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View Full Version : Pathfinder Base Class: The Sojourner



Ethereal Gears
2013-11-27, 08:54 AM
Hi folks. This is a sort of jack-of-all-tradesy generalist adventurer class I cribbed together. I wanted something a bit heavier on permanent abilities rather than the Factotum-esque "inspiration points/pools/whatever" schtick that seems to be the vogue with JOAT type deals. Anyway, I'm quite pleased with the result but am hoping for any pointers or views. Cheers!

The Sojourner

Some embark upon adventures for the sake of seeking riches and fame, some because they thirst for combat and wish to test their martial prowess. Others are motivated by a search for arcane secrets or divine truths. Some may even be in it just for a tale to tell, a saga to spin. The sojourner fits all these archetypes and none, for she is adventuring personified, wanderlust distilled, unwilling or unable to discriminate between adventuring's varying sources. Seeking thrills and dangers, sights and wonders far beyond the dreams of ordinary people, the sojourner yearns for adventure for its own sake, glorying in its rich tradition, its endless possibilities. A sojourner may be a veteran field agent for an entire guild of adventurers, an eccentric explorer or even just a collector and admirer of the great adventuring heroes of history, whose varied approaches to the ancient craft inspire her never less than eclectic and kaleidoscopic abilities.

Role: A sojourner is the supreme example of the jack of all trades. With an innate capacity for both combat, spellcasting, battlefield healing and the dungeoneering trade, she is at the outset already at least passable at all of these. Through her flairs and shallow but wide spell selection she can pick up almost any single approach and perfect it, though in truth sojourners really shine when they juggle many different roles. Disabling a lethal trap in one moment, delivering a devastating sword thrust in the next, and then coming to her allies' aid with supernatural healing and a barrage of arcane tricks, the sojourner is ideal for rounding out an adventuring party short of one or several members, whose shoes she is more than happy to fill.

Alignment: A sojourner may be of any alignment, although they tend to have a carefree, often even reckless disposition, and thus lawful sojourners are somewhat more rare.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

A sojourner selects 6 skills as class skills at 1st level, plus a number of additional class skills equal to her Intelligence modifier. Once made this selection cannot be altered, and subsequently increasing her Intelligence modifier does not grant the sojourner additional class skills.

Skill Ranks per Level: 4 + Int modifier.

Table: Sojourner
{table=head]Levels|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+-|
+-|
+-|Cantrips, sojourner's flair, soothing presence 1d8|
2nd|
+1|
+-|
+-|
+-|Artful strike 1d8
3rd|
+2|
+-|
+-|
+-|Skill combat, sojourner's flair
4th|
+3|
+-|
+-|
+-|Uncanny dodge
5th|
+3|
+-|
+-|
+-|Soothing Presence 2d8
6th|
+4|
+-|
+-|
+-|Artful strike 2d8, skill combat, sojourner's flair
7th|
+5|
+-|
+-|
+-|Bonus traits, height of magery
8th|
+6/+1|
+-|
+-|
+-|Improved uncanny dodge
9th|
+6/+1|
+-|
+-|
+-|Major flair, sojourner's flair, soothing presence 3d8
10th|
+7/+2|
+-|
+-|
+-|Artful strike 3d8
11th|
+8/+3|
+-|
+-|
+-|Skill combat
12th|
+9/+4|
+-|
+-|
+-|Sojourner's flair
13th|
+9/+4|
+-|
+-|
+-|Soothing presence 4d8
14th|
+10/+5|
+-|
+-|
+-|Artful strike 4d8
15th|
+11/+6/+1|
+-|
+-|
+-|Bonus traits, sojourner's flair
16th|
+12/+7/+2|
+-|
+-|
+-|Skill combat
17th|
+12/+7/+2|
+-|
+-|
+-|Soothing presence 5d8
18th|
+13/+8/+3|
+-|
+-|
+-|Artful strike 5d8, sojourner's flair
19th|
+14/+9/+4|
+-|
+-|
+-|Bonus traits
20th|
+15/+10/+5|
+-|
+-|
+-|Complete adventurer[/table]
Altered table to reflect increase Artful Strike and Soothing Presence dice, the addition of Height of magery and also the new variable saving throws.

