Bluff 13 (+16), Diplomacy 12 (+15), Disguise Reputation: +4
12 (+15), Gather Information 13 (+16), Intimidate Conviction: 8
13 (+16), Notice 13 (+14), Ride 12 (+15), Sense Weapons: Colt M-1860 Revolver, Bowie Knife
Motive 12 (+13), Stealth 12 (+15)
Armor: None
Feats: Banter, Connected, Contacts, Defensive
Roll, Elusive Target, Fascinate (Bluff), Firearms Equipment: Bedroll, Winter Blanket, Riding Horse,
Training, Inspire (Complacency), Mass Suggestion, M-1860 Revolver, 30 rounds, Bowie Knife
Quick Draw, Suggestion, Taunt, Uncanny Dodge,
Well-Informed

72
True20 Wild West
Combat: Attack +13 (+10 Base, +3 Dex), Damage +0
13th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 13th Damage +2 (Bowie Knife), Defense +17 (+10 Base,
Size: Medium +3 Dex, +3 Banter, +1 Dodge Focus), Initiative +3
Speed: 30 ft. (+3 Dex)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
+1, Cha: +3 Fortitude +5 (+4 Base, +1 Con), Reflex +12 (+9
Base, +3 Dex), Will +5 (+4 Base, +1 Wis)
Skills: Bluff 14 (+17), Diplomacy 15 (+18), Disguise
15 (+18), Gather Information 15 (+18), Intimidate Reputation: +4
15 (+18), Notice 13 (+14), Ride 15 (+18), Sense Conviction: 9
Motive 14 (+15), Stealth 12 (+15) Weapons: Colt M-1860 Revolver, Bowie Knife
Feats: Banter, Connected, Contacts, Defensive Roll Armor: None
2, Elusive Target, Fascinate (Bluff), Firearms
Training, Inspire (Complacency), Mass Suggestion, Equipment: Bedroll, Winter Blanket, Riding Horse,
Quick Draw, Sneak Attack, Suggestion, Taunt, M-1860 Revolver, 30 rounds, Bowie Knife
Uncanny Dodge, Well-Informed
Combat: Attack +12 (+9 Base, +3 Dex), Damage +0 15th-Level Indian Agent
(unarmed), Damage +3 (Colt M-1860 Revolver), Role: Expert 15th
Damage +2 (Bowie Knife), Defense +15 (+9 Base,
Size: Medium
+3 Dex, +3 Banter), Initiative +3 (+3 Dex)
Speed: 30 ft.
Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Fortitude +5 (+4 Base, +1 Con), Reflex +11 (+8 Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
Base, +3 Dex), Will +5 (+4 Base, +1 Wis) +1, Cha: +3
Reputation: +4 Skills: Bluff 18 (+21), Diplomacy 18 (+21), Disguise
15 (+18), Gather Information 15 (+18), Intimidate
Conviction: 9
15 (+18), Notice 13 (+14), Ride 15 (+18), Sense
Weapons: Colt M-1860 Revolver, Bowie Knife Motive 18 (+19), Stealth 17 (+20)
Armor: None Feats: Banter, Connected, Contacts, Defensive Roll
Equipment: Bedroll, Winter Blanket, Riding Horse, 2, Dodge Focus, Elusive Target, Fascinate (Bluff),
M-1860 Revolver, 30 rounds, Bowie Knife Firearms Training, Inspire (Complacency), Mass
Suggestion, Quick Draw, Sneak Attack, Suggestion,
Taunt, Uncanny Dodge, Wealthy, Well-Informed
14th-Level Indian Agent Combat: Attack +14 (+11 Base, +3 Dex), Damage +0
Role: Expert 14th (unarmed), Damage +3 (Colt M-1860 Revolver),
Size: Medium Damage +2 (Bowie Knife), Defense +18 (+11 Base,
Speed: 30 ft. +3 Dex, +3 Banter, +1 Dodge Focus), Initiative +3
(+3 Dex)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
+1, Cha: +3 Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Fortitude +6 (+5 Base, +1 Con), Reflex +12 (+9
Skills: Bluff 17 (+20), Diplomacy 15 (+18), Disguise
Base, +3 Dex), Will +6 (+5 Base, +1 Wis)
15 (+18), Gather Information 15 (+18), Intimidate
15 (+18), Notice 13 (+14), Ride 15 (+18), Sense Reputation: +4
Motive 14 (+15), Stealth 17 (+20) Conviction: 10
Feats: Banter, Connected, Contacts, Defensive Roll Weapons: Colt M-1860 Revolver, Bowie Knife
2, Dodge Focus, Elusive Target, Fascinate (Bluff), Armor: None
Firearms Training, Inspire (Complacency), Mass
Suggestion, Quick Draw, Sneak Attack, Suggestion, Equipment: Bedroll, Winter Blanket, Riding Horse,
Taunt, Uncanny Dodge, Well-Informed M-1860 Revolver, 30 rounds, Bowie Knife

73
True20 Wild West
Combat: Attack +15 (+12 Base, +3 Dex), Damage +0
16th-Level Indian Agent (unarmed), Damage +3 (Colt M-1860 Revolver),
Role: Expert 16th Damage +2 (Bowie Knife), Defense +19 (+12 Base,
Size: Medium +3 Dex, +3 Banter, +1 Dodge Focus), Initiative +3 (+3
Speed: 30 ft. Dex)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: +1, Saves: Toughness +4 (+1 Con, +3 Defensive Roll),
Cha: +3 Fortitude +6 (+5 Base, +1 Con), Reflex +13 (+10 Base,
+3 Dex), Will +6 (+5 Base, +1 Wis)
Skills: Bluff 18 (+21), Diplomacy 18 (+21), Disguise 15
(+18), Gather Information 15 (+18), Intimidate 15 Reputation: +5
(+18), Knowledge (Streetwise) 8 (+8), Notice 13 (+14), Conviction: 11
Ride 15 (+18), Sense Motive 18 (+19), Stealth 17 (+20) Weapons: Colt M-1860 Revolver, Bowie Knife
Feats: Banter, Connected, Contacts, Defensive Roll 3, Armor: None
Dodge Focus, Elusive Target, Fascinate (Bluff), Firearms
Training, Inspire (Complacency), Mass Suggestion, Equipment: Bedroll, Winter Blanket, Riding Horse, M-
Quick Draw, Sneak Attack, Suggestion, Taunt, Uncanny 1860 Revolver, 30 rounds, Bowie Knife
Dodge, Wealthy, Well-Informed
Combat: Attack +15 (+12 Base, +3 Dex), Damage +0 18th-Level Indian Agent
(unarmed), Damage +3 (Colt M-1860 Revolver), Damage Role: Expert 18th
+2 (Bowie Knife), Defense +19 (+12 Base, +3 Dex, +3
Size: Medium
Banter, +1 Dodge Focus), Initiative +3 (+3 Dex)
Speed: 30 ft.
Saves: Toughness +4 (+1 Con, +3 Defensive Roll), Fortitude
+6 (+5 Base, +1 Con), Reflex +13 (+10 Base, +3 Dex), Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: +1,
Will +6 (+5 Base, +1 Wis) Cha: +4
Reputation: +5 Skills: Bluff 20 (+24), Diplomacy 18 (+22), Disguise 15
(+19), Gather Information 16 (+20), Intimidate 19
Conviction: 10
(+23), Knowledge (Streetwise) 13 (+13), Notice 13
Weapons: Colt M-1860 Revolver, Bowie Knife (+14), Ride 19 (+22), Sense Motive 18 (+19), Stealth
Armor: None 17 (+20)
Equipment: Bedroll, Winter Blanket, Riding Horse, M- Feats: Banter, Connected, Contacts, Defensive Roll
1860 Revolver, 30 rounds, Bowie Knife 3, Dodge Focus, Elusive Target, Evasion, Fascinate
(Bluff), Firearms Training, Improved Evasion, Inspire
(Complacency), Mass Suggestion, Quick Draw, Sneak
17th-Level Indian Agent Attack, Suggestion, Taunt, Uncanny Dodge, Wealthy,
Role: Expert 17th Well-Informed
Size: Medium Combat: Attack +16 (+13 Base, +3 Dex), Damage +0
Speed: 30 ft. (unarmed), Damage +3 (Colt M-1860 Revolver),
Damage +2 (Bowie Knife), Defense +21 (+13 Base,
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: +1,
+3 Dex, +4 Banter, +1 Dodge Focus), Initiative +3 (+3
Cha: +3
Dex)
Skills: Bluff 20 (+23), Diplomacy 18 (+21), Disguise 15
Saves: Toughness +4 (+1 Con, +3 Defensive Roll),
(+18), Gather Information 16 (+19), Intimidate 15
Fortitude +7 (+6 Base, +1 Con), Reflex +14 (+11 Base,
(+18), Knowledge (Streetwise) 13 (+13), Notice 13
+3 Dex), Will +7 (+6 Base, +1 Wis)
(+14), Ride 15 (+18), Sense Motive 18 (+19), Stealth 17
(+20) Reputation: +5
Feats: Banter, Connected, Contacts, Defensive Roll 3, Conviction: 11
Dodge Focus, Elusive Target, Evasion, Fascinate (Bluff), Weapons: Colt M-1860 Revolver, Bowie Knife
Firearms Training, Inspire (Complacency), Mass Armor: None
Suggestion, Quick Draw, Sneak Attack, Suggestion,
Taunt, Uncanny Dodge, Wealthy, Well-Informed Equipment: Bedroll, Winter Blanket, Riding Horse, M-
1860 Revolver, 30 rounds, Bowie Knife

74
True20 Wild West
19th-Level Indian Agent 20th-Level Indian Agent
Role: Expert 19th Role: Expert 20th
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
+1, Cha: +4 +1, Cha: +4
Skills: Bluff 21 (+25), Diplomacy 20 (+24), Disguise Skills: Bluff 23 (+27), Diplomacy 23 (+27), Disguise
15 (+19), Gather Information 21 (+25), Intimidate 17 (+21), Gather Information 22 (+26), Intimidate
19 (+23), Knowledge (Streetwise) 13 (+13), Notice 19 (+23), Knowledge (Streetwise) 13 (+13), Notice
13 (+14), Ride 19 (+22), Sense Motive 18 (+19), 13 (+14), Ride 19 (+22), Sense Motive 18 (+19),
Stealth 17 (+20) Stealth 17 (+20)
Feats: Banter, Connected, Contacts, Defensive Roll 3, Feats: Banter, Connected, Contacts, Defensive Roll 4,
Dodge Focus 2, Elusive Target, Evasion, Fascinate Dodge Focus 2, Elusive Target, Evasion, Fascinate
(Bluff), Firearms Training, Improved Evasion, (Bluff), Firearms Training, Improved Evasion,
Inspire (Complacency), Mass Suggestion, Quick Inspire (Complacency), Mass Suggestion, Quick
Draw, Sneak Attack, Suggestion, Taunt, Uncanny Draw, Sneak Attack, Suggestion, Taunt, Uncanny
Dodge, Wealthy, Well-Informed Dodge, Wealthy, Well-Informed
Combat: Attack +17 (+14 Base, +3 Dex), Damage +0 Combat: Attack +18 (+15 Base, +3 Dex), Damage +0
(unarmed), Damage +3 (Colt M-1860 Revolver), (unarmed), Damage +3 (Colt M-1860 Revolver),
Damage +2 (Bowie Knife), Defense +23 (+14 Base, Damage +2 (Bowie Knife), Defense +24 (+15 Base,
+3 Dex, +4 Banter, +2 Dodge Focus), Initiative +3 +3 Dex, +4 Banter, +2 Dodge Focus), Initiative +3
(+3 Dex) (+3 Dex)
Saves: Toughness +4 (+1 Con, +3 Defensive Roll), Saves: Toughness +5 (+1 Con, +4 Defensive Roll),
Fortitude +7 (+6 Base, +1 Con), Reflex +14 (+11 Fortitude +7 (+6 Base, +1 Con), Reflex +15 (+12
Base, +3 Dex), Will +7 (+6 Base, +1 Wis) Base, +3 Dex), Will +7 (+6 Base, +1 Wis)
Reputation: +5 Reputation: +6
Conviction: 12 Conviction: 12
Weapons: Colt M-1860 Revolver, Bowie Knife Weapons: Colt M-1860 Revolver, Bowie Knife
Armor: None Armor: None
Equipment: Bedroll, Winter Blanket, Riding Horse, Equipment: Bedroll, Winter Blanket, Riding Horse,
M-1860 Revolver, 30 rounds, Bowie Knife M-1860 Revolver, 30 rounds, Bowie Knife

75
True20 Wild West
Lawman Progression
Reputation: +0
1st-Level Lawman Conviction: 3
Role: Warrior 1st
Size: Medium Weapons: Colt M-1873 Peacemaker, Bowie Knife
Speed: 30 ft. Armor: None
Abilities: Str: +1, Dex: +2, Con: +1, Int: +0, Wis: Equipment: Bedroll, Riding Horse, Colt M-1873, 30
+0, Cha: +2 rounds, Bowie Knife
Skills: Diplomacy 4 (+6), Intimidate 4 (+6), Ride 4
(+6), Sense Motive 4 (+4) 3rd-Level Lawman
Feats: Benefit (Lawman), Firearms Training, Quick Role: Warrior 3rd
Draw, Tough Size: Medium
Combat: Attack +3 (+1 Base, +2 Dex), Damage +1 Speed: 30 ft.
(unarmed), Damage +4 (Colt M-1873 Peacemaker),
Abilities: Str: +1, Dex: +2, Con: +1, Int: +0, Wis:
Damage +3 (Bowie Knife), Defense +3 (+1 Base,
+0, Cha: +2
+2 Dex), Initiative +2 (+2 Dex)
Skills: Diplomacy 6 (+8), Intimidate 6 (+8), Ride 6
Saves: Toughness +2 (+1 Con, +1 Tough), Fortitude
(+8), Sense Motive 6 (+6)
+3 (+2 Base, +1 Con), Reflex +2 (+0 Base, +2 Dex),
Will +0 (+0 Base, +0 Wis) Feats: Assessment, Attack Focus (Colt M-1873
Peacemaker), Benefit (Lawman), Firearms
Reputation: +0
Training, Quick Draw, Tough
Conviction: 3
Combat: Attack +5 (+3 Base, +2 Dex) +6 (Colt M-
Weapons: Colt M-1873 Peacemaker, Bowie Knife 1873), Damage +1 (unarmed), Damage +4 (Colt
Armor: None M-1873), Damage +3 (Bowie Knife), Defense +5
Equipment: Bedroll, Riding Horse, Colt M-1873, 30 (+3 Base, +2 Dex), Initiative +2 (+2 Dex)
rounds, Bowie Knife Saves: Toughness +2 (+1 Con, +1 Tough), Fortitude
+4 (+3 Base, +1 Con), Reflex +3 (+1 Base, +2 Dex),
Will +1 (+1 Base, +0 Wis)
2nd-Level Lawman Reputation: +1
Role: Warrior 2nd
Conviction: 4
Size: Medium
Weapons: Colt M-1873 Peacemaker, Bowie Knife
Speed: 30 ft.
Armor: None
Abilities: Str: +1, Dex: +2, Con: +1, Int: +0, Wis:
+0, Cha: +2 Equipment: Bedroll, Riding Horse, Colt M-1873, 36
rounds, Bowie Knife
Skills: Diplomacy 5 (+7), Intimidate 5 (+7), Ride 5
(+7), Sense Motive 5 (+5)
Feats: Assessment, Benefit (Lawman), Firearms 4th-Level Lawman
Training, Quick Draw, Tough Role: Warrior 4th
Combat: Attack +4 (+2 Base, +2 Dex), Damage +1 Size: Medium
(unarmed), Damage +4 (Colt M-1873 Peacemaker), Speed: 30 ft.
Damage +3 (Bowie Knife), Defense +4 (+2 Base,
Abilities: Str: +1, Dex: +2, Con: +1, Int: +0, Wis:
+2 Dex), Initiative +2 (+2 Dex)
+0, Cha: +2
Saves: Toughness +2 (+1 Con, +1 Tough), Fortitude
Skills: Diplomacy 7 (+9), Intimidate 7 (+9), Ride 7
+4 (+3 Base, +1 Con), Reflex +2 (+0 Base, +2 Dex),
(+9), Sense Motive 7 (+7)
Will +0 (+0 Base, +0 Wis)

76
True20 Wild West
Feats: Assessment, Attack Focus (Colt M-1873
Peacemaker), Benefit (Lawman), Firearms 6th-Level Lawman
Training, Quick Draw, Stunning Attack, Tough Role: Warrior 6th
Combat: Attack +6 (+4 Base, +2 Dex) +7 (Colt M- Size: Medium
1873), Damage +1 (unarmed), Damage +4 (Colt Speed: 30 ft.
M-1873), Damage +3 (Bowie Knife), Defense +6 Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis:
(+4 Base, +2 Dex), Initiative +2 (+2 Dex) +0, Cha: +2
Saves: Toughness +2 (+1 Con, +1 Tough), Fortitude Skills: Diplomacy 9 (+11), Intimidate 9 (+11), Ride 9
+5 (+4 Base, +1 Con), Reflex +3 (+1 Base, +2 Dex), (+11), Sense Motive 9 (+9)
Will +1 (+1 Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873
Reputation: +1 Peacemaker), Attack Specialization (Colt M-
Conviction: 4 1873 Peacemaker), Benefit (Lawman), Firearms
Weapons: Colt M-1873 Peacemaker, Bowie Knife Training, Quick Draw, Seize Initiative, Stunning
Attack, Tough
Armor: None
Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-
Equipment: Bedroll, Riding Horse, Colt M-1873, 36 1873), Damage +1 (unarmed), Damage +5 (Colt
rounds, Bowie Knife M-1873), Damage +3 (Bowie Knife), Defense +8
(+6 Base, +2 Dex), Initiative +2 (+2 Dex)
5th-Level Lawman Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude
Role: Warrior 5 th
+7 (+5 Base, +2 Con), Reflex +4 (+2 Base, +2 Dex),
Will +2 (+2 Base, +0 Wis)
Size: Medium
Reputation: +1
Speed: 30 ft.
Conviction: 5
Abilities: Str: +1, Dex: +2, Con: +1, Int: +0, Wis:
+0, Cha: +2 Weapons: Colt M-1873 Peacemaker, Bowie Knife
Skills: Diplomacy 8 (+10), Intimidate 8 (+10), Ride 8 Armor: None
(+10), Sense Motive 8 (+8) Equipment: Bedroll, Riding Horse, Masterwork Colt
Feats: Assessment, Attack Focus (Colt M-1873 M-1873, 36 rounds, Bowie Knife
Peacemaker), Attack Specialization (Colt M-
1873 Peacemaker), Benefit (Lawman), Firearms
Training, Quick Draw, Stunning Attack, Tough 7th-Level Lawman
Role: Warrior 7th
Combat: Attack +7 (+5 Base, +2 Dex) +8 (Colt M-
1873), Damage +1 (unarmed), Damage +5 (Colt Size: Medium
M-1873), Damage +3 (Bowie Knife), Defense +7 Speed: 30 ft.
(+5 Base, +2 Dex), Initiative +2 (+2 Dex) Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis:
Saves: Toughness +2 (+1 Con, +1 Tough), Fortitude +0, Cha: +2
+5 (+4 Base, +1 Con), Reflex +3 (+1 Base, +2 Dex), Skills: Diplomacy 10 (+12), Intimidate 10 (+12), Ride
Will +1 (+1 Base, +0 Wis) 10 (+12), Sense Motive 10 (+10)
Reputation: +1 Feats: Assessment, Attack Focus (Colt M-1873
Conviction: 5 Peacemaker), Attack Specialization (Colt M-
Weapons: Colt M-1873 Peacemaker, Bowie Knife 1873 Peacemaker), Benefit (Lawman), Firearms
Training, Quick Draw, Seize Initiative, Stunning
Armor: None Attack, Tough 2
Equipment: Bedroll, Riding Horse, Masterwork Colt Combat: Attack +9 (+7 Base, +2 Dex) +10 (Colt M-
M-1873, 36 rounds, Bowie Knife 1873), Damage +1 (unarmed), Damage +5 (Colt
M-1873), Damage +3 (Bowie Knife), Defense +9
(+7 Base, +2 Dex), Initiative +2 (+2 Dex)