{table=head]Spells per Day
{table=head]Level|0|1|2|3|4
1st|1|0|-|-|-|
2nd|2|1|-|-|-|
3rd|3|2|-|-|-|
4th|4|2|-|-|-|
5th|4|3|-|-|-|
6th|4|3|0|-|-|
7th|4|3|1|-|-|
8th|4|3|2|-|-|
9th|4|4|2|-|-|
10th|4|4|3|-|-|
11th|4|4|3|0|-|
12th|4|4|3|1|-|
13th|4|4|3|2|-|
14th|4|4|4|2|-|
15th|4|4|4|3|-|
16th|4|4|4|3|0|
17th|4|4|4|3|1|
18th|4|4|4|3|2|
19th|4|4|4|4|3|
20th|4|4|4|4|4|[/table][/table]
Note: Spells per day corrected.

Class Features

Class Features

The following are class features of the sojourner.

Weapon and Armor Proficiency

A sojourner is proficient with all simple weapons and with a number of martial weapons equal to her Intelligence modifier, chosen at 1st level, and also with light armor and shields (but not tower shields). Her choice of martial weapon proficiencies cannot be changed once made, and increasing her Intelligence modifier does not grant the sojourner further proficiencies.

A sojourner can cast sojourner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a sojourner wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass sojourner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A sojourner casts spells drawn from the wizard and cleric spell lists (collectively referred to as the sojourner spell list). A sojourner's spells are always considered arcane when cast, regardless of which spell list they are drawn from. If the same spell appears at different levels on different spell lists, a sojourner always picks it from the spell list where it has the lowest level.

A sojourner must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the sojourner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sojourner’s spell is 10 + the spell level + the sojourner’s Intelligence modifier.

A sojourner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sojourner. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: Sojourner indicates that the sojourner gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.

A sojourner may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the sojourner decides which spells to prepare.

Cantrips: A sojourner can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Sojourner under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A sojourner must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook except for read magic, which all sojourners can prepare from memory. A sojourner begins play with a spellbook containing all 0-level sojourner spells plus three 1st-level sojourner spells of her choice. The sojourner also selects a number of additional 1st-level sojourner spells equal to her Intelligence modifier to add to her spellbook. At each new sojourner level, she gains two new sojourner spells of any spell level or levels that she can cast (based on her new sojourner level) for her spellbook. At any time, a sojourner can also add spells found in other spellbooks to her own.

A sojourner can learn spells from a wizard’s or magus's spellbook, just as members of these classes can from a sojourner’s spellbook. The spells learned must be on the sojourner spell list, as normal. An alchemist can learn formulae from a sojourner’s spellbook, if the spells are also on the alchemist spell list, and a sojourner can learn spells from an alchemist if the spells in question are on any of the spell lists she has access to. A sojourner can only learn originally divine spells from scrolls or from gaining sojourner levels.

Alternate Defenses

The sojourner's saving throws are not fixed into set slow and fast progressions. Instead, at 1st level the sojourner chooses two of her saving throws (Fortitude, Reflex or Will saves) which progress at a fast rate as she gains sojourner levels (ending up at +12 at 20th level). The third save progresses at a slow rate (ending up at +6). Once made this choice cannot be altered and applies every time she gains a new sojourner level.
Added a new class feature to let you customize your saving throws.

Sojourner's Flair

A sojourner has many tricks up her sleeve, ranging from feats of combat prowess to mundanely practical tricks of the road and even mystical powers and knacks acquired from spending time in the company of mages and sages. At 1st level, the sojourner selects a flair from this list below. No single flair can be selected more than once unless specifically stated, and some flairs have special prerequisites that need to be fulfilled in order to take them. At 3rd level and every three levels thereafter, the sojourner can select an additional flair. Unless otherwise noted all flairs that affect spellcasting only function with sojourner spells.

Arcane Bulwark (Ex): You gain the ability to cast arcane spells without risking arcane spell failure while wielding a shield. You must be at least 6th level to select this flair.

Arcane Exchange Student (Su): Select one arcane school, as per the wizard class feature. You gain a single arcane school power from that school of your choice, but you must meet the level prerequisites for it, if it has any. Your effective wizard level is equal to your sojourner level. You do not gain any other benefits of having an arcane school except for school powers. You do however, just like a wizard who chooses to specialize in an arcane school, have to choose two opposition schools. This functions exactly like the opposition school part of the wizard class feature. This flair can be selected up to three times. Each time, you may select another school power from the same arcane school. You must be at least 3rd level to select this flair.

Art at a Distance (Ex): If you have the Precise Shot feat, you may now make ranged artful strikes against foes up to 60 feet away. This flair can be selected more than once. Each time, it extends the maximum range of your artful strikes by 30 feet. You can only select this flair once for every dice of artful strike damage you possess.

Artful Destruction (Ex): When using your artful strike ability, you may add 1-1/2 times your Intelligence modifier to your weapon's damage roll in addition to your Strength modifier if you are using a two-handed weapon. You must be at least 6th level to select this flair.
Beefed up since its original function is now part of the artful strike class feature.

Artful Dodger (Ex): When you've successfully made an attack roll to hit an enemy with your artful strike ability, you may choose to forego any number of your bonus dice on the subsequent damage roll. For each 1d8 of artful strike damage you give up, you gain a +1 dodge bonus to AC against that enemy's attacks and +1 on all Reflex saving throws against the enemy's spells and abilities until the beginning of your next turn.

Augmented Artful Strike (Ex): You gain an additional 1d8 of artful strike damage. This flair can be selected several times, but only once for every four sojourner levels you possess.

Augmented Soothing Presence (Su): You gain an additional 1d8 of soothing presence healing. This flair can be selected several times, but only once for every four sojourner levels you possess.

Backpack Master (Ex): If the sojourner takes 1 hour to pack her gear each day, she gains a bonus to Strength to determine her carrying capacity equal to 1/2 her sojourner level. She also gains this bonus on Sleight of Hand checks made to conceal small objects on her person or amidst her baggage (such as on a wagon or in a packhorse's saddlebags). Furthermore, the sojourner may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the sojourner may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the sojourner can retrieve no more items until she refills her mysterious supply by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.

Bonus Feat: You may gain a free bonus feat for which you meet all the prerequisites. This flair can be selected several times.

Canny Offense (Ex): You may use your Intelligence modifier in place of your Strength or Dexterity modifier for attack rolls made with light and one-handed melee weapons, crossbows and firearms.

Canny Defense (Ex): When wearing light or no armor, a sojourner adds 1 point of Intelligence bonus per class level as a dodge bonus to her Armor Class. If a sojourner is caught flat-footed or otherwise denied her Dexterity bonus, she loses this bonus.

Canny Reactions (Ex): You may add your Intelligence modifier, in addition to your Dexterity modifier, to your Initiative.

Canny Resilience (Ex): You may add your Intelligence modifier as a bonus to one saving throw of your choice (Fortitude, Reflex or Will). This flair can be selected up to three times, once for each type of saving throw.

Cleansing Presence (Su): When using your soothing presence ability, in addition to restoring hit points, all allies affected by the ability may also immediately make a new saving throw to end one of the following conditions, if they are under an ongoing effect that causes it which initially allowed a saving throw: dazed, fatigued, shaken, sickened or staggered. Each affected ally may only choose a single condition to reroll to end prematurely if they are affected by multiple conditions. You must be at least 6th level to select this flair.

Consummate Stranger (Ex): Sojourners know the value of melting into crowds and disappearing when discretion is the better part of valor. You add a bonus equal to 1/2 your sojourner level on all Disguise and Bluff checks made to fool people who would ordinarily recognize you into thinking you're someone else, all Perception checks to spot people who might recognize you before they spot you, all Stealth checks to hide in crowded areas and all Escape Artist checks to escape through a tight space.

Deadly Insight (Ex): A number of times per day equal to your Intelligence modifier, when you've succeeded on a Knowledge check to identify an enemy's weaknesses prior to attempting an artful strike against that enemy, you may treat your base attack bonus for the artful strike's attack roll as equal to your number of skill ranks in the Knowledge skill used to identify them.