77
True20 Wild West
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Skills: Diplomacy 12 (+14), Intimidate 12 (+14), Ride
+7 (+5 Base, +2 Con), Reflex +4 (+2 Base, +2 Dex), 12 (+14), Sense Motive 12 (+12)
Will +2 (+2 Base, +0 Wis) Feats: Assessment, Attack Focus (Colt M-1873
Reputation: +2 Peacemaker), Attack Specialization (Colt M-
Conviction: 6 1873 Peacemaker), Benefit (Lawman), Firearms
Training, Greater Attack Focus (Colt M-1873
Weapons: Colt M-1873 Peacemaker, Bowie Knife
Peacemaker), Point Blank Shot, Quick Draw, Seize
Armor: None Initiative, Stunning Attack, Tough 2
Equipment: Bedroll, Riding Horse, Masterwork Colt Combat: Attack +11 (+9 Base, +2 Dex) +13 (Colt M-
M-1873, 42 rounds, Bowie Knife 1873), Damage +1 (unarmed), Damage +5 (Colt
M-1873), Damage +3 (Bowie Knife), Defense +11
(+9 Base, +2 Dex), Initiative +2 (+2 Dex)
8th-Level Lawman Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude
Role: Warrior 8th
+8 (+6 Base, +2 Con), Reflex +5 (+3 Base, +2 Dex),
Size: Medium Will +3 (+3 Base, +0 Wis)
Speed: 30 ft. Reputation: +2
Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis: Conviction: 7
+0, Cha: +2
Weapons: Colt M-1873 Peacemaker, Bowie Knife
Skills: Diplomacy 11 (+13), Intimidate 11 (+13), Ride
11 (+13), Sense Motive 11 (+11) Armor: None

Feats: Assessment, Attack Focus (Colt M-1873 Equipment: Bedroll, Riding Horse, 2 Masterwork
Peacemaker), Attack Specialization (Colt M- Colt M-1873s, 42 rounds, Bowie Knife
1873 Peacemaker), Benefit (Lawman), Firearms
Training, Point Blank Shot, Quick Draw, Seize
Initiative, Stunning Attack, Tough 2
10th-Level Lawman
Role: Warrior 10th
Combat: Attack +10 (+8 Base, +2 Dex) +11 (Colt M-
Size: Medium
1873), Damage +1 (unarmed), Damage +5 (Colt
M-1873), Damage +3 (Bowie Knife), Defense +10 Speed: 30 ft.
(+8 Base, +2 Dex), Initiative +2 (+2 Dex) Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis:
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude +0, Cha: +2
+8 (+6 Base, +2 Con), Reflex +4 (+2 Base, +2 Dex), Skills: Diplomacy 13 (+15), Intimidate 13 (+15), Ride
Will +2 (+2 Base, +0 Wis) 13 (+15), Sense Motive 13 (+13)
Reputation: +2 Feats: Assessment, Attack Focus (Colt M-1873
Conviction: 6 Peacemaker), Attack Specialization (Colt M-
1873 Peacemaker), Benefit (Lawman), Firearms
Weapons: Colt M-1873 Peacemaker, Bowie Knife
Training, Greater Attack Focus (Colt M-1873),
Armor: None Point Blank Shot, Quick Draw, Seize Initiative,
Equipment: Bedroll, Riding Horse, 2 Masterwork Stunning Attack, Tough 3
Colt M-1873s, 42 rounds, Bowie Knife Combat: Attack +12 (+10 Base, +2 Dex) +14 (Colt M-
1873), Damage +1 (unarmed), Damage +5 (Colt
M-1873), Damage +3 (Bowie Knife), Defense +12
9th-Level Lawman (+10 Base, +2 Dex), Initiative +2 (+2 Dex)
Role: Warrior 9th
Saves: Toughness +5 (+2 Con, +3 Tough), Fortitude
Size: Medium +9 (+7 Base, +2 Con), Reflex +5 (+3 Base, +2 Dex),
Speed: 30 ft. Will +3 (+3 Base, +0 Wis)
Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis: Reputation: +2
+0, Cha: +2 Conviction: 7

78
True20 Wild West
Weapons: Colt M-1873 Peacemaker, Bowie Knife Focus (Colt M-1873), Greater Attack Specialization (Colt
Armor: None M-1873 Peacemaker), Point Blank Shot, Precise Shot,
Quick Draw, Seize Initiative, Stunning Attack, Tough 3
Equipment: Bedroll, Riding Horse, 2 Masterwork Colt M-
1873s, 49 rounds, Bowie Knife Combat: Attack +14 (+12 Base, +2 Dex) +16 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +3 (Bowie Knife), Defense +14 (+12
11th-Level Lawman Base, +2 Dex), Initiative +2 (+2 Dex)
Role: Warrior 11th Saves: Toughness +6 (+3 Con, +3 Tough), Fortitude +11 (+8
Size: Medium Base, +3 Con), Reflex +6 (+4 Base, +2 Dex), Will +4 (+4
Speed: 30 ft. Base, +0 Wis)

Abilities: Str: +1, Dex: +2, Con: +2, Int: +0, Wis: +0, Cha: Reputation: +3
+2 Conviction: 8
Skills: Diplomacy 14 (+16), Intimidate 14 (+16), Ride 14 Weapons: Colt M-1873 Peacemaker, Bowie Knife
(+16), Sense Motive 14 (+14) Armor: None
Feats: Assessment, Attack Focus (Colt M-1873 Peacemaker), Equipment: Bedroll, Riding Horse, 2 Masterwork Colt M-
Attack Specialization (Colt M-1873 Peacemaker), Benefit 1873s, 49 rounds, Bowie Knife
(Lawman), Firearms Training, Greater Attack Focus
(Colt M-1873), Greater Attack Specialization (Colt M-
1873 Peacemaker), Point Blank Shot, Quick Draw, Seize 13th-Level Lawman
Initiative, Stunning Attack, Tough 3 Role: Warrior 13th
Combat: Attack +13 (+11 Base, +2 Dex) +15 (Colt M- Size: Medium
1873), Damage +1 (unarmed), Damage +6 (Colt M- Speed: 30 ft.
1873), Damage +3 (Bowie Knife), Defense +13 (+11
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha:
Base, +2 Dex), Initiative +2 (+2 Dex)
+2
Saves: Toughness +5 (+2 Con, +3 Tough), Fortitude +9 (+7
Skills: Diplomacy 16 (+18), Intimidate 16 (+18), Ride 16
Base, +2 Con), Reflex +5 (+3 Base, +2 Dex), Will +3 (+3
(+18), Sense Motive 16 (+16)
Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873 Peacemaker),
Reputation: +3
Attack Specialization (Colt M-1873 Peacemaker), Benefit
Conviction: 8 (Lawman), Firearms Training, Greater Attack Focus (Colt
Weapons: Colt M-1873 Peacemaker, Bowie Knife M-1873), Greater Attack Specialization (Colt M-1873
Armor: None Peacemaker), Point Blank Shot, Precise Shot, Quick Draw,
Seize Initiative, Stunning Attack, Tough 4
Equipment: Bedroll, Riding Horse, 2 Masterwork Colt M-
1873s, 49 rounds, Bowie Knife Combat: Attack +15 (+13 Base, +2 Dex) +17 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt M-1873),
Damage +3 (Bowie Knife), Defense +15 (+13 Base, +2 Dex),
12th-Level Lawman Initiative +2 (+2 Dex)
Role: Warrior 12th Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude +11 (+8
Size: Medium Base, +3 Con), Reflex +6 (+4 Base, +2 Dex), Will +4 (+4 Base,
Speed: 30 ft. +0 Wis)

Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, Cha: Reputation: +3
+2 Conviction: 9
Skills: Diplomacy 15 (+17), Intimidate 15 (+17), Ride 15 Weapons: Colt M-1873 Peacemaker, Bowie Knife
(+17), Sense Motive 15 (+15) Armor: None
Feats: Assessment, Attack Focus (Colt M-1873 Peacemaker), Equipment: Bedroll, Riding Horse, 2 Masterwork Colt M-
Attack Specialization (Colt M-1873 Peacemaker), 1873s, 49 rounds, Bowie Knife
Benefit (Lawman), Firearms Training, Greater Attack

79
True20 Wild West
Attack, Talented (Diplomacy and Intimidate),
14th-Level Lawman Tough 4
Role: Warrior 14th
Combat: Attack +17 (+15 Base, +2 Dex) +19 (Colt M-
Size: Medium 1873), Damage +1 (unarmed), Damage +6 (Colt
Speed: 30 ft. M-1873), Damage +3 (Bowie Knife), Defense +17
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: (+15 Base, +2 Dex), Initiative +2 (+2 Dex)
+0, Cha: +2 Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude
Skills: Diplomacy 17 (+19), Intimidate 17 (+19), Ride +12 (+9 Base, +3 Con), Reflex +7 (+5 Base, +2 Dex),
17 (+19), Sense Motive 17 (+17) Will +5 (+5 Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873 Reputation: +4
Peacemaker), Attack Specialization (Colt M- Conviction: 10
1873 Peacemaker), Benefit (Lawman), Firearms Weapons: Colt M-1873 Peacemaker, Bowie Knife
Training, Greater Attack Focus (Colt M-1873),
Greater Attack Specialization (Colt M-1873 Armor: None
Peacemaker), Point Blank Shot, Precise Shot, Equipment: Bedroll, Riding Horse, 2 Masterwork
Quick Draw, Seize Initiative, Startle, Stunning Colt M-1873s, 49 rounds, Bowie Knife
Attack, Tough 4
Combat: Attack +16 (+14 Base, +2 Dex) +18 (Colt M-
1873), Damage +1 (unarmed), Damage +6 (Colt
16th-Level Lawman
Role: Warrior 16th
M-1873), Damage +3 (Bowie Knife), Defense +16
(+14 Base, +2 Dex), Initiative +2 (+2 Dex) Size: Medium
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude Speed: 30 ft.
+12 (+9 Base, +3 Con), Reflex +6 (+4 Base, +2 Dex), Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0,
Will +4 (+4 Base, +0 Wis) Cha: +2
Reputation: +3 Skills: Diplomacy 19 (+23), Intimidate 19 (+23), Ride
Conviction: 9 19 (+21), Sense Motive 19 (+19)
Weapons: Colt M-1873 Peacemaker, Bowie Knife Feats: Assessment, Attack Focus (Colt M-1873
Peacemaker), Attack Specialization (Colt M-1873
Armor: None
Peacemaker), Benefit (Lawman), Firearms Training,
Equipment: Bedroll, Riding Horse, 2 Masterwork Greater Attack Focus (Colt M-1873), Greater Attack
Colt M-1873s, 49 rounds, Bowie Knife Specialization (Colt M-1873 Peacemaker), Point
Blank Shot, Precise Shot, Quick Draw, Seize Initiative,
Startle, Stunning Attack, Talented (Diplomacy and
15th-Level Lawman Intimidate), Tough 4, Vehicular Combat (Ride)
Role: Warrior 15th
Combat: Attack +18 (+16 Base, +2 Dex) +20, Damage
Size: Medium +1 (unarmed), Damage +6 (Colt M-1873), Damage
Speed: 30 ft. +3 (Bowie Knife), Defense +18 (+16 Base, +2 Dex),
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: Initiative +2 (+2 Dex)
+0, Cha: +2 Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude +13
Skills: Diplomacy 18 (+22), Intimidate 18 (+22), Ride (+10 Base, +3 Con), Reflex +7 (+5 Base, +2 Dex), Will
18 (+20), Sense Motive 18 (+18) +5 (+5 Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873 Reputation: +4
Peacemaker), Attack Specialization (Colt M- Conviction: 10
1873 Peacemaker), Benefit (Lawman), Firearms Weapons: Colt M-1873 Peacemaker, Bowie Knife
Training, Greater Attack Focus (Colt M-1873),
Greater Attack Specialization (Colt M-1873 Armor: None
Peacemaker), Point Blank Shot, Precise Shot, Equipment: Bedroll, Riding Horse, 2 Masterwork Colt
Quick Draw, Seize Initiative, Startle, Stunning M-1873s, 49 rounds, Bowie Knife

80
True20 Wild West
Combat: Attack +21 (+18 Base, +3 Dex) +23 (Colt M-
17th-Level Lawman 1873), Damage +1 (unarmed), Damage +6 (Colt M-
Role: Warrior 17th 1873), Damage +3 (Bowie Knife), Defense +21 (+18
Size: Medium Base, +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +8 (+3 Con, +5 Tough), Fortitude +14
Abilities: Str: +1, Dex: +2, Con: +3, Int: +0, Wis: +0, (+11 Base, +3 Con), Reflex +9 (+6 Base, +3 Dex), Will
Cha: +2 +6 (+6 Base, +0 Wis)
Skills: Diplomacy 20 (+24), Intimidate 20 (+24), Ride 20 Reputation: +4
(+22), Sense Motive 20 (+20) Conviction: 11
Feats: Assessment, Attack Focus (Colt M-1873 Weapons: Colt M-1873 Peacemaker, Bowie Knife
Peacemaker), Attack Specialization (Colt M-1873 Armor: None
Peacemaker), Benefit (Lawman), Firearms Training,
Greater Attack Focus (Colt M-1873), Greater Attack Equipment: Bedroll, Riding Horse, 2 Masterwork Colt
Specialization (Colt M-1873 Peacemaker), Point M-1873s, 49 rounds, Bowie Knife
Blank Shot, Precise Shot, Quick Draw, Seize Initiative,
Startle, Stunning Attack, Talented (Diplomacy and
Intimidate), Tough 4, Track, Vehicular Combat (Ride)
19th Level Lawman
Role: Warrior 19th
Combat: Attack +19 (+17 Base, +2 Dex) +21 (Colt M-
Size: Medium
1873), Damage +1 (unarmed), Damage +6 (Colt M-
1873), Damage +3 (Bowie Knife), Defense +19 (+17 Speed: 30 ft.
Base, +2 Dex), Initiative +2 (+2 Dex) Abilities: Str: +1, Dex: +3, Con: +3, Int: +0, Wis: +0,
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude +13 Cha: +2
(+10 Base, +3 Con), Reflex +7 (+5 Base, +2 Dex), Will Skills: Diplomacy 22 (+26), Intimidate 22 (+26), Ride 22
+5 (+5 Base, +0 Wis) (+25), Sense Motive 22 (+22)
Reputation: +4 Feats: Assessment, Attack Focus (Colt M-1873
Conviction: 11 Peacemaker), Attack Specialization (Colt M-1873
Peacemaker), Benefit (Lawman), Firearms Training,
Weapons: Colt M-1873 Peacemaker, Bowie Knife
Greater Attack Focus (Colt M-1873), Greater Attack
Armor: None Specialization (Colt M-1873 Peacemaker), Improved
Equipment: Bedroll, Riding Horse, 2 Masterwork Colt Ranged Disarm, Point Blank Shot, Precise Shot,
M-1873s, 49 rounds, Bowie Knife Quick Draw, Seize Initiative, Startle, Stunning Attack,
Talented (Diplomacy and Intimidate), Tough 5, Track,
Vehicular Combat (Ride)
18th-Level Lawman Combat: Attack +22 (+19 Base, +3 Dex) +24 (Colt M-
Role: Warrior 18th 1873), Damage +1 (unarmed), Damage +6 (Colt M-
Size: Medium 1873), Damage +3 (Bowie Knife), Defense +22 (+19
Speed: 30 ft. Base, +3 Dex), Initiative +3 (+3 Dex)
Abilities: Str: +1, Dex: +3, Con: +3, Int: +0, Wis: +0, Saves: Toughness +8 (+3 Con, +5 Tough), Fortitude +14
Cha: +2 (+11 Base, +3 Con), Reflex +9 (+6 Base, +3 Dex), Will
+6 (+6 Base, +0 Wis)
Skills: Diplomacy 21 (+25), Intimidate 21 (+25), Ride 21
(+24), Sense Motive 21 (+21) Reputation: +5
Feats: Assessment, Attack Focus (Colt M-1873 Conviction: 12
Peacemaker), Attack Specialization (Colt M-1873 Weapons: Colt M-1873 Peacemaker, Bowie Knife
Peacemaker), Benefit (Lawman), Firearms Training, Armor: None
Greater Attack Focus (Colt M-1873), Greater Attack
Specialization (Colt M-1873 Peacemaker), Point Equipment: Bedroll, Riding Horse, 2 Masterwork Colt
Blank Shot, Precise Shot, Quick Draw, Seize Initiative, M-1873s, 49 rounds, Bowie Knife
Startle, Stunning Attack, Talented (Diplomacy and
Intimidate), Tough 5, Track, Vehicular Combat (Ride)