Eldritch Reinforcement (Ex): When using your artful strike ability, you may expend a full-round action instead of a standard action. You can perform a single melee or ranged weapon attack (this counts as an attack action for the purposes of feats like Vital Strike, etc.) with a -2 penalty, applying your artful strike damage (and any other abilities that modify your artful strike) to it. You must still make a Knowledge check to identify your enemy and meet any other prerequisites for artful strike. As part of making this single weapon attack, you may cast one spell with a range of personal or touch and a casting time no greater than 1 standard action that affects you or any of your allies. The artful strike made as part of this ability deals 1d8 less precision damage for every 2 spell levels of the spell you cast. Lastly, if you cast your spell defensively, you can decide to take an additional penalty on your attack roll, up to your Intelligence modifier, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still takes the penalty. You must be at least 6th level to select this flair.

Ersatz Expertise (Ex): A sojourner uses knowledge as a weapon, making up for her spotty practical aptitude in a whole slew of skills by the sheer audacity of her wits. She substitutes observation for experience, information for performance and, if all else fails, can use pseudo-intellectual babble in order to worm her way out of any hole. With this flair, you may add your Intelligence modifier, in addition to the regular ability modifiers, to two of the following skills: Bluff, Diplomacy, Disable Device, Disguise, Handle Animal, Intimidate, Sense Motive, Perception, Perform (choose one), Profession (choose one), Survival and Use Magic Device. This flair can be selected several times.

Evasion (Ex): As the rogue class feature. You must be at least 3rd level to select this flair.

Fast Movement (Ex): Your base speed increases by 10 ft. This flair can be selected several times, but only once for every four sojourner levels you possess.

Favored Terrain/Favored Community (Ex): Like the ranger and urban ranger class features. When you take this flair, pick either a favored terrain or a favored community. You may select this flair several times; each time, you can either pick a new favored terrain or community or increase the bonuses for one of your existing ones by +2.

Gadabout (Ex): Knowledge (geography), Knowledge (local) and Linguistics become class skills for you, and you now learn 2 languages for every rank you put into Linguistics. Furthermore, you add 1/2 your sojourner level on all Knowledge checks made to identify the weaknesses of non-monstrous humanoids for the purposes of artful strike. This last part of the ability does not stack with the sojourner's lore flair.

Inspiring Presence (Su): As a move action, you can sacrifice one of the daily uses of your soothing presence ability. All allies who can see or hear you when you activate this ability get to benefit vicariously from your varied adventuring expertise. Choose either attack rolls, damage rolls, one type of saving throws (Fortitude, Reflex or Will) or skill checks. Your allies get a circumstance bonus to whatever you chose for a number of rounds equal to your Intelligence modifier. This bonus is +1, but rises to +2 when your soothing presence dice reach 3d8, +3 when (or if) they reach 6d8, and finally +4 at 9d8. Multiple uses of this ability stack, so long as each use is made to grant a bonus to a different feature chosen from the list given above. Just like soothing presence, this ability is a mind-affecting effect. You can select this flair three times, once at 3rd level and then once more for every three sojourner levels you possess beyond 3rd. The second time you select it, you can have it give its bonus to two instead of one of the features each time it is activated. The third time. it requires a swift action to activate instead of a move action.

Lasting Presence (Su): You gain 2 additional daily uses of your soothing presence ability. This flair may be selected several times.

Mage Gambit (Su): By spending an immediate action, you may sacrifice a non-cantrip prepared spell in order to gain a circumstance bonus equal to 2 + the spell's level on a single skill check performed in the same round. Alternatively, you may gain this circumstance bonus on a single attack roll, damage roll or saving throw or gain it as a dodge bonus to AC for 1 round.

Opportunistic Art (Ex): Once per round, you may make an artful strike as an attack of opportunity. This flair can be selected several times, once at 6th level, and then once for every six sojourner levels you possess beyond 6th. Each time you take it, you can make one additional artful strike as an attack of opportunity per round. Such artful strikes do not count towards your limit of one artful strike per round.
Changed the wording to allow you to make more artful strikes per round via this flair as intended.