81
True20 Wild West
(Diplomacy and Intimidate), Tough 5, Track,
20th-Level Lawman Vehicular Combat (Ride)
Role: Warrior 20th
Combat: Attack +23 (+20 Base, +3 Dex) +25 (Colt M-
Size: Medium 1873), Damage +1 (unarmed), Damage +6 (Colt
Speed: 30 ft. M-1873), Damage +3 (Bowie Knife), Defense
Abilities: Str: +1, Dex: +3, Con: +3, Int: +0, Wis: +23 (+20 Base, +3 Dex), Initiative +7 (+3 Dex, +4
+0, Cha: +2 Improved Initiative)
Skills: Diplomacy 23 (+27), Intimidate 23 (+27), Ride Saves: Toughness +8 (+3 Con, +5 Tough), Fortitude
23 (+26), Sense Motive 23 (+23) +15 (+12 Base, +3 Con), Reflex +9 (+6 Base, +3
Dex), Will +6 (+6 Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873
Peacemaker), Attack Specialization (Colt M-1873 Reputation: +5
Peacemaker), Benefit (Lawman), Firearms Training, Conviction: 12
Greater Attack Focus (Colt M-1873), Greater Weapons: Colt M-1873 Peacemaker, Bowie Knife
Attack Specialization (Colt M-1873 Peacemaker),
Improved Initiative, Improved Ranged Disarm, Armor: None
Point Blank Shot, Precise Shot, Quick Draw, Seize Equipment: Bedroll, Riding Horse, 2 Masterwork
Initiative, Startle, Stunning Attack, Colt M-1873s, 49 rounds, Bowie Knife
Ta l e n t e d

82
True20 Wild West
Military Officer Progression
Damage +3 (Cavalry Sword), Defense +3 (+1 Base,
1st-Level Military Officer +2 Dex), Initiative +2 (+2 Dex)
Role: Expert 1st
Saves: Toughness +1 (+1 Con), Fortitude +4 (+3 Base,
Size: Medium +1 Con), Reflex +2 (+0 Base, +2 Dex), Will +0 (+0
Speed: 30 ft. Base, +0 Wis)
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Reputation: +1
+0, Cha: +3 Conviction: 3
Skills: Bluff 4 (+7), Diplomacy 4 (+7), Handle Animal Weapons: Colt M-1873 Peacemaker, Cavalry Sword
4 (+7), Intimidate 4 (+7), Knowledge (tactics) 4
(+4), Ride 4 (+6), Sense Motive 4 (+4), Survival 4 Armor: None
(+4) Equipment: Bedroll, Warhorse, Military Saddle, Colt
Feats: Benefit (Military Rank), Firearms Training, M-1873 Peacemaker, 30 rounds, Cavalry Sword
Vehicular Combat (Ride), Weapon Training
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 3rd-Level Military Officer
(unarmed), Damage +4 (Colt M-1873 Peacemaker), Role: Expert 3rd
Damage +3 (Cavalry Sword), Defense +2 (+0 Base,
Size: Medium
+2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft.
Saves: Toughness +1 (+1 Con), Fortitude +3 (+2 Base,
+1 Con), Reflex +2 (+0 Base, +2 Dex), Will +0 (+0 Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis:
Base, +0 Wis) +0, Cha: +3
Reputation: +1 Skills: Bluff 6 (+9), Diplomacy 6 (+9), Handle Animal
6 (+9), Intimidate 6 (+9), Knowledge (tactics) 6
Conviction: 3
(+6), Ride 6 (+8), Sense Motive 6 (+6), Survival 6
Weapons: Colt M-1873 Peacemaker, Cavalry Sword (+6)
Armor: None Feats: Benefit (Military Rank), Firearms Training,
Equipment: Bedroll, Warhorse, Military Saddle, Colt Inspire (Courage), Master Plan, Vehicular Combat
M-1873 Peacemaker, 30 rounds, Cavalry Sword (Ride), Weapon Training
Combat: Attack +4 (+2 Base, +2 Dex), Damage +0
(unarmed), Damage +4 (Colt M-1873 Peacemaker),
2nd-Level Military Officer Damage +3 (Cavalry Sword), Defense +4 (+2 Base,
Role: Expert 2nd +2 Dex), Initiative +2 (+2 Dex)
Size: Medium Saves: Toughness +1 (+1 Con), Fortitude +4 (+3 Base,
Speed: 30 ft. +1 Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Base, +0 Wis)
+0, Cha: +3 Reputation: +1
Skills: Bluff 5 (+8), Diplomacy 5 (+8), Handle Animal Conviction: 4
5 (+8), Intimidate 5 (+8), Knowledge (tactics) 5 Weapons: Colt M-1873 Peacemaker, Cavalry Sword
(+5), Ride 5 (+7), Sense Motive 5 (+5), Survival 5
(+5) Armor: None

Feats: Benefit (Military Rank), Inspire (Courage), Equipment: Bedroll, Winter Blanket, Warhorse,
Firearms Training, Vehicular Combat (Ride), Military Saddle, Colt M-1873 Peacemaker, 30
Weapon Training rounds, Cavalry Sword

Combat: Attack +3 (+1 Base, +2 Dex), Damage +0


(unarmed), Damage +4 (Colt M-1873 Peacemaker),

83
True20 Wild West
Combat: Attack +5 (+3 Base, +2 Dex) +6 (Colt M-
4th-Level Military Officer 1873), Damage +0 (unarmed), Damage +4 (Colt
Role: Expert 4th M-1873), Damage +3 (Cavalry Sword), Defense +5
Size: Medium (+3 Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +1 (+1 Con), Fortitude +5 (+4 Base,
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: +1 Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1
+0, Cha: +3 Base, +0 Wis)
Skills: Bluff 7 (+10), Diplomacy 7 (+10), Handle Reputation: +2
Animal 7 (+10), Intimidate 7 (+10), Knowledge Conviction: 5
(tactics) 7 (+7), Ride 7 (+9), Sense Motive 7 (+7), Weapons: Colt M-1873 Peacemaker, Masterwork
Survival 7 (+7) Cavalry Sword
Feats: Assessment, Benefit (Military Rank), Firearms Armor: None
Training, Inspire (Courage), Master Plan, Vehicular
Combat (Ride), Weapon Training Equipment: Bedroll, Winter Blanket, Warhorse,
Military Saddle, Colt M-1873 Peacemaker, 30
Combat: Attack +5 (+3 Base, +2 Dex), Damage +0 rounds, Masterwork Cavalry Sword
(unarmed), Damage +4 (Colt M-1873 Peacemaker),
Damage +3 (Cavalry Sword), Defense +5 (+3 Base,
+2 Dex), Initiative +2 (+2 Dex) 6th-Level Military Officer
Saves: Toughness +1 (+1 Con), Fortitude +5 (+4 Base, Role: Expert 6th
+1 Con), Reflex +3 (+1 Base, +2 Dex), Will +1 (+1 Size: Medium
Base, +0 Wis)
Speed: 30 ft.
Reputation: +2
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis:
Conviction: 4 +0, Cha: +4
Weapons: Colt M-1873 Peacemaker, Masterwork Skills: Bluff 9 (+13), Diplomacy 9 (+13), Handle
Cavalry Sword Animal 9 (+13), Intimidate 9 (+13), Knowledge
Armor: None (tactics) 9 (+9), Ride 9 (+11), Sense Motive 9 (+9),
Equipment: Bedroll, Winter Blanket, Warhorse, Survival 9 (+9)
Military Saddle, Colt M-1873 Peacemaker, 30 Feats: Assessment, Attack Focus (Colt M-1873),
rounds, Masterwork Cavalry Sword Benefit (Military Rank), Defensive Roll, Firearms
Training, Inspire (Courage), Master Plan, Vehicular
Combat (Ride), Weapon Training
5th-Level Military Officer Combat: Attack +6 (+4 Base, +2 Dex) +7 (Colt M-
Role: Expert 5th 1873), Damage +0 (unarmed), Damage +4 (Colt
Size: Medium M-1873), Damage +3 (Cavalry Sword), Defense +6
Speed: 30 ft. (+4 Base, +2 Dex), Initiative +2 (+2 Dex)
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
+0, Cha: +3 Fortitude +6 (+5 Base, +1 Con), Reflex +4 (+2
Base, +2 Dex), Will +2 (+1 Base, +0 Wis)
Skills: Bluff 8 (+11), Diplomacy 8 (+11), Handle
Animal 8 (+11), Intimidate 8 (+11), Knowledge Reputation: +2
(tactics) 8 (+8), Ride 8 (+10), Sense Motive 8 (+8), Conviction: 5
Survival 8 (+8) Weapons: Colt M-1873 Peacemaker, Masterwork
Feats: Assessment, Attack Focus (Colt M-1873), Cavalry Sword
Benefit (Military Rank), Firearms Training, Inspire Armor: None
(Courage), Master Plan, Vehicular Combat (Ride),
Weapon Training Equipment: Bedroll, Winter Blanket, Warhorse,
Military Saddle, Colt M-1873 Peacemaker, 30
rounds, Masterwork Cavalry Sword

84
True20 Wild West
Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-1873),
7th-Level Military Officer Damage +0 (unarmed), Damage +4 (Colt M-1873),
Role: Expert 7th Damage +3 (Cavalry Sword), Defense +8 (+6 Base, +2
Size: Medium Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: +0, Fortitude +7 (+6 Base, +1 Con), Reflex +4 (+2 Base,
Cha: +4 +2 Dex), Will +2 (+1 Base, +0 Wis)
Skills: Bluff 10 (+14), Diplomacy 10 (+14), Handle Reputation: +3
Animal 10 (+14), Intimidate 10 (+14), Knowledge Conviction: 6
(tactics) 10 (+10), Ride 10 (+12), Sense Motive 10 Weapons: Masterwork Colt M-1873 Peacemaker,
(+10), Survival 10 (+10) Masterwork Cavalry Sword
Feats: Assessment, Attack Focus (Colt M-1873), Benefit Armor: None
(Military Rank), Defensive Roll, Firearms Training,
Inspire (Courage), Master Plan, Move-by Action, Equipment: Bedroll, Winter Blanket, Warhorse, Military
Vehicular Combat (Ride), Weapon Training Saddle, Masterwork Colt M-1873 Peacemaker, 30
rounds, Masterwork Cavalry Sword
Combat: Attack +7 (+5 Base, +2 Dex) +8 (Colt M-
1873), Damage +0 (unarmed), Damage +4 (Colt M-
1873), Damage +3 (Cavalry Sword), Defense +7 (+5 9th-Level Military Officer
Base, +2 Dex), Initiative +2 (+2 Dex) Role: Expert 9th
Saves: Toughness +2 (+1 Con, +1 Defensive Roll), Size: Medium
Fortitude +6 (+5 Base, +1 Con), Reflex +4 (+2 Base,
Speed: 30 ft.
+2 Dex), Will +2 (+1 Base, +0 Wis)
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: +0,
Reputation: +2
Cha: +4
Conviction: 6
Skills: Bluff 12 (+16), Diplomacy 12 (+16), Handle
Weapons: Colt M-1873 Peacemaker, Masterwork Animal 12 (+16), Intimidate 12 (+16), Knowledge
Cavalry Sword (tactics) 12 (+12), Ride 12 (+14), Sense Motive 12
Armor: None (+12), Survival 12 (+12)
Equipment: Bedroll, Winter Blanket, Warhorse, Feats: Assessment, Attack Focus (Colt M-1873), Benefit
Military Saddle, Colt M-1873 Peacemaker, 30 (Military Rank), Defensive Roll 2, Firearms Training,
rounds, Masterwork Cavalry Sword Inspire (Courage), Master Plan, Move-by Action,
Startle, Vehicular Combat (Ride), Weapon Training
Combat: Attack +8 (+6 Base, +2 Dex) +9 (Colt M-1873),
8th-Level Military Officer Damage +0 (unarmed), Damage +4 (Colt M-1873),
Role: Expert 8th Damage +3 (Cavalry Sword), Defense +8 (+6 Base, +2
Size: Medium Dex), Initiative +2 (+2 Dex)
Speed: 30 ft. Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: +0, Fortitude +7 (+6 Base, +1 Con), Reflex +5 (+3 Base,
Cha: +4 +2 Dex), Will +3 (+3 Base, +0 Wis)
Skills: Bluff 11 (+15), Diplomacy 11 (+15), Handle Reputation: +3
Animal 11 (+15), Intimidate 11 (+15), Knowledge Conviction: 7
(tactics) 11 (+11), Ride 11 (+13), Sense Motive 11 Weapons: Masterwork Colt M-1873 Peacemaker,
(+11), Survival 11 (+11) Masterwork Cavalry Sword
Feats: Assessment, Attack Focus (Colt M-1873), Benefit Armor: None
(Military Rank), Defensive Roll, Firearms Training,
Inspire (Courage), Master Plan, Move-by Action, Equipment: Bedroll, Winter Blanket, Warhorse, Military
Startle, Vehicular Combat (Ride), Weapon Training Saddle, Masterwork Colt M-1873 Peacemaker, 30
rounds, Masterwork Cavalry Sword

85
True20 Wild West
Master Plan, Move-by Action, Reputation:
10th-Level Military Officer Excellence (Knowledge [tactics]), Startle, Vehicular
Role: Expert 10th Combat (Ride), Weapon Training
Size: Medium Combat: Attack +10 (+8 Base, +2 Dex) +11 (Colt M-
Speed: 30 ft. 1873), Damage +0 (unarmed), Damage +4 (Colt
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: M-1873), Damage +3 (Cavalry Sword), Defense
+0, Cha: +4 +10 (+8 Base, +2 Dex), Initiative +2 (+2 Dex)
Skills: Bluff 13 (+17), Diplomacy 13 (+17), Handle Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Animal 13 (+17), Intimidate 13 (+17), Knowledge Fortitude +8 (+7 Base, +1 Con), Reflex +5 (+3
(tactics) 13 (+13), Ride 13 (+15), Sense Motive 13 Base, +2 Dex), Will +3 (+3 Base, +0 Wis)
(+13), Survival 13 (+13) Reputation: +3
Feats: Assessment, Attack Focus (Colt M-1873), Conviction: 8
Benefit (Military Rank), Defensive Roll 2, Weapons: Masterwork Colt M-1873 Peacemaker,
Fascinate (Diplomacy), Firearms Training, Inspire Masterwork Cavalry Sword
(Courage), Master Plan, Move-by Action, Startle,
Vehicular Combat (Ride), Weapon Training Armor: None

Combat: Attack +9 (+7 Base, +2 Dex) +10 (Colt M- Equipment: Bedroll, Winter Blanket, Warhorse,
1873), Damage +0 (unarmed), Damage +4 (Colt Military Saddle, Masterwork Colt M-1873
M-1873), Damage +3 (Cavalry Sword), Defense +9 Peacemaker, 30 rounds, Masterwork Cavalry
(+7 Base, +2 Dex), Initiative +2 (+2 Dex) Sword

Saves: Toughness +3 (+1 Con, +2 Defensive Roll),


Fortitude +8 (+7 Base, +1 Con), Reflex +5 (+3 12th-Level Military Officer
Base, +2 Dex), Will +3 (+3 Base, +0 Wis) Role: Expert 12th
Reputation: +3 Size: Medium
Conviction: 7 Speed: 30 ft.
Weapons: Masterwork Colt M-1873 Peacemaker, Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis:
Masterwork Cavalry Sword +0, Cha: +4
Armor: None Skills: Bluff 15 (+19), Diplomacy 15 (+19), Handle
Equipment: Bedroll, Winter Blanket, Warhorse, Animal 15 (+19), Intimidate 15 (+19), Knowledge
Military Saddle, Masterwork Colt M-1873 (tactics) 15 (+15), Ride 15 (+17), Sense Motive 15
Peacemaker, 30 rounds, Masterwork Cavalry (+15), Survival 15 (+15)
Sword Feats: Assessment, Attack Focus (Colt M-1873),
Benefit (Military Rank), Defensive Roll 2,
Fascinate (Diplomacy), Firearms Training, Inspire
11th-Level Military Officer (Courage), Inspire (Fear), Master Plan, Move-
Role: Expert 11th by Action, Reputation: Excellence (Knowledge
Size: Medium [tactics]), Startle, Vehicular Combat (Ride),
Speed: 30 ft. Weapon Training
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Combat: Attack +11 (+9 Base, +2 Dex) +12 (Colt M-
+0, Cha: +4 1873), Damage +0 (unarmed), Damage +4 (Colt
M-1873), Damage +3 (Cavalry Sword), Defense
Skills: Bluff 14 (+18), Diplomacy 14 (+18), Handle
+11 (+9 Base, +2 Dex), Initiative +2 (+2 Dex)
Animal 14 (+18), Intimidate 14 (+18), Knowledge
(tactics) 14 (+14), Ride 14 (+16), Sense Motive 14 Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
(+14), Survival 14 (+14) Fortitude +10 (+8 Base, +2 Con), Reflex +6 (+4
Base, +2 Dex), Will +4 (+4 Base, +0 Wis)
Feats: Assessment, Attack Focus (Colt M-1873),
Benefit (Military Rank), Defensive Roll 2, Fascinate
(Diplomacy), Firearms Training, Inspire (Courage),

86
True20 Wild West
Reputation: +4
Conviction: 8
14th-Level Military Officer
Role: Expert 14th
Weapons: Masterwork Colt M-1873 Peacemaker, Size: Medium
Masterwork Cavalry Sword
Speed: 30 ft.
Armor: None
Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis:
Equipment: Bedroll, Winter Blanket, Warhorse, +0, Cha: +4
Military Saddle, Masterwork Colt M-1873
Peacemaker, 30 rounds, Masterwork Cavalry Skills: Bluff 17 (+21), Diplomacy 17 (+21), Handle
Sword Animal 17 (+21), Intimidate 17 (+21), Knowledge
(tactics) 17 (+17), Ride 17 (+19), Sense Motive 17
(+17), Survival 17 (+17)
13th Level Military Officer Feats: Assessment, Attack Focus (Colt M-1873),
Role: Expert 13 th
Benefit (Military Rank), Defensive Roll 2, Fascinate
Size: Medium (Diplomacy), Firearms Training, Inspire (Courage),
Inspire (Fear), Inspire (Fury), Master Plan, Move-
Speed: 30 ft.
by Action, Point Blank Shot, Reputation: Excellence
Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis: (Knowledge [tactics]), Startle, Vehicular Combat
+0, Cha: +4 (Ride), Weapon Training
Skills: Bluff 16 (+20), Diplomacy 16 (+20), Handle Combat: Attack +12 (+10 Base, +2 Dex) +13 (Colt M-
Animal 16 (+20), Intimidate 16 (+20), Knowledge 1873), Damage +0 (unarmed), Damage +4 (Colt
(tactics) 16 (+16), Ride 16 (+18), Sense Motive 16 M-1873), Damage +3 (Cavalry Sword), Defense
(+16), Survival 16 (+16) +12 (+10 Base, +2 Dex), Initiative +2 (+2 Dex)
Feats: Assessment, Attack Focus (Colt M-1873), Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Benefit (Military Rank), Defensive Roll 2, Fortitude +11 (+9 Base, +2 Con), Reflex +6 (+4
Fascinate (Diplomacy), Firearms Training, Inspire Base, +2 Dex), Will +4 (+4 Base, +0 Wis)
(Courage), Inspire (Fear), Inspire (Fury), Master
Reputation: +4
Plan, Move-by Action, Reputation: Excellence
(Knowledge [tactics]), Startle, Vehicular Combat Conviction: 9
(Ride), Weapon Training Weapons: Masterwork Colt M-1873 Peacemaker,
Combat: Attack +11 (+9 Base, +2 Dex) +12 (Colt M- Masterwork Cavalry Sword
1873), Damage +0 (unarmed), Damage +4 (Colt Armor: None
M-1873), Damage +3 (Cavalry Sword), Defense Equipment: Bedroll, Winter Blanket, Warhorse,
+11 (+9 Base, +2 Dex), Initiative +2 (+2 Dex) Military Saddle, Masterwork Colt M-1873
Saves: Toughness +4 (+2 Con, +2 Defensive Roll), Peacemaker, 30 rounds, Masterwork Cavalry
Fortitude +10 (+8 Base, +2 Con), Reflex +6 (+4 Sword
Base, +2 Dex), Will +4 (+4 Base, +0 Wis)
Reputation: +4
Conviction: 9
15th-Level Military Officer
Role: Expert 15th
Weapons: Masterwork Colt M-1873 Peacemaker, Size: Medium
Masterwork Cavalry Sword
Speed: 30 ft.
Armor: None
Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis:
Equipment: Bedroll, Winter Blanket, Warhorse, +0, Cha: +4
Military Saddle, Masterwork Colt M-1873
Peacemaker, 30 rounds, Masterwork Cavalry Skills: Bluff 18 (+22), Diplomacy 18 (+22), Handle
Sword Animal 18 (+22), Intimidate 18 (+22), Knowledge
(tactics) 18 (+18), Ride 18 (+20), Sense Motive 18
(+18), Survival 18 (+18)

87
True20 Wild West
Feats: Assessment, Attack Focus (Colt M-1873), Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Benefit (Military Rank), Defensive Roll 2, Fascinate Fortitude +12 (+10 Base, +2 Con), Reflex +7 (+5
(Diplomacy), Firearms Training, Inspire (Courage), Base, +2 Dex), Will +5 (+5 Base, +0 Wis)
Inspire (Fear), Inspire (Fury), Master Plan, Move- Reputation: +8
by Action, Point Blank Shot, Renown, Reputation:
Conviction: 10
Excellence (Knowledge [tactics]), Startle, Vehicular
Combat (Ride), Weapon Training Weapons: 2 Masterwork Colt M-1873 Peacemakers,
Masterwork Cavalry Sword
Combat: Attack +13 (+11 Base, +2 Dex) +14 (Colt M-
1873), Damage +0 (unarmed), Damage +4 (Colt M- Armor: None
1873), Damage +3 (Cavalry Sword), Defense +13 Equipment: Bedroll, Winter Blanket, Warhorse, Military
(+11 Base, +2 Dex), Initiative +2 (+2 Dex) Saddle, 2 Masterwork Colt M-1873 Peacemakers, 30
Saves: Toughness +4 (+2 Con, +2 Defensive Roll), rounds, Masterwork Cavalry Sword
Fortitude +11 (+9 Base, +2 Con), Reflex +7 (+5
Base, +2 Dex), Will +5 (+5 Base, +0 Wis)
Reputation: +7
17th-Level Military Officer
Role: Expert 17th
Conviction: 10 Size: Medium
Weapons: Masterwork Colt M-1873 Peacemaker, Speed: 30 ft.
Masterwork Cavalry Sword
Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis: +0,
Armor: None Cha: +4
Equipment: Bedroll, Winter Blanket, Warhorse, Skills: Bluff 20 (+24), Diplomacy 20 (+24), Handle
Military Saddle, Masterwork Colt M-1873 Animal 20 (+24), Intimidate 20 (+24), Knowledge
Peacemaker, 30 rounds, Masterwork Cavalry (tactics) 20 (+20), Ride 20 (+22), Sense Motive 20
Sword (+20), Survival 20 (+20)
Feats: Assessment, Attack Focus (Colt M-1873),
16 -Level Military Officer
th Benefit (Military Rank), Defensive Roll 2, Fascinate
Role: Expert 16th (Diplomacy), Firearms Training, Inspire (Courage),
Inspire (Fear), Inspire (Fury), Mass Suggestion,
Size: Medium
Master Plan, Move-by Action, Point Blank Shot,
Speed: 30 ft. Renown, Reputation: Excellence (Knowledge
Abilities: Str: +0, Dex: +2, Con: +2, Int: +0, Wis: +0, [tactics]), Startle, Suggestion, Vehicular Combat
Cha: +4 (Ride), Weapon Training
Skills: Bluff 19 (+23), Diplomacy 19 (+23), Handle Combat: Attack +14 (+12 Base, +2 Dex) +15 (Colt M-
Animal 19 (+23), Intimidate 19 (+23), Knowledge 1873), Damage +0 (unarmed), Damage +4 (Colt M-
(tactics) 19 (+19), Ride 19 (+21), Sense Motive 19 1873), Damage +3 (Cavalry Sword), Defense +14
(+19), Survival 19 (+19) (+12 Base, +2 Dex), Initiative +2 (+2 Dex)
Feats: Assessment, Attack Focus (Colt M-1873), Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Benefit (Military Rank), Defensive Roll 2, Fascinate Fortitude +12 (+10 Base, +2 Con), Reflex +7 (+5
(Diplomacy), Firearms Training, Inspire (Courage), Base, +2 Dex), Will +5 (+5 Base, +0 Wis)
Inspire (Fear), Inspire (Fury), Master Plan, Move- Reputation: +8
by Action, Point Blank Shot, Renown, Reputation:
Conviction: 11
Excellence (Knowledge [tactics]), Startle,
Suggestion, Vehicular Combat (Ride), Weapon Weapons: 2 Masterwork Colt M-1873 Peacemakers,
Training Masterwork Cavalry Sword
Combat: Attack +14 (+12 Base, +2 Dex) +15 (Colt M- Armor: None
1873), Damage +0 (unarmed), Damage +4 (Colt M- Equipment: Bedroll, Winter Blanket, Warhorse, Military
1873), Damage +3 (Cavalry Sword), Defense +14 Saddle, 2 Masterwork Colt M-1873 Peacemakers, 30
(+12 Base, +2 Dex), Initiative +2 (+2 Dex) rounds, Masterwork Cavalry Sword

88
True20 Wild West
18th-Level Military Officer 19th-Level Military Officer
Role: Expert 18th Role: Expert 19th
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis:
+0, Cha: +4 +0, Cha: +4
Skills: Bluff 21 (+25), Diplomacy 21 (+25), Handle Skills: Bluff 22 (+26), Diplomacy 22 (+26), Handle
Animal 21 (+25), Intimidate 21 (+25), Knowledge Animal 22 (+26), Intimidate 22 (+26), Knowledge
(tactics) 21 (+21), Ride 21 (+24), Sense Motive 21 (tactics) 22 (+22), Ride 22 (+25), Sense Motive 22
(+21), Survival 21 (+21) (+22), Survival 22 (+22)
Feats: Assessment, Attack Focus (Colt M-1873), Feats: Assessment, Attack Focus (Colt M-1873),
Benefit (Military Rank), Defensive Roll 3, Fascinate Benefit (Military Rank), Defensive Roll 3,
(Diplomacy), Firearms Training, Inspire (Courage), Fascinate (Diplomacy), Firearms Training, Inspire
Inspire (Fear), Inspire (Fury), Mass Suggestion, (Competence), Inspire (Courage), Inspire (Fear),
Master Plan, Move-by Action, Point Blank Shot, Inspire (Fury), Mass Suggestion, Master Plan,
Renown, Reputation: Excellence (Knowledge Move-by Action, Point Blank Shot, Renown,
[tactics]), Startle, Suggestion, Vehicular Combat Reputation: Excellence (Knowledge [tactics]),
(Ride), Weapon Training Startle, Suggestion, Vehicular Combat (Ride),
Combat: Attack +16 (+13 Base, +3 Dex) +17 (Colt M- Weapon Training
1873), Damage +0 (unarmed), Damage +4 (Colt Combat: Attack +17 (+14 Base, +3 Dex) +18 (Colt M-
M-1873), Damage +3 (Cavalry Sword), Defense 1873), Damage +0 (unarmed), Damage +4 (Colt
+16 (+13 Base, +3 Dex), Initiative +3 (+3 Dex) M-1873), Damage +3 (Cavalry Sword), Defense
Saves: Toughness +5 (+2 Con, +3 Defensive Roll), +17 (+14 Base, +3 Dex), Initiative +3 (+3 Dex)
Fortitude +13 (+11 Base, +2 Con), Reflex +9 (+6 Saves: Toughness +5 (+2 Con, +3 Defensive Roll),
Base, +3 Dex), Will +6 (+6 Base, +0 Wis) Fortitude +13 (+11 Base, +2 Con), Reflex +9 (+6
Reputation: +8 Base, +3 Dex), Will +6 (+6 Base, +0 Wis)
Conviction: 11 Reputation: +8
Weapons: 2 Masterwork Colt M-1873 Peacemakers, Conviction: 12
Masterwork Cavalry Sword Weapons: 2 Masterwork Colt M-1873 Peacemakers,
Armor: None Masterwork Cavalry Sword, Spencer Carbine
Equipment: Bedroll, Winter Blanket, Warhorse, Armor: None
Military Saddle, 2 Masterwork Colt M-1873 Equipment: Bedroll, Winter Blanket, Warhorse,
Peacemakers, 60 rounds, Masterwork Cavalry Military Saddle, 2 Masterwork Colt M-1873
Sword Peacemakers, 60 rounds, Masterwork Cavalry
Sword, Spencer Carbine, 21 rounds (3 clips)

89
True20 Wild West
Reputation: Excellence (Knowledge [tactics]),
20th-Level Military Officer Startle, Suggestion, Vehicular Combat (Ride),
Role: Expert 20th Weapon Training
Size: Medium Combat: Attack +18 (+15 Base, +3 Dex) +19 (Colt M-
Speed: 30 ft. 1873), Damage +0 (unarmed), Damage +4 (Colt
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: M-1873), Damage +3 (Cavalry Sword), Defense
+0, Cha: +4 +18 (+15 Base, +3 Dex), Initiative +3 (+3 Dex)
Skills: Bluff 23 (+27), Diplomacy 23 (+27), Handle Saves: Toughness +6 (+2 Con, +4 Defensive Roll),
Animal 23 (+27), Intimidate 23 (+27), Knowledge Fortitude +14 (+12 Base, +2 Con), Reflex +9 (+6
(tactics) 23 (+23), Ride 23 (+26), Sense Motive 23 Base, +3 Dex), Will +6 (+6 Base, +0 Wis)
(+23), Survival 23 (+23) Reputation: +9
Feats: Assessment, Attack Focus (Colt M-1873), Conviction: 12
Benefit (Military Rank), Defensive Roll 4, Weapons: 2 Masterwork Colt M-1873 Peacemakers,
Fascinate (Diplomacy), Firearms Training, Inspire Masterwork Cavalry Sword, Spencer Carbine
(Competence), Inspire (Courage), Inspire (Fear),
Inspire (Fury), Mass Armor: None
Suggestion, Master Equipment: Bedroll, Winter Blanket, Warhorse,
Plan, Move-by Action, Military Saddle, 2 Masterwork Colt M-1873
Point Blank Shot, Peacemakers, 60 rounds, Masterwork Cavalry
Renown, Sword, Spencer Carbine, 21 rounds (3 clips)

90
True20 Wild West
Outlaw Progression
(Knife), Defense +4 (+1 Base, +3 Dex), Initiative
1st-Level Outlaw +7 (+3 Dex, +4 Improved Initiative)
Role: Expert 1st
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0 Base,
Size: Medium +1 Con), Reflex +6 (+3 Base, +3 Dex), Will +0 (+0
Speed: 30 ft. Base, +0 Wis)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Reputation: +1
+0, Cha: +2 Conviction: 3
Skills: Bluff 4 (+6), Gather Information 4 (+6), Weapons: Colt M-1873, Knife
Intimidate 4 (+6), Knowledge (streetwise) 4 (+4),
Ride 4 (+7), Sleight of Hand 4 (+7), Stealth 4 (+7), Armor: None
Survival 4 (+4) Equipment: Bedroll, Riding Horse, Colt M-1873, 30
Feats: Improved Initiative, Firearms Training, Quick rounds, Knife
Draw, Sneak Attack
Combat: Attack +3 (+0 Base, +3 Dex), Damage +0 3rd-Level Outlaw
(unarmed), Damage +4 (Colt M-1873), Damage +1 Role: Expert 3rd
(Knife), Defense +3 (+0 Base, +3 Dex), Initiative
Size: Medium
+7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0 Base,
+1 Con), Reflex +5 (+2 Base, +3 Dex), Will +0 (+0 Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
Base, +0 Wis) +0, Cha: +2
Reputation: +1 Skills: Bluff 6 (+8), Gather Information 6 (+8),
Intimidate 6 (+8), Knowledge (streetwise) 6 (+6),
Conviction: 3
Ride 6 (+9), Sleight of Hand 6 (+9), Stealth 6 (+9),
Weapons: Colt M-1873, Knife Survival 6 (+6)
Armor: None Feats: Defensive Roll, Improved Initiative, Firearms
Equipment: Bedroll, Riding Horse, Colt M-1873, 30 Training, Quick Draw, Sneak Attack, Spur (+10’)
rounds, Knife Combat: Attack +5 (+2 Base, +3 Dex), Damage +0
(unarmed), Damage +4 (Colt M-1873), Damage
+2 (Bowie Knife), Defense +5 (+2 Base, +3 Dex),
2nd-Level Outlaw Initiative +7 (+3 Dex, +4 Improved Initiative)
Role: Expert 2nd
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Size: Medium Fortitude +2 (+1 Base, +1 Con), Reflex +6 (+3
Speed: 30 ft. Base, +3 Dex), Will +1 (+0 Base, +1 Wis)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Reputation: +1
+0, Cha: +2 Conviction: 4
Skills: Bluff 5 (+7), Gather Information 5 (+7), Weapons: Colt M-1873, Bowie Knife
Intimidate 5 (+7), Knowledge (streetwise) 5 (+5),
Ride 5 (+8), Sleight of Hand 5 (+8), Stealth 5 (+8), Armor: None
Survival 5 (+5) Equipment: Bedroll, Riding Horse, Colt M-1873, 30
Feats: Improved Initiative, Firearms Training, Quick rounds, Bowie Knife
Draw, Sneak Attack, Spur (+10’)
Combat: Attack +4 (+1 Base, +3 Dex), Damage +0
(unarmed), Damage +4 (Colt M-1873), Damage +1

91
True20 Wild West
Combat: Attack +6 (+3 Base, +3 Dex), Damage +0
4th-Level Outlaw (unarmed), Damage +4 (Colt M-1873), Damage
Role: Expert 4th +2 (Bowie Knife), Defense +6 (+3 Base, +3 Dex),
Size: Medium Initiative +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Fortitude +2 (+1 Base, +1 Con), Reflex +7 (+4
Wis: +0, Cha: +2 Base, +3 Dex), Will +1 (+0 Base, +1 Wis)
Skills: Bluff 7 (+9), Gather Information 7 (+9), Reputation: +2
Intimidate 7 (+9), Knowledge (streetwise) 7 Conviction: 5
(+7), Ride 7 (+10), Sleight of Hand 7 (+10), Weapons: Colt M-1873, Bowie Knife
Stealth 7 (+10), Survival 7 (+7)
Armor: None
Feats: All-out Attack, Defensive Roll, Improved
Initiative, Firearms Training, Quick Draw, Equipment: Bedroll, Riding Horse, Colt M-1873,
Sneak Attack, Spur (+10’) 36 rounds, Bowie Knife

Combat: Attack +6 (+3 Base, +3 Dex), Damage +0


(unarmed), Damage +4 (Colt M-1873), Damage 6th-Level Outlaw
+2 (Bowie Knife), Defense +6 (+3 Base, +3 Dex), Role: Expert 6th
Initiative +7 (+3 Dex, +4 Improved Initiative)
Size: Medium
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Speed: 30 ft.
Fortitude +2 (+1 Base, +1 Con), Reflex +7 (+4
Base, +3 Dex), Will +1 (+0 Base, +1 Wis) Abilities: Str: +0, Dex: +4, Con: +1, Int: +0,
Wis: +0, Cha: +2
Reputation: +2
Skills: Bluff 9 (+11), Gather Information 9 (+11),
Conviction: 4
Intimidate 9 (+11), Knowledge (streetwise)
Weapons: Colt M-1873, Bowie Knife 9 (+9), Ride 9 (+13), Sleight of Hand 9 (+13),
Armor: None Stealth 9 (+13), Survival 9 (+9)
Equipment: Bedroll, Riding Horse, Colt M-1873, Feats: All-out Attack, Defensive Roll, Improved
36 rounds, Bowie Knife Initiative, Inspire (Fear), Firearms Training,
Quick Draw, Sneak Attack 2, Spur (+10’)
Combat: Attack +8 (+4 Base, +4 Dex), Damage
5th-Level Outlaw +0 (unarmed), Damage +4 (Masterwork Colt
Role: Expert 5th M-1873), Damage +2 (Bowie Knife), Defense
Size: Medium +8 (+4 Base, +4 Dex), Initiative +8 (+4 Dex, +4
Speed: 30 ft. Improved Initiative)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Wis: +0, Cha: +2 Fortitude +3 (+2 Base, +1 Con), Reflex +9 (+5
Base, +4 Dex), Will +2 (+2 Base, +0 Wis)
Skills: Bluff 8 (+10), Gather Information 8 (+10),
Intimidate 8 (+10), Knowledge (streetwise) Reputation: +2
8 (+8), Ride 8 (+11), Sleight of Hand 8 (+11), Conviction: 5
Stealth 8 (+11), Survival 8 (+8) Weapons: Masterwork Colt M-1873, Bowie
Feats: All-out Attack, Defensive Roll, Improved Knife
Initiative, Inspire (Fear), Firearms Training, Armor: None
Quick Draw, Sneak Attack, Spur (+10’)
Equipment: Bedroll, Riding Horse, Masterwork
Colt M-1873, 36 rounds, Bowie Knife