Planar Vagabond (Ex): Some sojourners range far and wide indeed, even across the planar boundaries. Some return to the Material Plane far more attuned to otherworldly creatures' habits and mores. They adopt the customs of the far-flung milieus they've visited, and acquire an increased empathy towards extraplanar beings. With this flair you gain a bonus on all Knowledge (planes) checks equal to 1/2 your sojourner level, and on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against outsiders. Furthermore, you gain a new bonus language, chosen from the following list: Abyssal, Aklo, Aquan, Auran, Celestial, D'ziriak, Ignan, Infernal, Protean and Terran.

Seminary Dabbler (Su): Select one cleric domain or one inquisition, as per the cleric and inquisitor class features. You gain a single granted power from that domain or inquisition of your choice, but you must meet the level prerequisites for it, if it has any. Your effective cleric/inquisitor level is equal to your sojourner level. You do not gain any other benefits of having a domain or inquisition except for granted powers. This flair can be selected up to four times, granting you a total of four granted powers which may be selected from no more than two separate domains or inquisitions. The domains or inquisitions you select must be associated with a deity you worship, and your alignment must be within one step of your deity's, along either the law/chaos axis or the good/evil axis.

Skill Pool (Ex): You gain a reservoir of sheer pluck and ingenuity that you can draw upon to fuel your skill usage for a brief period. This skill pool has a number of points equal to 1/2 your sojourner level (minimum 1) + your Intelligence modifier. The pool refreshes once per day when you prepare your spells. As a swift action, you can expend 1 point from your skill pool to either treat any given skill as a class skill for 1 round, or gain a number of temporary ranks in a single skill up to a total number of skill ranks (existent and temporary combined) equal to your character level. You pay one skill pool point for every temporary skill rank gained, and these ranks last for 1 round. Alternatively, you may expend 4 skill pool points as a swift action to enable you to take 10 on a single skill check even if stress and distractions would normally prevent you from doing so. Lastly, you may expend your entire skill pool to take 20 on a single skill check even if circumstances would ordinarily prevent this.

Skirmisher's Trick: Sojourners prefer mobility in combat, using positioning and speed to hit their enemies where it really hurts. When selecting this flair, you may gain one of the following as a bonus feat: Devastating Strike, Dodge, Greater Vital Strike, Improved Devastating Strike, Improved Vital Strike, Light Step, Mobility, Nimble Moves, Run, Shot on the Run, Spring Attack and Vital Strike. You must meet all prerequisites for these feats, except you count your BAB as equal to your sojourner level for the purposes of qualifying for them. This flair can be selected several times.

Sojourner's Lore (Ex): You add 1/2 your sojourner level as a bonus on all Knowledge checks made to identify creatures or for other topics directly related to adventuring.

Soothing Touch (Su): Once per round, as part of skill combat, you may forego either your weapon attack or one of your available skill checks in order to make a single Heal check against an adjacent ally or yourself (DC 20). This counts as an additional skill check for the purposes of determining the penalties for any other skill checks you may perform as part of skill combat. The Heal check itself also incurs all the normal skill check penalties associated with skill combat. By sacrificing one daily use of your soothing presence ability as part of this Heal check, you may heal the target 1d8 of damage for every three skill ranks you have in Heal. If you have selected Heal as one of your sojourner class skills, this ability heals an extra 3 hit points. Furthermore, if you have taken the feat Skill Focus (Heal), this ability heals 1d8 for every two instead of every three skill ranks you possess in Heal, and if you have taken the feat Self-Sufficient it heals a further 1d8. You may use soothing touch in any order interspersed with the weapon attack and/or skill checks you have available as part of skill combat. If you also possess the cleansing presence flair (or its greater version), the target of your soothing touch benefits from that flair in addition to hit point recovery. Note that this flair can also be employed on its own, unconnected to skill combat. In that case it requires a separate standard action to use, or a move action if you're using it on yourself.

Spell Connoisseur (Su): Pick one class spell list that's not already included in the sojourner spell list. You may add 1 spell from that spell list to the sojourner spell list. This becomes an arcane spell for you if you wish to learn or cast it. You can use this ability to add a spell already on your spell list at a lower spell level if it appears as such on some other class's list. You do not automatically get to add this spell to your personal spellbook, but it can be added to it if you come across it in your adventuring. You can select an alchemist's extract using this flair, although you will cast it as an arcane spell when you use it. This flair can first be selected at level 3, and from there on up to five additional times, but only once for every three sojourner levels you possess beyond 3rd.