92
True20 Wild West
Combat: Attack +10 (+6 Base, +4 Dex), Damage
7th-Level Outlaw +0 (unarmed), Damage +4 (Masterwork Colt M-
Role: Expert 7th 1873), Damage +2 (Bowie Knife), Defense +10 (+6
Size: Medium Base, +4 Dex), Initiative +8 (+4 Dex, +4 Improved
Speed: 30 ft. Initiative)
Abilities: Str: +0, Dex: +4, Con: +1, Int: +0, Wis: Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
+0, Cha: +2 Fortitude +3 (+2 Base, +1 Con), Reflex +10 (+6
Base, +4 Dex), Will +2 (+2 Base, +0 Wis)
Skills: Bluff 10 (+12), Gather Information 10 (+12),
Intimidate 10 (+12), Knowledge (streetwise) 10 Reputation: +3
(+10), Ride 10 (+14), Sleight of Hand 10 (+14), Conviction: 6
Stealth 10 (+14), Survival 10 (+10) Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll, Improved Armor: None
Initiative, Inspire (Fear), Firearms Training, Quick
Draw, Sneak Attack 2, Spur (+10’), Vehicular Equipment: Bedroll, Riding Horse, Masterwork Colt
Combat (Ride) M-1873, 42 rounds, Bowie Knife

Combat: Attack +9 (+5 Base, +4 Dex), Damage +0


(unarmed), Damage +4 (Masterwork Colt M- 9th-Level Outlaw
1873), Damage +2 (Bowie Knife), Defense +9 (+5 Role: Expert 9th
Base, +4 Dex), Initiative +8 (+4 Dex, +4 Improved
Size: Medium
Initiative)
Speed: 30 ft.
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Fortitude +3 (+2 Base, +1 Con), Reflex +9 (+5 Abilities: Str: +0, Dex: +4, Con: +1, Int: +0, Wis:
Base, +4 Dex), Will +2 (+2 Base, +0 Wis) +0, Cha: +2
Reputation: +2 Skills: Bluff 12 (+14), Gather Information 12 (+14),
Intimidate 12 (+14), Knowledge (streetwise) 12
Conviction: 6
(+12), Ride 12 (+16), Sleight of Hand 12 (+16),
Weapons: Masterwork Colt M-1873, Bowie Knife Stealth 12 (+16), Survival 12 (+12)
Armor: None Feats: All-out Attack, Defensive Roll 2, Improved
Equipment: Bedroll, Riding Horse, Masterwork Colt Initiative, Inspire (Fear), Firearms Training, Quick
M-1873, 36 rounds, Bowie Knife Draw, Sneak Attack 2, Spur (+20’), Vehicular
Combat (Ride)
Combat: Attack +10 (+6 Base, +4 Dex), Damage
8th-Level Outlaw +0 (unarmed), Damage +4 (Masterwork Colt M-
Role: Expert 8th 1873), Damage +2 (Bowie Knife), Defense +10 (+6
Size: Medium Base, +4 Dex), Initiative +8 (+4 Dex, +4 Improved
Speed: 30 ft. Initiative)
Abilities: Str: +0, Dex: +4, Con: +1, Int: +0, Wis: Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
+0, Cha: +2 Fortitude +4 (+3 Base, +1 Con), Reflex +10 (+6
Base, +4 Dex), Will +3 (+3 Base, +0 Wis)
Skills: Bluff 11 (+13), Gather Information 11 (+13),
Intimidate 11 (+13), Knowledge (streetwise) 11 Reputation: +3
(+11), Ride 11 (+15), Sleight of Hand 11 (+15), Conviction: 7
Stealth 11 (+15), Survival 11 (+11) Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll, Improved Armor: None
Initiative, Inspire (Fear), Firearms Training, Quick
Draw, Sneak Attack 2, Spur (+20’), Vehicular Equipment: Bedroll, Riding Horse, Masterwork Colt
Combat (Ride) M-1873, 42 rounds, Bowie Knife

93
True20 Wild West
+0 (unarmed), Damage +4 (Masterwork Colt M-
10th-Level Outlaw 1873), Damage +2 (Bowie Knife), Defense +12 (+8
Role: Expert 10th Base, +4 Dex), Initiative +8 (+4 Dex, +4 Improved
Size: Medium Initiative)
Speed: 30 ft. Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +4, Con: +1, Int: +0, Wis: Fortitude +4 (+3 Base, +1 Con), Reflex +11 (+7
+0, Cha: +2 Base, +4 Dex), Will +3 (+3 Base, +0 Wis)
Skills: Bluff 13 (+15), Gather Information 13 (+15), Reputation: +3
Intimidate 13 (+15), Knowledge (streetwise) 13 Conviction: 8
(+13), Ride 13 (+17), Sleight of Hand 13 (+17), Weapons: Masterwork Colt M-1873, Bowie Knife
Stealth 13 (+17), Survival 13 (+13)
Armor: None
Feats: All-out Attack, Defensive Roll 2, Improved
Initiative, Inspire (Fear), Firearms Training, Equipment: Bedroll, Warhorse, Masterwork Colt M-
Quick Draw, Sneak Attack 2, Spur (+20’), Uncanny 1873, 42 rounds, Bowie Knife
Dodge, Vehicular Combat (Ride)
Combat: Attack +11 (+7 Base, +4 Dex), Damage 12th-Level Outlaw
+0 (unarmed), Damage +4 (Masterwork Colt M- Role: Expert 12th
1873), Damage +2 (Bowie Knife), Defense +11 (+7
Size: Medium
Base, +4 Dex), Initiative +8 (+4 Dex, +4 Improved
Initiative) Speed: 30 ft.
Saves: Toughness +3 (+1 Con, +2 Defensive Roll), Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis:
Fortitude +4 (+3 Base, +1 Con), Reflex +11 (+7 +0, Cha: +2
Base, +4 Dex), Will +3 (+3 Base, +0 Wis) Skills: Bluff 15 (+17), Gather Information 15 (+17),
Reputation: +3 Intimidate 15 (+17), Knowledge (streetwise) 15
(+15), Ride 15 (+20), Sleight of Hand 15 (+20),
Conviction: 7
Stealth 15 (+20), Survival 15 (+15)
Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll 2, Improved
Armor: None Initiative, Inspire (Fear), Firearms Training, Move-
Equipment: Bedroll, Warhorse, Masterwork Colt M- by Action, Quick Draw, Reputation: Menacing,
1873, 42 rounds, Bowie Knife Sneak Attack 2, Spur (+20’), Uncanny Dodge,
Vehicular Combat (Ride)
Combat: Attack +14 (+9 Base, +5 Dex), Damage
11th-Level Outlaw +0 (unarmed), Damage +4 (Masterwork Colt M-
Role: Expert 11th 1873), Damage +2 (Bowie Knife), Defense +14 (+9
Size: Medium Base, +5 Dex), Initiative +9 (+5 Dex, +4 Improved
Speed: 30 ft. Initiative)
Abilities: Str: +0, Dex: +4, Con: +1, Int: +0, Wis: Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
+0, Cha: +2 Fortitude +5 (+4 Base, +1 Con), Reflex +13 (+8
Base, +5 Dex), Will +4 (+4 Base, +0 Wis)
Skills: Bluff 14 (+16), Gather Information 14 (+16),
Intimidate 14 (+16), Knowledge (streetwise) 14 Reputation: +4
(+14), Ride 14 (+18), Sleight of Hand 14 (+18), Conviction: 8
Stealth 14 (+18), Survival 14 (+14) Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll 2, Improved Armor: None
Initiative, Inspire (Fear), Firearms Training,
Move-by Action, Quick Draw, Sneak Attack 2, Spur Equipment: Bedroll, Warhorse, Masterwork Colt M-
(+20’), Uncanny Dodge, Vehicular Combat (Ride) 1873, 42 rounds, Bowie Knife

Combat: Attack +12 (+8 Base, +4 Dex), Damage

94
True20 Wild West
Combat: Attack +15 (+10 Base, +5 Dex), Damage
13th-Level Outlaw +0 (unarmed), Damage +4 (Masterwork Colt M-
Role: Expert 13th 1873), Damage +2 (Bowie Knife), Defense +15
Size: Medium (+10 Base, +5 Dex), Initiative +9 (+5 Dex, +4
Speed: 30 ft. Improved Initiative)
Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis: +0, Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Cha: +2 Fortitude +5 (+4 Base, +1 Con), Reflex +14 (+9
Base, +5 Dex), Will +4 (+4 Base, +0 Wis)
Skills: Bluff 16 (+18), Gather Information 16 (+18),
Intimidate 16 (+18), Knowledge (streetwise) 16 Reputation: +4
(+16), Ride 16 (+21), Sleight of Hand 16 (+21), Conviction: 9
Stealth 16 (+21), Survival 16 (+16) Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll 2, Improved Armor: None
Initiative, Inspire (Fear), Firearms Training, Move-
by Action, Quick Draw, Reputation: Menacing, Equipment: Bedroll, Warhorse, Masterwork Colt M-
Sneak Attack 3, Spur (+20’), Uncanny Dodge, 1873, 42 rounds, Bowie Knife
Vehicular Combat (Ride)
Combat: Attack +14 (+9 Base, +5 Dex), Damage +0 15th-Level Outlaw
(unarmed), Damage +4 (Masterwork Colt M-1873), Role: Expert 15th
Damage +2 (Bowie Knife), Defense +14 (+9 Base, +5
Size: Medium
Dex), Initiative +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft.
Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Fortitude +5 (+4 Base, +1 Con), Reflex +13 (+8 Base, Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis:
+5 Dex), Will +4 (+4 Base, +0 Wis) +0, Cha: +2
Reputation: +4 Skills: Bluff 18 (+20), Gather Information 18 (+20),
Intimidate 18 (+20), Knowledge (streetwise) 18
Conviction: 9
(+18), Ride 18 (+23), Sleight of Hand 18 (+23),
Weapons: Masterwork Colt M-1873, Bowie Knife Stealth 18 (+23), Survival 18 (+18)
Armor: None Feats: All-out Attack, Defensive Roll 2, Improved
Equipment: Bedroll, Warhorse, Masterwork Colt M- Initiative, Inspire (Fear), Firearms Training,
1873, 42 rounds, Bowie Knife Master Plan, Move-by Action, Quick Draw,
Renown, Reputation: Menacing, Sneak Attack 3,
Spur (+20’), Uncanny Dodge, Vehicular Combat
14th-Level Outlaw (Ride)
Role: Expert 14th Combat: Attack +16 (+11 Base, +5 Dex), Damage
Size: Medium +0 (unarmed), Damage +4 (Masterwork Colt M-
Speed: 30 ft. 1873), Damage +2 (Bowie Knife), Defense +16
(+11 Base, +5 Dex), Initiative +9 (+5 Dex, +4
Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis: +0,
Improved Initiative)
Cha: +2
Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Skills: Bluff 17 (+19), Gather Information 17 (+19),
Fortitude +6 (+5 Base, +1 Con), Reflex +14 (+9
Intimidate 17 (+19), Knowledge (streetwise) 17
Base, +5 Dex), Will +5 (+5 Base, +0 Wis)
(+17), Ride 17 (+22), Sleight of Hand 17 (+22),
Stealth 17 (+22), Survival 17 (+17) Reputation: +7
Feats: All-out Attack, Defensive Roll 2, Improved Conviction: 10
Initiative, Inspire (Fear), Firearms Training, Master Weapons: Masterwork Colt M-1873, Bowie Knife
Plan, Move-by Action, Quick Draw, Reputation: Armor: None
Menacing, Sneak Attack 3, Spur (+20’), Uncanny
Dodge, Vehicular Combat (Ride) Equipment: Bedroll, Warhorse, Masterwork Colt M-
1873, 42 rounds, Bowie Knife

95
True20 Wild West
Combat: Attack +17 (+12 Base, +5 Dex), Damage +0
16th-Level Outlaw (unarmed), Damage +4 (Masterwork Colt M-1873),
Role: Expert 16th Damage +2 (Bowie Knife), Defense +17 (+12 Base, +5
Size: Medium Dex), Initiative +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. Saves: Toughness +4 (+1 Con, +3 Defensive Roll),
Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis: +0, Fortitude +6 (+5 Base, +1 Con), Reflex +15 (+10
Cha: +2 Base, +5 Dex), Will +5 (+5 Base, +0 Wis)
Skills: Bluff 19 (+21), Gather Information 19 (+21), Reputation: +8
Intimidate 19 (+21), Knowledge (streetwise) 19 Conviction: 11
(+19), Ride 19 (+24), Sleight of Hand 19 (+24), Weapons: Masterwork Colt M-1873, Bowie Knife
Stealth 19 (+24), Survival 19 (+19)
Armor: None
Feats: All-out Attack, Defensive Roll 3, Improved
Initiative, Inspire (Fear), Firearms Training, Master Equipment: Bedroll, Warhorse, 2 Masterwork Colt M-
Plan, Move-by Action, Quick Draw, Renown, 1873s, 48 rounds, Bowie Knife
Reputation: Menacing, Sneak Attack 3, Spur (+20’),
Uncanny Dodge, Vehicular Combat (Ride)
18th-Level Outlaw
Combat: Attack +17 (+12 Base, +5 Dex), Damage +0 Role: Expert 18th
(unarmed), Damage +4 (Masterwork Colt M-1873),
Size: Medium
Damage +2 (Bowie Knife), Defense +17 (+12 Base, +5
Dex), Initiative +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft.
Saves: Toughness +4 (+1 Con, +3 Defensive Roll), Abilities: Str: +0, Dex: +5, Con: +2, Int: +0, Wis:
Fortitude +6 (+5 Base, +1 Con), Reflex +15 (+10 +0, Cha: +2
Base, +5 Dex), Will +5 (+5 Base, +0 Wis) Skills: Bluff 21 (+23), Gather Information 21 (+23),
Reputation: +8 Intimidate 21 (+23), Knowledge (streetwise) 21
(+21), Ride 21 (+26), Sleight of Hand 21 (+26),
Conviction: 10
Stealth 21 (+26), Survival 21 (+21)
Weapons: Masterwork Colt M-1873, Bowie Knife
Feats: All-out Attack, Defensive Roll 3, Dodge Focus,
Armor: None Elusive Target, Improved Initiative, Inspire (Fear),
Equipment: Bedroll, Warhorse, 2 Masterwork Colt M- Firearms Training, Master Plan, Move-by Action,
1873s, 48 rounds, Bowie Knife Quick Draw, Renown, Reputation: Menacing,
Sneak Attack 3, Spur (+20’), Uncanny Dodge,
Vehicular Combat (Ride)
17th-Level Outlaw Combat: Attack +18 (+13 Base, +5 Dex), Damage
Role: Expert 17th +0 (unarmed), Damage +4 (Masterwork Colt M-
Size: Medium 1873), Damage +2 (Bowie Knife), Defense +19
Speed: 30 ft. (+13 Base, +5 Dex, +1 Dodge Focus), Initiative +9
(+5 Dex, +4 Improved Initiative)
Abilities: Str: +0, Dex: +5, Con: +1, Int: +0, Wis: +0,
Cha: +2 Saves: Toughness +5 (+2 Con, +3 Defensive Roll),
Fortitude +8 (+6 Base, +2 Con), Reflex +16 (+11
Skills: Bluff 20 (+22), Gather Information 20 (+22),
Base, +5 Dex), Will +6 (+6 Base, +0 Wis)
Intimidate 20 (+22), Knowledge (streetwise) 20
(+20), Ride 20 (+25), Sleight of Hand 20 (+25), Reputation: +8
Stealth 20 (+25), Survival 20 (+20) Conviction: 11
Feats: All-out Attack, Defensive Roll 3, Elusive Target, Weapons: Masterwork Colt M-1873, Bowie Knife
Improved Initiative, Inspire (Fear), Firearms Armor: None
Training, Master Plan, Move-by Action, Quick Draw,
Renown, Reputation: Menacing, Sneak Attack 3, Equipment: Bedroll, Warhorse, 2 Masterwork Colt
Spur (+20’), Uncanny Dodge, Vehicular Combat M-1873s, 48 rounds, Bowie Knife
(Ride)

96
True20 Wild West
19th-Level Outlaw 20th-Level Outlaw
Role: Expert 19th Role: Expert 20th
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str: +0, Dex: +5, Con: +2, Int: +0, Wis: Abilities: Str: +0, Dex: +5, Con: +2, Int: +0, Wis:
+0, Cha: +2 +0, Cha: +2
Skills: Bluff 22 (+24), Gather Information 22 (+24), Skills: Bluff 23 (+25), Gather Information 23 (+25),
Intimidate 22 (+24), Knowledge (streetwise) 22 Intimidate 23 (+25), Knowledge (streetwise) 23
(+22), Ride 22 (+27), Sleight of Hand 22 (+27), (+23), Ride 23 (+28), Sleight of Hand 23 (+28),
Stealth 22 (+27), Survival 22 (+22) Stealth 23 (+28), Survival 23 (+23)
Feats: All-out Attack, Defensive Roll 3, Dodge Focus, Feats: All-out Attack, Defensive Roll 4, Dodge Focus,
Elusive Target, Improved Initiative, Inspire (Fear), Elusive Target, Improved Initiative, Inspire (Fear),
Firearms Training, Master Plan, Move-by Action, Firearms Training, Master Plan, Move-by Action,
Quick Draw, Renown, Reputation: Menacing, Quick Draw, Renown, Reputation: Menacing,
Sneak Attack 4, Spur (+20’), Uncanny Dodge, Sneak Attack 4, Spur (+20’), Uncanny Dodge,
Vehicular Combat (Ride) Vehicular Combat (Ride)
Combat: Attack +19 (+14 Base, +5 Dex), Damage Combat: Attack +20 (+15 Base, +5 Dex), Damage
+0 (unarmed), Damage +4 (Masterwork Colt M- +0 (unarmed), Damage +4 (Masterwork Colt M-
1873), Damage +2 (Bowie Knife), Defense +20 1873), Damage +2 (Bowie Knife), Defense +21
(+14 Base, +5 Dex, +1 Dodge Focus), Initiative +9 (+15 Base, +5 Dex, +1 Dodge Focus), Initiative +9
(+5 Dex, +4 Improved Initiative) (+5 Dex, +4 Improved Initiative)
Saves: Toughness +5 (+2 Con, +3 Defensive Roll), Saves: Toughness +6 (+2 Con, +4 Defensive Roll),
Fortitude +8 (+6 Base, +2 Con), Reflex +16 (+11 Fortitude +8 (+6 Base, +2 Con), Reflex +17 (+12
Base, +5 Dex), Will +6 (+6 Base, +0 Wis) Base, +5 Dex), Will +6 (+6 Base, +0 Wis)
Reputation: +8 Reputation: +9
Conviction: 12 Conviction: 12
Weapons: Masterwork Colt M-1873, Bowie Knife Weapons: Masterwork Colt M-1873, Bowie Knife
Armor: None Armor: None
Equipment: Bedroll, Warhorse, 2 Masterwork Colt Equipment: Bedroll, Warhorse, 2 Masterwork Colt
M-1873s, 48 rounds, Bowie Knife M-1873s, 48 rounds, Bowie Knife

97
True20 Wild West
Scout Progression
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0
1st-Level Scout Base, +1 Con), Reflex +5 (+3 Base, +2 Dex), Will
Role: Expert 1st
+3 (+0 Base, +3 Wis)
Size: Medium
Reputation: +1
Speed: 30 ft.
Conviction: 3
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis:
Weapons: Colt M-1860 Revolver, Arkansas
+3, Cha: +0
Toothpick
Skills: Climb 4 (+4), Handle Animal 4 (+4), Notice 4
Armor: None
(+7), Ride 4 (+6), Sense Motive 4 (+7), Stealth 4
(+6), Survival 4 (+7), Swim 4 (+4) Equipment: Bedroll, Riding Horse, Colt M-1860
Revolver, 30 rounds, Arkansas Toothpick
Feats: Firearms Training, Spur (+10’), Trailblazer,
Vehicular Combat (Ride)
Combat: Attack +2 (+0 Base, +2 Dex), Damage +0 3rd-Level Scout
(unarmed), Damage +3 (Colt M-1860 Revolver), Role: Expert 3rd
Damage +1/19-20 (Arkansas Toothpick), Defense Size: Medium
+2 (+0 Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft.
Saves: Toughness +1 (+1 Con), Fortitude +1 (+0 Base,
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0,
+1 Con), Reflex +4 (+2 Base, +2 Dex), Will +3 (+0
Wis: +3, Cha: +0
Base, +3 Wis)
Skills: Climb 6 (+6), Handle Animal 6 (+6), Notice
Reputation: +1
6 (+9), Ride 6 (+8), Sense Motive 6 (+9), Stealth
Conviction: 3 6 (+8), Survival 6 (+9), Swim 6 (+6)
Weapons: Colt M-1860 Revolver, Arkansas Feats: Defensive Roll, Firearms Training, Spur
Toothpick (+10’), Track, Trailblazer, Vehicular Combat
Armor: None (Ride)
Equipment: Bedroll, Riding Horse, Colt M-1860 Combat: Attack +4 (+2 Base, +2 Dex), Damage +0
Revolver, 30 rounds, Arkansas Toothpick (unarmed), Damage +3 (Colt M-1860 Revolver),
Damage +1/19-20 (Arkansas Toothpick),
Defense +4 (+2 Base, +2 Dex), Initiative +2 (+2
2nd-Level Scout Dex)
Role: Expert 2nd
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Size: Medium Fortitude +2 (+1 Base, +1 Con), Reflex +5 (+3
Speed: 30 ft. Base, +2 Dex), Will +4 (+1 Base, +3 Wis)
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Reputation: +1
+3, Cha: +0 Conviction: 4
Skills: Climb 5 (+5), Handle Animal 5 (+5), Notice 5 Weapons: Colt M-1860 Revolver, Arkansas
(+8), Ride 5 (+7), Sense Motive 5 (+8), Stealth 5 Toothpick
(+7), Survival 5 (+8), Swim 5 (+5)
Armor: None
Feats: Firearms Training, Spur (+10’), Track,
Equipment: Bedroll, Winter Blanket, Riding
Trailblazer, Vehicular Combat (Ride)
Horse, Military Saddle, Colt M-1860 Revolver,
Combat: Attack +3 (+1 Base, +2 Dex), Damage +0 36 rounds, Arkansas Toothpick
(unarmed), Damage +3 (Colt M-1860 Revolver),
Damage +1/19-20 (Arkansas Toothpick), Defense
+3 (+1 Base, +2 Dex), Initiative +2 (+2 Dex)

98
True20 Wild West
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
4th-Level Scout Fortitude +2 (+1 Base, +1 Con), Reflex +6 (+4
Role: Expert 4th Base, +2 Dex), Will +4 (+1 Base, +3 Wis)
Size: Medium Reputation: +2
Speed: 30 ft. Conviction: 5
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Weapons: Colt M-1873 Revolver, Arkansas
+3, Cha: +0 Toothpick
Skills: Climb 7 (+7), Handle Animal 7 (+7), Notice 7 Armor: None
(+10), Ride 7 (+9), Sense Motive 7 (+10), Stealth 7
(+9), Survival 7 (+10), Swim 7 (+7) Equipment: Bedroll, Winter Blanket, Riding Horse,
Military Saddle, Colt M-1873 Revolver, 42 rounds,
Feats: Defensive Roll, Firearms Training, Spur (+10’), Arkansas Toothpick
Track, Trackless, Trailblazer, Vehicular Combat
(Ride)
Combat: Attack +5 (+3 Base, +2 Dex), Damage +0 6th-Level Scout
(unarmed), Damage +3 (Colt M-1860 Revolver), Role: Expert 6th
Damage +1/19-20 (Arkansas Toothpick), Defense Size: Medium
+5 (+3 Base, +2 Dex), Initiative +2 (+2 Dex)
Speed: 30 ft.
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0,
Fortitude +2 (+1 Base, +1 Con), Reflex +6 (+4
Wis: +3, Cha: +0
Base, +2 Dex), Will +4 (+1 Base, +3 Wis)
Skills: Climb 9 (+9), Handle Animal 9 (+9), Notice
Reputation: +2
9 (+12), Ride 9 (+12), Sense Motive 9 (+12),
Conviction: 4 Stealth 9 (+12), Survival 9 (+12), Swim 9 (+9)
Weapons: Colt M-1860 Revolver, Arkansas Feats: Defensive Roll, Endurance, Firearms
Toothpick Training, Spur (+20’), Track, Trackless,
Armor: None Trailblazer, Vehicular Combat (Ride)
Equipment: Bedroll, Winter Blanket, Riding Horse, Combat: Attack +7 (+4 Base, +3 Dex), Damage +0
Military Saddle, Colt M-1860 Revolver, 36 rounds, (unarmed), Damage +4 (Colt M-1873 Revolver),
Arkansas Toothpick Damage +1/19-20 (Arkansas Toothpick),
Defense +7 (+4 Base, +3 Dex), Initiative +3 (+3
Dex)
5th-Level Scout Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Role: Expert 5th Fortitude +3 (+2 Base, +1 Con), Reflex +8 (+5
Size: Medium Base, +3 Dex), Will +5 (+2 Base, +3 Wis)
Speed: 30 ft. Reputation: +2
Abilities: Str: +0, Dex: +2, Con: +1, Int: +0, Wis: Conviction: 5
+3, Cha: +0 Weapons: Colt M-1873 Revolver, Arkansas
Skills: Climb 8 (+8), Handle Animal 8 (+8), Notice 8 Toothpick
(+11), Ride 8 (+10), Sense Motive 8 (+11), Stealth Armor: None
8 (+10), Survival 8 (+11), Swim 8 (+8)
Equipment: Bedroll, Winter Blanket, Riding
Feats: Defensive Roll, Firearms Training, Spur (+20’), Horse, Military Saddle, Colt M-1873 Revolver,
Track, Trackless, Trailblazer, Vehicular Combat 42 rounds, Arkansas Toothpick
(Ride)
Combat: Attack +5 (+3 Base, +2 Dex), Damage +0
(unarmed), Damage +4 (Colt M-1873 Revolver),
Damage +1/19-20 (Arkansas Toothpick), Defense
+5 (+3 Base, +2 Dex), Initiative +2 (+2 Dex)

99
True20 Wild West
Combat: Attack +9 (+6 Base, +3 Dex), Damage +0
7th-Level Scout (unarmed), Damage +4 (Colt M-1873 Revolver),
Role: Expert 7th Damage +1/19-20 (Arkansas Toothpick), Defense
Size: Medium +9 (+6 Base, +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Fortitude +3 (+2 Base, +1 Con), Reflex +9 (+6
+3, Cha: +0 Base, +3 Dex), Will +5 (+2 Base, +3 Wis)
Skills: Climb 10 (+10), Handle Animal 10 (+10), Reputation: +3
Notice 10 (+13), Ride 10 (+13), Sense Motive 10 Conviction: 6
(+13), Stealth 10 (+13), Survival 10 (+13), Swim Weapons: Colt M-1873 Revolver, Arkansas
10 (+10) Toothpick
Feats: Defensive Roll , Endurance, Firearms Training, Armor: None
Skill Mastery (Notice, Ride, Stealth, Survival),
Spur (+20’), Track, Trackless, Trailblazer, Vehicular Equipment: Bedroll, Winter Blanket, Warhorse,
Combat (Ride) Military Saddle, Colt M-1873 Revolver, 48 rounds,
Arkansas Toothpick
Combat: Attack +8 (+5 Base, +3 Dex), Damage +0
(unarmed), Damage +4 (Colt M-1873 Revolver),
Damage +1/19-20 (Arkansas Toothpick), Defense 9th-Level Scout
+8 (+5 Base, +3 Dex), Initiative +3 (+3 Dex) Role: Expert 9th
Saves: Toughness +2 (+1 Con, +1 Defensive Roll), Size: Medium
Fortitude +3 (+2 Base, +1 Con), Reflex +8 (+5
Speed: 30 ft.
Base, +3 Dex), Will +5 (+2 Base, +3 Wis)
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis:
Reputation: +2
+3, Cha: +0
Conviction: 6
Skills: Climb 12 (+12), Handle Animal 12 (+12),
Weapons: Colt M-1873 Revolver, Arkansas Notice 12 (+15), Ride 12 (+15), Sense Motive 12
Toothpick (+15), Stealth 12 (+15), Survival 12 (+15), Swim
Armor: None 12 (+12)
Equipment: Bedroll, Winter Blanket, Warhorse, Feats: Defensive Roll, Endurance, Firearms Training,
Military Saddle, Colt M-1873 Revolver, 48 rounds, Skill Mastery (Notice, Ride, Stealth, Survival), Spur
Arkansas Toothpick (+20’ for 15 rounds), Tireless, Track, Trackless,
Trailblazer, Vehicular Combat (Ride)
Combat: Attack +9 (+6 Base, +3 Dex), Damage +0
8th-Level Scout (unarmed), Damage +4 (Spencer Carbine), Damage
Role: Expert 8th +1/19-20 (Arkansas Toothpick), Defense +9 (+6
Size: Medium Base, +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Fortitude +4 (+3 Base, +1 Con), Reflex +9 (+6
+3, Cha: +0 Base, +3 Dex), Will +6 (+3 Base, +3 Wis)
Skills: Climb 11 (+11), Handle Animal 11 (+11), Reputation: +3
Notice 11 (+14), Ride 11 (+14), Sense Motive 11 Conviction: 7
(+14), Stealth 11 (+14), Survival 11 (+14), Swim Weapons: Spencer Carbine, Arkansas Toothpick
11 (+11)
Armor: None
Feats: Defensive Roll, Endurance, Firearms Training,
Skill Mastery (Notice, Ride, Stealth, Survival), Equipment: Bedroll, Winter Blanket, Warhorse,
Spur (+20’), Tireless, Track, Trackless, Trailblazer, Military Saddle, Spencer Carbine, 49 rounds (7
Vehicular Combat (Ride) clips), Arkansas Toothpick

100
True20 Wild West
Combat: Attack +11 (+8 Base, +3 Dex), Damage +0
10th-Level Scout (unarmed), Damage +4 (Spencer Carbine), Damage
Role: Expert 10th +1/19-20 (Arkansas Toothpick), Defense +11 (+8
Size: Medium Base, +3 Dex), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +3 (+1 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: Fortitude +4 (+3 Base, +1 Con), Reflex +10 (+7 Base,
+3, Cha: +0 +3 Dex), Will +6 (+3 Base, +3 Wis)
Skills: Climb 13 (+13), Handle Animal 13 (+13), Reputation: +3
Notice 13 (+16), Ride 13 (+16), Sense Motive 13 Conviction: 8
(+16), Stealth 13 (+16), Survival 13 (+16), Swim Weapons: Masterwork Spencer Carbine, Arkansas
13 (+13) Toothpick
Feats: Defensive Roll , Endurance, Firearms Training, Armor: None
Hide in Plain Sight, Skill Mastery (Notice, Ride,
Stealth, Survival), Spur (+20’ for 15 rounds), Equipment: Bedroll, Winter Blanket, Warhorse,
Tireless, Track, Trackless, Trailblazer, Vehicular Military Saddle, Masterwork Spencer Carbine, 56
Combat (Ride) rounds (8 clips), Arkansas Toothpick

Combat: Attack +10 (+7 Base, +3 Dex), Damage +0


(unarmed), Damage +4 (Spencer Carbine), Damage 12th-Level Scout
+1/19-20 (Arkansas Toothpick), Defense +10 (+7 Role: Expert 12th
Base, +3 Dex), Initiative +3 (+3 Dex)
Size: Medium
Saves: Toughness +2 (+1 Con, +1 Defensive Roll),
Speed: 30 ft.
Fortitude +4 (+3 Base, +1 Con), Reflex +10 (+7
Base, +3 Dex), Will +6 (+3 Base, +3 Wis) Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: +3,
Cha: +0
Reputation: +3
Skills: Climb 15 (+15), Handle Animal 15 (+15), Notice 15
Conviction: 7
(+18), Ride 15 (+18), Sense Motive 15 (+18), Stealth 15
Weapons: Spencer Carbine, Arkansas Toothpick (+18), Survival 15 (+18), Swim 15 (+15)
Armor: None Feats: Canny Dodge (Wis), Defensive Roll 2, Endurance,
Equipment: Bedroll, Winter Blanket, Warhorse, Firearms Training, Hide in Plain Sight, Skill Mastery
Military Saddle, Spencer Carbine, 49 rounds (7 (Notice, Ride, Stealth, Survival), Spur (+20’ for 15
clips), Arkansas Toothpick rounds), Tireless, Track, Trackless, Trailblazer, Vehicular
Combat (Ride)
Combat: Attack +12 (+9 Base, +3 Dex), Damage +0
11th Level Scout (unarmed), Damage +4 (Spencer Carbine), Damage
Role: Expert 11th +1/19-20 (Arkansas Toothpick), Defense +15 (+9 Base,
Size: Medium +3 Dex, +3 Canny Dodge), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +4 (+2 Con, +2 Defensive Roll), Fortitude
Abilities: Str: +0, Dex: +3, Con: +1, Int: +0, Wis: +6 (+4 Base, +2 Con), Reflex +11 (+8 Base, +3 Dex), Will
+3, Cha: +0 +7 (+4 Base, +3 Wis)
Skills: Climb 14 (+14), Handle Animal 14 (+14), Reputation: +4
Notice 14 (+17), Ride 14 (+17), Sense Motive 14 Conviction: 8
(+17), Stealth 14 (+17), Survival 14 (+17), Swim Weapons: Masterwork Spencer Carbine, Arkansas
14 (+14) Toothpick
Feats: Defensive Roll 2, Endurance, Firearms Armor: None
Training, Hide in Plain Sight, Skill Mastery
(Notice, Ride, Stealth, Survival), Spur (+20’ for Equipment: Bedroll, Winter Blanket, Warhorse, Military
15 rounds), Tireless, Track, Trackless, Trailblazer, Saddle, Masterwork Spencer Carbine, 56 rounds (8
Vehicular Combat (Ride) clips), Arkansas Toothpick

101
True20 Wild West
Combat: Attack +13 (+10 Base, +3 Dex), Damage +0
13th-Level Scout (unarmed), Damage +5/19-20 (Henry Rifle), Damage
Role: Expert 13th +1/19-20 (Arkansas Toothpick), Defense +16 (+10
Size: Medium Base, +3 Dex, +3 Canny Dodge), Initiative +3 (+3
Speed: 30 ft. Dex)
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: +3, Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Cha: +0 Fortitude +6 (+4 Base, +2 Con), Reflex +12 (+9 Base,
+3 Dex), Will +7 (+4 Base, +3 Wis)
Skills: Climb 16 (+16), Handle Animal 16 (+16), Notice
16 (+19), Ride 16 (+19), Sense Motive 16 (+19), Reputation: +4
Stealth 16 (+19), Survival 16 (+19), Swim 16 (+16) Conviction: 9
Feats: Canny Dodge (Wis), Defensive Roll 2, Endurance, Weapons: Henry Rifle, Arkansas Toothpick
Firearms Training, Hide in Plain Sight, Skill Mastery Armor: None
(Notice, Ride, Stealth, Survival), Spur (+20’ for
15 rounds), Tireless, Track, Trackless, Trailblazer, Equipment: Bedroll, Winter Blanket, Warhorse, Military
Uncanny Dodge, Vehicular Combat (Ride) Saddle, Henry Rifle, 80 rounds, Arkansas Toothpick

Combat: Attack +12 (+9 Base, +3 Dex), Damage


+0 (unarmed), Damage +5/19-20 (Henry Rifle), 15th-Level Scout
Damage +1/19-20 (Arkansas Toothpick), Defense Role: Expert 15th
+15 (+9 Base, +3 Dex, +3 Canny Dodge), Initiative
Size: Medium
+3 (+3 Dex)
Speed: 30 ft.
Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Fortitude +6 (+4 Base, +2 Con), Reflex +11 (+8 Base, Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: +3,
+3 Dex), Will +7 (+4 Base, +3 Wis) Cha: +0
Reputation: +4 Skills: Climb 18 (+18), Handle Animal 18 (+18), Notice 18
(+21), Ride 18 (+21), Sense Motive 18 (+21), Stealth 18
Conviction: 10
(+21), Survival 18 (+21), Swim 18 (+18)
Weapons: Henry Rifle, Arkansas Toothpick
Feats: Canny Dodge (Wis), Defensive Roll 2, Endurance,
Armor: None Firearms Training, Hide in Plain Sight, Light Sleeper,
Equipment: Bedroll, Winter Blanket, Warhorse, Night Vision, Skill Mastery (Notice, Ride, Stealth,
Military Saddle, Henry Rifle, 80 rounds, Arkansas Survival), Spur (+20’ for 15 rounds), Tireless, Track,
Toothpick Trackless, Trailblazer, Uncanny Dodge, Vehicular
Combat (Ride)
Combat: Attack +14 (+11 Base, +3 Dex), Damage +0
14th-Level Scout (unarmed), Damage +5/19-20 (Henry Rifle), Damage
Role: Expert 14th +1/19-20 (Arkansas Toothpick), Defense +17 (+11
Size: Medium Base, +3 Dex, +3 Canny Dodge), Initiative +3 (+3 Dex)
Speed: 30 ft. Saves: Toughness +4 (+2 Con, +2 Defensive Roll),
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: +3, Fortitude +7 (+5 Base, +2 Con), Reflex +12 (+9 Base,
Cha: +0 +3 Dex), Will +8 (+5 Base, +3 Wis)
Skills: Climb 17 (+17), Handle Animal 17 (+17), Notice Reputation: +4
17 (+20), Ride 17 (+20), Sense Motive 17 (+20), Conviction: 10
Stealth 17 (+20), Survival 17 (+20), Swim 17 (+17) Weapons: Henry Rifle, Masterwork Arkansas Toothpick
Feats: Canny Dodge (Wis), Defensive Roll 2, Endurance, Armor: None
Firearms Training, Hide in Plain Sight, Light Sleeper,
Skill Mastery (Notice, Ride, Stealth, Survival), Spur Equipment: Bedroll, Winter Blanket, Warhorse, Military
(+20’ for 15 rounds), Tireless, Track, Trackless, Saddle, Henry Rifle, 80 rounds, Masterwork Arkansas
Trailblazer, Uncanny Dodge, Vehicular Combat Toothpick
(Ride)