Spontaneous Healer (Su): You learn to channel stored spell energy into healing spells that you did not prepare ahead of time. You can “lose” any prepared spell that is not a cantrip or a domain/arcane school spell (if you have any) in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). You must be at least 6th level to select this flair.

Supernal Step (Ex): As a swift action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain (including magically altered terrain) and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 1/2 your sojourner level + your Intelligence modifier.

Track (Ex): As the ranger class feature. Your sojourner level functions as your effective ranger level.

Trapfinding (Ex): As the rogue class feature. Your sojourner level functions as your effective rogue level.

Trap Sense (Ex): As the rogue class feature. Your sojourner level functions as your effective rogue level.

Unsettling Presence (Su): Instead of bolstering your allies, your presence can unnerve and agonize your foes. You may expend two daily uses of your soothing presence ability as a standard action to instead inflict the inverse of its effects on all enemies within 30 feet. They take damage equal to your soothing presence dice, though a Fortitude save (DC = 10 + 1/2 your sojourner level + your Intelligence modifier) halves this damage. The damage is untyped magical damage. Furthermore, if you have the cleansing presence flair, all enemies who fail this save are also staggered for 1 round, plus one additional round per three d8's your soothing presence normally heals. If you have the greater cleansing presence major flair, they can instead be made dazed, but only for half as many rounds. Lastly, if you possess the soothing touch flair, you may expend two daily uses of your soothing presence ability while using that flair in order to inflict untyped magical damage with it on a single enemy as a melee touch attack. This attack is never eligible to count as an artful strike, and when used as part of skill combat it has to replace your weapon attack. The attack roll for the touch attack is affected by the canny offense flair, and also suffers a -2 penalty if used in conjunction with skill combat. It follows all the specifications of the soothing touch flair with regard to the Heal skill, except you inflict that much damage instead of healing it. The target still receives a saving throw to halve the damage. If you possess cleansing presence or greater cleansing presence, the target of your melee touch attack is also either staggered or dazed when hit, but can negate this effect by succeeding on the abovementioned saving throw. Just like soothing presence, this ability is a mind-affecting effect. You must be at least 6th level to select this flair.

Vaga-Bond (Ex or Su): You gain either an animal companion or a familiar, as per the druid and wizard class features. Your effective druid/wizard level is equal to your sojourner level -3. You may select this flair twice, once to gain an animal companion and once to gain a familiar. You must be at least 6th level to select this flair.

Soothing Presence (Su)

Whether in the campsite after a draining day of adventuring or even in the midst of battle, a sojourner's calming aplomb in even the most outlandish situations can imbue her allies with a sense of direction and purpose. Her mere presence relieves them of tiredness and pain, and even wounds that a moment ago appeared perilously lethal suddenly are no longer such a hindrance to carrying on. As a standard action, a sojourner can heal all allies within 30 feet of her 1d8 hit points at level 1 and an additional 1d8 for every four sojourner levels attained thereafter (to a maximum of 5d8 at level 17). She can use this ability a number of times per day equal to 1/2 her sojourner level + her Intelligence modifier (minimum 1). This is not a positive energy effect and thus does not deal damage to undead creatures. It is however a mind-affecting effect and therefore immunity to such effects renders a creature immune to a sojourner's soothing presence.
Now heals d8's instead of d6's. I just felt like soothing presence needed a boost alongside artful strike. Doesn't feel OP.

Artful Strike (Ex)

Starting at 2nd level, a sojourner gains the ability to inflict nasty wounds and searing agony on unsuspecting opponents by hitting them on a tactically chosen weak spot. The first melee or ranged weapon attack a sojourner makes in any given round that hits an opponent deals an additional amount of precision damage equal to 1d8 + the sojourner's Intelligence modifier. This increases by a further 1d8 for every four sojourner levels attained after 2nd (to a maximum of 5d8 at level 18). This damage is not multiplied on a critical hit, nor can artful strike damage be dealt as part of a full attack action or via attacks of opportunity. A sojourner can only use this ability while wearing light armor. She must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sojourner cannot use artful strike while attacking a creature with concealment. Ranged attacks can qualify for artful strike damage only if the target is within 30 feet.