102
True20 Wild West
Light Sleeper, Night Vision, Skill Mastery (Notice,
16th-Level Scout Ride, Stealth, Survival), Spur (+20’ for 20 rounds),
Role: Expert 16th Tireless, Track, Trackless, Trailblazer, Uncanny
Size: Medium Dodge, Vehicular Combat (Ride)
Speed: 30 ft. Combat: Attack +15 (+12 Base, +3 Dex), Damage
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: +0 (unarmed), Damage +5/19-20 (Henry Rifle),
+3, Cha: +0 Damage +1/19-20 (Arkansas Toothpick), Defense
+18 (+12 Base, +3 Dex, +3 Canny Dodge), Initiative
Skills: Climb 19 (+19), Handle Animal 19 (+19),
+3 (+3 Dex)
Notice 19 (+22), Ride 19 (+22), Sense Motive 19
(+22), Stealth 19 (+22), Survival 19 (+22), Swim Saves: Toughness +5 (+2 Con, +3 Defensive Roll),
19 (+19) Fortitude +7 (+5 Base, +2 Con), Reflex +13 (+10
Base, +3 Dex), Will +8 (+5 Base, +3 Wis)
Feats: Canny Dodge (Wis), Defensive Roll 2,
Endurance, Firearms Training, Hide in Plain Sight, Reputation: +5
Light Sleeper, Night Vision, Skill Mastery (Notice, Conviction: 11
Ride, Stealth, Survival), Spur (+20’ for 20 rounds), Weapons: Henry Rifle, Masterwork Arkansas
Tireless, Track, Trackless, Trailblazer, Uncanny Toothpick
Dodge, Vehicular Combat (Ride)
Armor: None
Combat: Attack +15 (+12 Base, +3 Dex), Damage
+0 (unarmed), Damage +5/19-20 (Henry Rifle), Equipment: Bedroll, Winter Blanket, Warhorse,
Damage +1/19-20 (Arkansas Toothpick), Defense Military Saddle, Henry Rifle, 80 rounds,
+18 (+12 Base, +3 Dex, +3 Canny Dodge), Initiative Masterwork Arkansas Toothpick
+3 (+3 Dex)
Saves: Toughness +4 (+2 Con, +2 Defensive Roll), 18th-Level Scout
Fortitude +7 (+5 Base, +2 Con), Reflex +13 (+10 Role: Expert 18th
Base, +3 Dex), Will +8 (+5 Base, +3 Wis)
Size: Medium
Reputation: +5
Speed: 30 ft.
Conviction: 10
Abilities: Str: +0, Dex: +4, Con: +2, Int: +0, Wis:
Weapons: Henry Rifle, Masterwork Arkansas +3, Cha: +0
Toothpick
Skills: Climb 21 (+21), Handle Animal 21 (+21),
Armor: None Notice 21 (+24), Ride 21 (+25), Sense Motive 21
Equipment: Bedroll, Winter Blanket, Warhorse, (+24), Stealth 21 (+25), Survival 21 (+24), Swim
Military Saddle, Henry Rifle, 80 rounds, 21 (+21)
Masterwork Arkansas Toothpick Feats: Canny Dodge (Wis), Defensive Roll 3,
Endurance, Far Shot, Firearms Training, Hide
in Plain Sight, Light Sleeper, Night Vision, Skill
17th-Level Scout Mastery (Notice, Ride, Stealth, Survival), Spur
Role: Expert 17th (+20’ for 20 rounds), Tireless, Track, Trackless,
Size: Medium Trailblazer, Uncanny Dodge, Vehicular Combat
Speed: 30 ft. (Ride)
Abilities: Str: +0, Dex: +3, Con: +2, Int: +0, Wis: Combat: Attack +17 (+13 Base, +4 Dex), Damage
+3, Cha: +0 +0 (unarmed), Damage +5/19-20 (Henry Rifle),
Damage +1/19-20 (Arkansas Toothpick), Defense
Skills: Climb 20 (+20), Handle Animal 20 (+20),
+20 (+13 Base, +4 Dex, +3 Canny Dodge), Initiative
Notice 20 (+23), Ride 20 (+23), Sense Motive 20
+4 (+4 Dex)
(+23), Stealth 20 (+23), Survival 20 (+23), Swim
20 (+20) Saves: Toughness +5 (+2 Con, +3 Defensive Roll),
Fortitude +8 (+6 Base, +2 Con), Reflex +15 (+11
Feats: Canny Dodge (Wis), Defensive Roll 3,
Base, +4 Dex), Will +9 (+6 Base, +3 Wis)
Endurance, Firearms Training, Hide in Plain Sight,

103
True20 Wild West
Reputation: +5
Conviction: 11
20th-Level Scout
Role: Expert 20th
Weapons: Henry Rifle, Masterwork Arkansas Size: Medium
Toothpick
Speed: 30 ft.
Armor: None
Abilities: Str: +0, Dex: +4, Con: +2, Int: +0, Wis:
Equipment: Bedroll, Winter Blanket, Warhorse, +3, Cha: +0
Military Saddle, Henry Rifle, 80 rounds,
Masterwork Arkansas Toothpick Skills: Climb 23 (+23), Handle Animal 23 (+23),
Notice 23 (+26), Ride 23 (+27), Sense Motive 23
(+26), Stealth 23 (+27), Survival 23 (+26), Swim
19th-Level Scout 23 (+23)
Role: Expert 19th Feats: Canny Dodge (Wis), Defensive Roll 4,
Size: Medium Endurance, Firearms Training, Hide in Plain Sight,
Improved Initiative, Light Sleeper, Night Vision,
Speed: 30 ft.
Skill Mastery (Notice, Ride, Stealth, Survival), Spur
Abilities: Str: +0, Dex: +4, Con: +2, Int: +0, Wis: (+20’ for 20 rounds), Tireless, Track, Trackless,
+3, Cha: +0 Trailblazer, Uncanny Dodge, Vehicular Combat
Skills: Climb 22 (+22), Handle Animal 22 (+22), (Ride)
Notice 22 (+25), Ride 22 (+26), Sense Motive 22 Combat: Attack +19 (+15 Base, +4 Dex), Damage
(+25), Stealth 22 (+26), Survival 22 (+25), Swim +0 (unarmed), Damage +5/19-20 (Henry Rifle),
22 (+22) Damage +1/19-20 (Arkansas Toothpick), Defense
Feats: Canny Dodge (Wis), Defensive Roll 3, +22 (+15 Base, +4 Dex, +3 Canny Dodge), Initiative
Endurance, Firearms Training, Hide in Plain Sight, +8 (+4 Dex, +4 Improved Initiative)
Improved Initiative, Light Sleeper, Night Vision, Saves: Toughness +6 (+2 Con, +4 Defensive Roll),
Skill Mastery (Notice, Ride, Stealth, Survival), Spur Fortitude +8 (+6 Base, +2 Con), Reflex +16 (+12
(+20’ for 20 rounds), Tireless, Track, Trackless, Base, +4 Dex), Will +9 (+6 Base, +3 Wis)
Trailblazer, Uncanny Dodge, Vehicular Combat
Reputation: +6
(Ride)
Conviction: 12
Combat: Attack +18 (+14 Base, +4 Dex), Damage
+0 (unarmed), Damage +5/19-20 (Henry Rifle), Weapons: Henry Rifle, Masterwork Arkansas
Damage +1/19-20 (Arkansas Toothpick), Defense Toothpick
+21 (+14 Base, +4 Dex, +3 Canny Dodge), Initiative Armor: None
+8 (+4 Dex, +4 Improved Initiative) Equipment: Bedroll, Winter Blanket, Warhorse,
Saves: Toughness +5 (+2 Con, +3 Defensive Roll), Military Saddle, Henry Rifle, 80 rounds,
Fortitude +8 (+6 Base, +2 Con), Reflex +15 (+11 Masterwork Arkansas Toothpick
Base, +4 Dex), Will +9 (+6 Base, +3 Wis)
Reputation: +5
Conviction: 12
Weapons: Henry Rifle, Masterwork Arkansas
Toothpick
Armor: None
Equipment: Bedroll, Winter Blanket, Warhorse,
Military Saddle, Henry Rifle, 80 rounds,
Masterwork Arkansas Toothpick

104
True20 Wild West
Soldier Progression
Reputation: +0
1st-Level Soldier Conviction: 3
Role: Warrior 1st
Size: Medium Weapons: Springfield Model 1868, Bayonet

Speed: 30 ft. Armor: None

Abilities: Str: +2, Dex: +2, Con: +2, Int: +0, Wis: +0, Equipment: Bedroll, Riding Horse, Springfield Model
Cha: +0 1868, 30 rounds, Bayonet

Skills: Climb 4 (+6), Intimidate 4 (+4), Ride 4 (+6),


Survival 4 (+4) 3rd-Level Soldier
Feats: Benefit (Military Rank), Firearms Training, Role: Warrior 3rd
Tough, Weapon Training Size: Medium
Combat: Attack +3 (+1 Base, +2 Dex), Damage +2 Speed: 30 ft.
(unarmed), Damage +4 (Model 1868), Damage +5
Abilities: Str: +2, Dex: +2, Con: +2, Int: +0, Wis:
(Bayonet), Defense +3 (+1 Base, +2 Dex), Initiative
+0, Cha: +0
+2 (+2 Dex)
Skills: Climb 6 (+8), Intimidate 6 (+6), Ride 6 (+8),
Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude +4
Survival 6 (+6)
(+2 Base, +2 Con), Reflex +2 (+0 Base, +2 Dex), Will
+0 (+0 Base, +0 Wis) Feats: Attack Focus (Model 1868), Benefit (Military
Rank), Firearms Training, Tough, Vehicular
Reputation: +0
Combat (Ride), Weapon Training
Conviction: 3
Combat: Attack +5 (+3 Base, +2 Dex) +6 (Model
Weapons: Springfield Model 1868, Bayonet 1868), Damage +2 (unarmed), Damage +4 (Model
Armor: None 1868), Damage +5 (Bayonet), Defense +5 (+3 Base,
Equipment: Bedroll, Riding Horse, Springfield Model +2 Dex), Initiative +2 (+2 Dex)
1868, 30 rounds, Bayonet Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude
+5 (+3 Base, +2 Con), Reflex +3 (+1 Base, +2 Dex),
Will +1 (+1 Base, +0 Wis)
2nd-Level Soldier Reputation: +1
Role: Warrior 2nd
Conviction: 4
Size: Medium
Weapons: Springfield Model 1868, Bayonet
Speed: 30 ft.
Armor: None
Abilities: Str: +2, Dex: +2, Con: +2, Int: +0, Wis: +0,
Cha: +0 Equipment: Bedroll, Riding Horse, Springfield Model
1868, 30 rounds, Bayonet
Skills: Climb 5 (+7), Intimidate 5 (+5), Ride 5 (+7),
Survival 5 (+5)
Feats: Attack Focus (Model 1868), Benefit (Military 4th-Level Soldier
Rank), Firearms Training, Tough, Weapon Training Role: Warrior 4th
Combat: Attack +4 (+2 Base, +2 Dex) +5 (Model 1868), Size: Medium
Damage +2 (unarmed), Damage +4 (Model 1868), Speed: 30 ft.
Damage +5 (Bayonet), Defense +4 (+2 Base, +2 Dex),
Abilities: Str: +2, Dex: +2, Con: +2, Int: +0, Wis:
Initiative +2 (+2 Dex)
+0, Cha: +0
Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude +5
Skills: Climb 7 (+9), Intimidate 7 (+7), Ride 7 (+9),
(+3 Base, +2 Con), Reflex +2 (+0 Base, +2 Dex), Will
Survival 7 (+7)
+0 (+0 Base, +0 Wis)

105
True20 Wild West
Feats: Attack Focus (Model 1868), Attack
Specialization (Model 1868), Benefit (Military 6th-Level Soldier
Rank), Firearms Training, Tough, Vehicular Role: Warrior 6th
Combat (Ride), Weapon Training Size: Medium
Combat: Attack +6 (+4 Base, +2 Dex) +7 (Model Speed: 30 ft.
1868), Damage +2 (unarmed), Damage +5 (Model Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis:
1868), Damage +5 (Bayonet), Defense +6 (+4 Base, +0, Cha: +0
+2 Dex), Initiative +2 (+2 Dex)
Skills: Climb 8 (+10), Intimidate 9 (+9), Knowledge
Saves: Toughness +3 (+2 Con, +1 Tough), Fortitude (current events) 5 (+5), Ride 7 (+10), Survival 7
+6 (+4 Base, +2 Con), Reflex +3 (+1 Base, +2 Dex), (+7)
Will +1 (+1 Base, +0 Wis)
Feats: Attack Focus (Model 1868), Attack
Reputation: +1 Specialization (Model 1868), Benefit (Military
Conviction: 4 Rank), Firearms Training, Greater Attack Focus
Weapons: Springfield Model 1868, Bayonet (Model 1868), Tough 2, Vehicular Combat (Ride),
Weapon Training
Armor: None
Combat: Attack +9 (+6 Base, +3 Dex) +11 (Model
Equipment: Bedroll, Riding Horse, Springfield Model 1868), Damage +2 (unarmed), Damage +5
1868, 30 rounds, Bayonet (Model 1868), Damage +5 (Bayonet), Defense +9
(+6 Base, +3 Dex), Initiative +3 (+3 Dex)
5th-Level Soldier Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude
Role: Warrior 5
th +7 (+5 Base, +2 Con), Reflex +5 (+2 Base, +3 Dex),
Will +2 (+2 Base, +0 Wis)
Size: Medium
Reputation: +1
Speed: 30 ft.
Conviction: 5
Abilities: Str: +2, Dex: +2, Con: +2, Int: +0, Wis:
+0, Cha: +0 Weapons: Springfield Model 1868, Bayonet
Skills: Climb 7 (+9), Intimidate 7 (+7), Knowledge Armor: None
(current events) 4 (+4), Ride 7 (+9), Survival 7 Equipment: Bedroll, Riding Horse, Springfield
(+7) Model 1868, 30 rounds, Bayonet
Feats: Attack Focus (Model 1868), Attack
Specialization (Model 1868), Benefit (Military
Rank), Firearms Training, Tough 2, Vehicular 7th-Level Soldier
Combat (Ride), Weapon Training Role: Warrior 7th
Combat: Attack +7 (+5 Base, +2 Dex) +8 (Model Size: Medium
1868), Damage +2 (unarmed), Damage +5 (Model Speed: 30 ft.
1868), Damage +5 (Bayonet), Defense +7 (+5 Base, Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis:
+2 Dex), Initiative +2 (+2 Dex) +0, Cha: +0
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Skills: Climb 8 (+10), Intimidate 9 (+9), Knowledge
+6 (+4 Base, +2 Con), Reflex +3 (+1 Base, +2 Dex), (current events) 5 (+5), Ride 10 (+13), Survival
Will +1 (+1 Base, +0 Wis) 8 (+8)
Reputation: +1 Feats: Attack Focus (Model 1868), Attack
Conviction: 5 Specialization (Model 1868), Benefit (Military
Weapons: Springfield Model 1868, Bayonet Rank), Far Shot, Firearms Training, Greater
Attack Focus (Model 1868), Tough 2, Vehicular
Armor: None Combat (Ride), Weapon Training
Equipment: Bedroll, Riding Horse, Springfield Model
1868, 30 rounds, Bayonet

106
True20 Wild West
Combat: Attack +10 (+7 Base, +12 Dex) +11 (Model
1868), Damage +2 (unarmed), Damage +5 (Model 9th-Level Soldier
1868), Damage +5 (Bayonet), Defense +10 (+7 Role: Warrior 9th
Base, +3 Dex), Initiative +3 (+3 Dex) Size: Medium
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Speed: 30 ft.
+7 (+5 Base, +2 Con), Reflex +5 (+2 Base, +3 Dex), Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis:
Will +2 (+2 Base, +0 Wis) +0, Cha: +0
Reputation: +2 Skills: Climb 9 (+11), Intimidate 9 (+9), Knowledge
Conviction: 6 (current events) 8 (+8), Ride 10 (+13), Survival 12
Weapons: Springfield Model 1868, Bayonet (+12)
Armor: None Feats: Attack Focus (Model 1868), Attack
Specialization (Model 1868), Benefit (Military
Equipment: Bedroll, Riding Horse, Springfield Rank), Far Shot, Firearms Training, Greater Attack
Model 1868, 30 rounds, Bayonet Focus (Model 1868), Greater Attack Specialization
(Model 1868), Sieze Initiative, Tough 2, Vehicular
8th-Level Soldier Combat (Ride), Weapon Training
Role: Warrior 8th Combat: Attack +12 (+9 Base, +3 Dex) +14 (Model
1868), Damage +2 (unarmed), Damage +6 (Model
Size: Medium
1868), Damage +5 (Bayonet), Defense +12 (+9
Speed: 30 ft. Base, +3 Dex), Initiative +3 (+3 Dex)
Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis: Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude
+0, Cha: +0 +8 (+6 Base, +2 Con), Reflex +6 (+3 Base, +3 Dex),
Skills: Climb 9 (+11), Intimidate 9 (+9), Knowledge Will +3 (+3 Base, +0 Wis)
(current events) 8 (+8), Ride 10 (+13), Survival Reputation: +2
8 (+8)
Conviction: 7
Feats: Attack Focus (Model 1868), Attack
Weapons: Springfield Model 1868, Bayonet
Specialization (Model 1868), Benefit (Military
Rank), Far Shot, Firearms Training, Greater Armor: None
Attack Focus (Model 1868), Greater Attack Equipment: Bedroll, Riding Horse, Springfield Model
Specialization (Model 1868), Tough 2, Vehicular 1868, 30 rounds, Bayonet
Combat (Ride), Weapon Training
Combat: Attack +11 (+8 Base, +3 Dex) +13 (Model
1868), Damage +2 (unarmed), Damage +6 (Model 10th-Level Soldier
1868), Damage +5 (Bayonet), Defense +11 (+8 Role: Warrior 10th
Base, +3 Dex), Initiative +3 (+3 Dex) Size: Medium
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Speed: 30 ft.
+8 (+6 Base, +2 Con), Reflex +5 (+2 Base, +3 Dex), Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis:
Will +2 (+2 Base, +0 Wis) +0, Cha: +0
Reputation: +2 Skills: Climb 9 (+11), Intimidate 13 (+13), Knowledge
Conviction: 6 (current events) 8 (+8), Ride 10 (+13), Survival 12
Weapons: Springfield Model 1868, Bayonet (+12)
Armor: None Feats: Attack Focus (Model 1868), Attack
Specialization (Model 1868), Benefit (Military
Equipment: Bedroll, Riding Horse, Springfield Rank), Far Shot, Firearms Training, Greater Attack
Model 1868, 30 rounds, Bayonet Focus (Model 1868), Greater Attack Specialization
(Model 1868), Point Blank Shot, Sieze Initiative,
Tough 2, Vehicular Combat (Ride), Weapon
Training