In order to deal artful strike damage, the sojourner must gain insight into her target's specific fragilities and vulnerabilities. She has to succeed on a Knowledge check (DC = 15 + the creature's CR) appropriate for the creature's type, made as a free action as part of the attack, in order to apply her artful strike damage. If she fails this check she may retry it on her next attack against the foe, provided it meets the prerequisites for counting as an artful strike. This check is only required the first time the sojourner attempts an artful strike against any particular enemy. Once she has successfully identified its weaknesses every first attack in a given round against that foe deals this extra damage.
Now deals d8's instead of d6's and automatically adds Int to damage.

Skill Combat (Ex)

Some blend spell and blade. Others excel at mundane skills or sheer martial prowess. Starting at 3rd level, Sojourners learn to mix it up and do a little bit of everything. As a full-round action, the sojourner can make a single attack at a -2 penalty and make a skill check that requires a full-round action or less time to perform. When attempting a skill check during skill combat, the DC of that check increases by 2 per skill check attempted. The attack made during skill combat can be an artful strike. Skill combat only works in instances where the skill check itself requires an action of a specific length, not when it is made as part of another action. However, the Knowledge check made as part of attempting an artful strike is an exception to this rule, and such checks may be retried via skill combat.

At 6th level, the single attack made as part of the skill combat full-round action may be used with any abilities that normally require or modify the attack action. At 11th level, and again at 16th level, the maximum number of skill checks the sojourner may perform as a part of skill combat increases by 1. The total number of skill checks attempted by the sojourner during skill combat must be declared at the beginning of the action.
Shortened into a more comprehensible form; also added so artful strike Knowledge checks can be retried via this ability.

Uncanny Dodge (Ex)

Starting at 4th level, a sojourner can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A sojourner with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a sojourner already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Bonus Traits

Sojourners are full of secrets and hidden depths, and whenever one thinks one has a sojourner all figured out, a new facet of their character emerges. Starting at 7th level, and then again at levels 15 and 19, the sojourner gains Additional Traits as a bonus feat to represent the unveiling of some new fascinating and hitherto unknown fact about her past. The traits chosen may be from all categories, but a sojourner cannot possess more than one trait from any given category. Sojourners in campaigns that do not use traits instead gain Cosmopolitan as a bonus feat at these levels.

Height of Magery (Su)

A sojourner lacks the stores of magical energy possessed by more focused spellcasters, but occasionally she can sacrifice some of her breadth of arcane aptitude for a brief glimmering of true eldritch might. Starting at 7th level, as a swift action she may sacrifice any number of prepared spells whose total combined spell level must be lower than or equal to the highest spell level she can cast. She may raise the effective spell level of a single spell she casts in the same turn by an amount equal to the sacrificed spells' combined level.
Move from a flair to a class feature now granted at 7th level.

Improved Uncanny Dodge (Ex)

A sojourner of 8th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the sojourner by flanking her, unless the attacker has at least four more rogue levels than the target has sojourner levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Major Flair

At 9th level, and every three levels thereafter, a sojourner can choose one of the following major flairs in place of a regular sojourner flair.

All Trades (Ex): All skills are considered class skills for you. Alternatively, you can choose to gain an untyped +3 bonus to all skills you possess no ranks in and gain the ability to make such skill checks untrained regardless of the skill check DC.

Arcane Bulwark, Greater (Ex): You ignore the arcane spell failure chance of all armor and shields you are proficient with. You must already possess the arcane bulwark flair and be at least 12th level to select this major flair.

Arcane Exchange Student, Greater (Su): You receive an additional spell slot of each spell level you can cast, from 1st to 4th. Each day, you can prepare a spell from an arcane school previously chosen for the arcane exchange student flair in that slot. This spell must be in your spellbook and part of the wizard spell list. You can select a spell modified by a metamagic feat to prepare in your school slot, but it uses up a higher-level spell slot. You must already have the arcane exchange student flair in order to select this flair.