107
True20 Wild West
Combat: Attack +13 (+10 Base, +3 Dex) +15 (Model
1868), Damage +2 (unarmed), Damage +6 (Model 12th-Level Soldier
1868), Damage +5 (Bayonet), Defense +13 (+10 Role: Warrior 12th
Base, +3 Dex), Initiative +3 (+3 Dex) Size: Medium
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Speed: 30 ft.
+9 (+7 Base, +2 Con), Reflex +6 (+3 Base, +3 Dex), Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Will +3 (+3 Base, +0 Wis) +0, Cha: +0
Reputation: +2 Skills: Climb 13 (+15), Intimidate 13 (+13),
Conviction: 7 Knowledge (current events) 8 (+8), Ride 14
Weapons: Springfield Model 1868, Bayonet (+17), Survival 12 (+12)
Armor: None Feats: Attack Focus (Model 1868), Attack
Specialization (Model 1868), Benefit (Military
Equipment: Bedroll, Riding Horse, Springfield Model Rank), Far Shot, Firearms Training, Greater
1868, 30 rounds, Bayonet Attack Focus (Model 1868), Greater Attack
Specialization (Model 1868), Point Blank Shot,
11th-Level Soldier Precise Shot, Sieze Initiative, Tough 3, Vehicular
Combat (Ride), Weapon Training
Role: Warrior 11th
Combat: Attack +15 (+12 Base, +3 Dex) +17 (Model
Size: Medium
1868), Damage +2 (unarmed), Damage +6 (Model
Speed: 30 ft. 1868), Damage +5 (Bayonet), Defense +15 (+12
Abilities: Str: +2, Dex: +3, Con: +2, Int: +0, Wis: Base, +3 Dex), Initiative +3 (+3 Dex)
+0, Cha: +0 Saves: Toughness +6 (+3 Con, +3 Tough), Fortitude
Skills: Climb 9 (+11), Intimidate 13 (+13), Knowledge +11 (+8 Base, +3 Con), Reflex +7 (+4 Base, +3
(current events) 8 (+8), Ride 14 (+17), Survival 12 Dex), Will +4 (+4 Base, +0 Wis)
(+12) Reputation: +3
Feats: Attack Focus (Model 1868), Attack Conviction: 8
Specialization (Model 1868), Benefit (Military
Weapons: Springfield Model 1868, Bayonet
Rank), Far Shot, Firearms Training, Greater Attack
Focus (Model 1868), Greater Attack Specialization Armor: None
(Model 1868), Point Blank Shot, Precise Shot, Equipment: Bedroll, Riding Horse, Springfield
Sieze Initiative, Tough 2, Vehicular Combat (Ride), Model 1868, 30 rounds, Bayonet
Weapon Training
Combat: Attack +14 (+11 Base, +3 Dex) +16 (Model
1868), Damage +2 (unarmed), Damage +6 (Model 13th-Level Soldier
1868), Damage +5 (Bayonet), Defense +14 (+11 Role: Warrior 13th
Base, +3 Dex), Initiative +3 (+3 Dex) Size: Medium
Saves: Toughness +4 (+2 Con, +2 Tough), Fortitude Speed: 30 ft.
+9 (+7 Base, +2 Con), Reflex +6 (+3 Base, +3 Dex), Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Will +3 (+3 Base, +0 Wis) +0, Cha: +0
Reputation: +3 Skills: Climb 13 (+15), Intimidate 13 (+13),
Conviction: 8 Knowledge (current events) 12 (+12), Ride 14
Weapons: Springfield Model 1868, Bayonet (+17), Survival 12 (+12)
Armor: None Feats: Attack Focus (Colt M-1860), Attack Focus
(Model 1868), Attack Specialization (Model
Equipment: Bedroll, Riding Horse, Springfield Model 1868), Benefit (Military Rank), Far Shot,
1868, 30 rounds, Bayonet Firearms Training, Greater Attack Focus (Model
1868), Greater Attack Specialization (Model
1868), Point Blank Shot, Precise Shot, Sieze

108
True20 Wild West
Initiative, Tough 3, Vehicular Combat (Ride), Conviction: 9
Weapon Training Weapons: Colt M-1860, Springfield Model 1868,
Combat: Attack +16 (+13 Base, +3 Dex) +17 Bayonet
(Colt M-1860) +18 (Model 1868), Damage +2 Armor: None
(unarmed), Damage +3 (Colt M-1860), Damage
Equipment: Bedroll, Riding Horse, Colt M-1860,
+6 (Model 1868), Damage +5 (Bayonet), Defense
30 rounds, Springfield Model 1868, 30 rounds,
+16 (+13 Base, +3 Dex), Initiative +3 (+3 Dex)
Bayonet
Saves: Toughness +6 (+3 Con, +3 Tough), Fortitude
+11 (+8 Base, +3 Con), Reflex +7 (+4 Base, +3
Dex), Will +4 (+4 Base, +0 Wis) 15th-Level Soldier
Reputation: +3 Role: Warrior 15th
Conviction: 9 Size: Medium
Weapons: Colt M-1860, Springfield Model 1868, Speed: 30 ft.
Bayonet Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Armor: None +0, Cha: +0
Equipment: Bedroll, Riding Horse, Colt M-1860, Skills: Climb 13 (+15), Intimidate 17 (+17),
30 rounds, Springfield Model 1868, 30 rounds, Knowledge (current events) 16 (+16), Ride 14
Bayonet (+17), Survival 12 (+12)
Feats: Attack Focus (Colt M-1860), Attack Focus
(Model 1868), Attack Specialization (Model
14th-Level Soldier 1868), All-Out Attack, Benefit (Military Rank),
Role: Warrior 14th Far Shot, Firearms Training, Greater Attack Focus
Size: Medium (Model 1868), Greater Attack Specialization
Speed: 30 ft. (Model 1868), Improved Critical (Model 1868),
Point Blank Shot, Precise Shot, Sieze Initiative,
Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Tough 3, Vehicular Combat (Ride), Weapon
+0, Cha: +0
Training
Skills: Climb 13 (+15), Intimidate 17 (+17),
Combat: Attack +18 (+15 Base, +3 Dex) +19
Knowledge (current events) 12 (+12), Ride 14
(Colt M-1860) +20 (Model 1868), Damage +2
(+17), Survival 12 (+12)
(unarmed), Damage +3 (Colt M-1860), Damage
Feats: Attack Focus (Colt M-1860), Attack Focus +6/19-20 (Model 1868), Damage +5 (Bayonet),
(Model 1868), Attack Specialization (Model Defense +18 (+15 Base, +3 Dex), Initiative +3
1868), All-Out Attack, Benefit (Military Rank), (+3 Dex)
Far Shot, Firearms Training, Greater Attack Focus
Saves: Toughness +6 (+3 Con, +3 Tough), Fortitude
(Model 1868), Greater Attack Specialization
+12 (+9 Base, +3 Con), Reflex +8 (+5 Base, +3
(Model 1868), Point Blank Shot, Precise Shot,
Dex), Will +5 (+5 Base, +0 Wis)
Sieze Initiative, Tough 3, Vehicular Combat
(Ride), Weapon Training Reputation: +4
Combat: Attack +17 (+14 Base, +3 Dex) +18 Conviction: 10
(Colt M-1860) +19 (Model 1868), Damage +2 Weapons: Colt M-1860, Springfield Model 1868,
(unarmed), Damage +3 (Colt M-1860), Damage Bayonet
+6 (Model 1868), Damage +5 (Bayonet), Defense Armor: None
+17 (+14 Base, +3 Dex), Initiative +3 (+3 Dex)
Equipment: Bedroll, Riding Horse, Colt M-1860,
Saves: Toughness +6 (+3 Con, +3 Tough), Fortitude 30 rounds, Springfield Model 1868, 30 rounds,
+12 (+9 Base, +3 Con), Reflex +7 (+4 Base, +3 Bayonet
Dex), Will +4 (+4 Base, +0 Wis)
Reputation: +3

109
True20 Wild West
1868), All-Out Attack, Benefit (Military Rank),
16th-Level Soldier Defensive Attack, Far Shot, Firearms Training,
Role: Warrior 16th Greater Attack Focus (Model 1868), Greater
Size: Medium Attack Specialization (Model 1868), Improved
Speed: 30 ft. Critical (Model 1868), Point Blank Shot, Precise
Shot, Sieze Initiative, Tough 4, Vehicular Combat
Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
(Ride), Weapon Training
+0, Cha: +0
Combat: Attack +20 (+17 Base, +3 Dex) +21 (Colt M-
Skills: Climb 13 (+15), Intimidate 17 (+17),
1860) +22 (Model 1868), Damage +2 (unarmed),
Knowledge (current events) 16 (+16), Ride 18
Damage +3 (Colt M-1860), Damage +6/19-20
(+21), Survival 12 (+12)
(Model 1868), Damage +5 (Bayonet), Defense +20
Feats: Attack Focus (Colt M-1860), Attack Focus (+17 Base, +3 Dex), Initiative +3 (+3 Dex)
(Model 1868), Attack Specialization (Model 1868),
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude
All-Out Attack, Benefit (Military Rank), Far Shot,
+13 (+10 Base, +3 Con), Reflex +8 (+5 Base, +3
Firearms Training, Greater Attack Focus (Model
Dex), Will +5 (+5 Base, +0 Wis)
1868), Greater Attack Specialization (Model
1868), Improved Critical (Model 1868), Point Reputation: +4
Blank Shot, Precise Shot, Sieze Initiative, Tough Conviction: 11
4, Vehicular Combat (Ride), Weapon Training Weapons: Colt M-1860, Springfield Model 1868,
Combat: Attack +19 (+16 Base, +3 Dex) +20 (Colt M- Bayonet
1860) +21 (Model 1868), Damage +2 (unarmed), Armor: None
Damage +3 (Colt M-1860), Damage +6/19-20
(Model 1868), Damage +5 (Bayonet), Defense +19 Equipment: Bedroll, Riding Horse, Colt M-1860,
(+16 Base, +3 Dex), Initiative +3 (+3 Dex) 30 rounds, Springfield Model 1868, 30 rounds,
Bayonet
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude
+13 (+10 Base, +3 Con), Reflex +8 (+5 Base, +3
Dex), Will +5 (+5 Base, +0 Wis) 18th-Level Soldier
Reputation: +4 Role: Warrior 18th
Conviction: 10 Size: Medium
Weapons: Colt M-1860, Springfield Model 1868, Speed: 30 ft.
Bayonet Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Armor: None +1, Cha: +0
Equipment: Bedroll, Riding Horse, Colt M-1860, Skills: Climb 17 (+20), Intimidate 17 (+17),
30 rounds, Springfield Model 1868, 30 rounds, Knowledge (current events) 16 (+16), Ride 18
Bayonet (+21), Survival 16 (+17)
Feats: Attack Focus (Colt M-1860), Attack Focus
(Model 1868), Attack Specialization (Colt M-
17th-Level Soldier 1860), Attack Specialization (Model 1868), All-
Role: Warrior 17th Out Attack, Benefit (Military Rank), Defensive
Size: Medium Attack, Far Shot, Firearms Training, Greater
Speed: 30 ft. Attack Focus (Model 1868), Greater Attack
Specialization (Model 1868), Improved Critical
Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
(Model 1868), Point Blank Shot, Precise Shot,
+0, Cha: +0
Sieze Initiative, Tough 4, Vehicular Combat (Ride),
Skills: Climb 17 (+20), Intimidate 17 (+17), Weapon Training
Knowledge (current events) 16 (+16), Ride 18
Combat: Attack +21 (+18 Base, +3 Dex) +22 (Colt M-
(+21), Survival 12 (+12)
1860) +23 (Model 1868), Damage +2 (unarmed),
Feats: Attack Focus (Colt M-1860), Attack Focus Damage +4 (Colt M-1860), Damage +6/19-20
(Model 1868), Attack Specialization (Model

110
True20 Wild West
(Model 1868), Damage +5 (Bayonet), Defense +21 Armor: None
(+18 Base, +3 Dex), Initiative +3 (+3 Dex) Equipment: Bedroll, Riding Horse, Colt M-1860,
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude 30 rounds, Springfield Model 1868, 30 rounds,
+14 (+11 Base, +3 Con), Reflex +9 (+6 Base, +3 Bayonet
Dex), Will +7 (+6 Base, +1 Wis)
Reputation: +4
Conviction: 11
20th-Level Soldier
Role: Warrior 20th
Weapons: Colt M-1860, Springfield Model 1868, Size: Medium
Bayonet
Speed: 30 ft.
Armor: None
Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis:
Equipment: Bedroll, Riding Horse, Colt M-1860, +1, Cha: +0
30 rounds, Springfield Model 1868, 30 rounds,
Bayonet Skills: Climb 17 (+20), Intimidate 21 (+21),
Knowledge (current events) 16 (+16), Ride 18
(+21), Survival 20 (+21)
19th-Level Soldier Feats: Attack Focus (Colt M-1860), Attack Focus
Role: Warrior 19th (Model 1868), Attack Specialization (Colt M-
Size: Medium 1860), Attack Specialization (Model 1868), All-
Out Attack, Benefit (Military Rank), Defensive
Speed: 30 ft.
Attack, Diehard, Far Shot, Firearms Training,
Abilities: Str: +2, Dex: +3, Con: +3, Int: +0, Wis: Greater Attack Focus (Model 1868), Greater
+1, Cha: +0 Attack Specialization (Model 1868), Improved
Skills: Climb 17 (+20), Intimidate 21 (+21), Critical (Model 1868), Point Blank Shot, Precise
Knowledge (current events) 16 (+16), Ride 18 Shot, Sieze Initiative, Tough 5, Vehicular Combat
(+21), Survival 16 (+17) (Ride), Weapon Training
Feats: Attack Focus (Colt M-1860), Attack Focus Combat: Attack +23 (+20 Base, +3 Dex) +24 (Colt M-
(Model 1868), Attack Specialization (Colt M- 1860) +25 (Model 1868), Damage +2 (unarmed),
1860), Attack Specialization (Model 1868), All- Damage +4 (Colt M-1860), Damage +6/19-20
Out Attack, Benefit (Military Rank), Defensive (Model 1868), Damage +5 (Bayonet), Defense +23
Attack, Diehard, Far Shot, Firearms Training, (+20 Base, +3 Dex), Initiative +3 (+3 Dex)
Greater Attack Focus (Model 1868), Greater Saves: Toughness +8 (+3 Con, +5 Tough), Fortitude
Attack Specialization (Model 1868), Improved +15 (+12 Base, +3 Con), Reflex +9 (+6 Base, +3
Critical (Model 1868), Point Blank Shot, Precise Dex), Will +7 (+6 Base, +1 Wis)
Shot, Sieze Initiative, Tough 4, Vehicular Combat
Reputation: +5
(Ride), Weapon Training
Conviction: 12
Combat: Attack +22 (+19 Base, +3 Dex) +23 (Colt M-
1860) +24 (Model 1868), Damage +2 (unarmed), Weapons: Colt M-1860, Springfield Model 1868,
Damage +4 (Colt M-1860), Damage +6/19-20 Bayonet
(Model 1868), Damage +5 (Bayonet), Defense +22 Armor: None
(+19 Base, +3 Dex), Initiative +3 (+3 Dex) Equipment: Bedroll, Riding Horse, Colt M-1860,
Saves: Toughness +7 (+3 Con, +4 Tough), Fortitude 30 rounds, Springfield Model 1868, 30 rounds,
+14 (+11 Base, +3 Con), Reflex +9 (+6 Base, +3 Bayonet
Dex), Will +7 (+6 Base, +1 Wis)
Reputation: +5
Conviction: 12
Weapons: Colt M-1860, Springfield Model 1868,
Bayonet

111
True20 Wild West

Bibliography
If you’re looking to expand your knowledge of the Wild West – or just need adventure ideas – we recommend
the following:

Film Fiction
A Fistful of Dollars: Perhaps the greatest Western The End of the Trail, by Robert E. Howard: Many
ever made, this movie (like many Westerns) is based people are amazed when they learn that the creator of
on the plot of a samurai film, in this case an equally Conan also wrote western fiction. Howard’s western
legendary movie, Yojimbo. The “man with no name” stories are gritty and violent – not surprisingly – and
is the quintessential mercenary gunfighter, playing an excellent source of inspiration for players and
both sides against the middle, interested only in Narrators looking for a different sort of western.
lining his pockets. The Complete Western Stories of Elmore Leonard,
Tombstone: An excellent modern Western and a by Elmore Leonard: Recently published (2004), this
fairly accurate telling of the events leading up the collection of thirty western stories is another source
O.K. Corral, the fight itself, and the vendetta ride. of westerns that aren’t influenced by the films of
yesteryear.

Television
Deadwood: An excellent look at life in the Deadwood
boomtown, featuring many historical personages.
Although the show takes some dramatic license with
the historical Deadwood, it is more accurate than
most Western shows (such as Gunsmoke).
Gunsmoke: A highly fictionalized view of Dodge
City along with its most famous saloon (again highly
fictionalized); the Long Branch Saloon was featured
in almost every episode.

112
True20 Wild West
Open Game License V1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 10 Copy of this License: You MUST include a copy of this License with every
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. copy of the Open Game Content You Distribute.
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other computer languages), potation, modification, correction, addition, extension, 12 Inability to Comply: If it is impossible for You to comply with any of the
upgrade, improvement, compilation, abridgment or other form in which an existing terms of this License with respect to some or all of the Open Game Content due to
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, statute, judicial order, or governmental regulation then You may not Use any Open
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2. The License: This License applies to any Open Game Content that contains a Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.
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the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game
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7. Use of Product Identity: You agree not to Use any Product Identity, Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins,
including as an indication as to compatibility, except as expressly licensed in another, Jesse Decker, David Noonan, Rich Redman.
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You agree not to indicate compatibility or co-adaptability with any Trademark or Author Steve Kenson.
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except as expressly licensed in another, independent Agreement with the owner of Levy
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updated versions of this License. You may use any authorized version of this License Rice, development and editing by Philip Reed.
to copy, modify and distribute any Open Game Content originally distributed under
any version of this License.

113

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