Cleansing Presence, Greater (Su): Add the following to the list of conditions against which allies affected by your soothing presence ability may attempt a new saving throw to negate ongoing effects that cause them: blinded, deafened, exhausted, frightened, nauseated, paralyzed and stunned.

Device Combat (Ex): Once per round, as part of skill combat, you may forego either your weapon attack or one of your skill checks in order to activate any one spell trigger or spell completion item you have to hand, or drink a potion. This counts as an additional skill check for the purposes of determining the penalties for any other skill checks you may perform as part of skill combat. Furthermore, with the exception of potions, due to the stress of extreme multitasking using this flair always requires you to make a Use Magic Device check. This is calculated as if though the spell trigger or spell completion item you are trying to use deals with a spell not present on your spell list. This check incurs all the normal skill check penalties associated with skill combat. Note however that the attack roll for any weapon attack made in conjunction with this major flair still only suffers the standard -2 penalty associated with skill combat.

Eldritch Skill Combat (Ex): Once per round, as part of skill combat, you may forego either your weapon attack or one of your skill checks in order to cast a spell that affects you or one of your allies, as per the eldritch reinforcement flair. This counts as an additional skill check for the purposes of determining the penalties for any other skill checks you may perform as part of skill combat. Your attack roll suffers a -2 penalty (or greater, if you choose to cast defensively), and your artful strike deals decreased damage as described in the eldritch reinforcement flair. Multiple flairs or abilities affecting skill combat do not cumulatively decrease your attack bonus; the base penalty remains -2 for your single weapon attack if you choose to make one. Only external circumstances, or casting defensively in the case of this major flair, can further decrease it. You must already possess the eldritch reinforcement flair to select this major flair.

Evasion, Improved (Ex): As the rogue class feature. You must already possess the evasion flair, or else have gained evasion by some other means, in order to select this flair.

Invigorating Presence (Su): When using your soothing presence ability or the soothing touch flair to heal yourself and your allies, any excess hit points restored above a creature's maximum are instead added as temporary hit points. This requires expending two daily uses of your soothing presence. This ability does not stack with itself or other abilities that grant temporary hit points. Only the latest addition of temporary hit points applies. Furthermore, you cannot give a creature more temporary hit points than your sojourner level + your Intelligence modifier. The temporary hit points last for 1 hour unless depleted through taking damage.

Metamagician (Su): You gain a number of bonus spell slots equal to 1/4 your sojourner level. These can only be used to prepare spells modified by metamagic feats, with each spell slot being capable of holding a total of 5 spell levels, no more than four of which can come from the spell's unmodified spell level. This major flair can be selected once at levels 12-16 and then a second time at levels 17-20. The second time it is selected you gain a second set of bonus spell slots (again equal to 1/4 your sojourner level), but these can hold up to 6 spell levels each. At least two of those spell levels must still be the result of metamagic modification. Note that spells prepared in metamagician spell slots cannot be sacrificed via the height of magery class feature, though they can be sacrificed via the mage gambit flair. Furthermore, metamagician spells cannot have their spell level increased by more via height of magery than what their applied metamagic feats themselves have raised them by. Thus, a 4th-level spell affected by Heighten Spell and raised by two levels in a 6th-level metamagician spell slot cannot have its effective spell level further raised via height of magery by any more than +2, making for a total spell level increase of +4.

Planar Vagabond, Greater (Su): Your extraplanar meanderings have led you on to become truly immersed in the strange energies beyond the Material Plane, changing more than just your outlook. You gain an evolution pool with 2 evolution points, like a summoner's eidolon, which you may spend on any evolutions you qualify for, except for the ability increase evolution. You count as a biped eidolon with a summoner of a level equal to your sojourner level -4 for the purposes of this ability. While this flair cannot be selected more than once, it does qualify you for the feat Extra Evolution. Each time you pick that feat, you add 1 evolution point to the pool granted by this flair. You use your sojourner level as your effective summoner level to determine how many times you may select Extra Evolution. You must already possess the planar vagabond flair in order to select this flair.

Seminary Dabbler, Greater (Su): For spell levels 1-4, you gain a domain spell slot like a cleric and may add all the bonus spells (up to 4th level) from one domain's spell list to your spell book. These spells still count as arcane spells for all purposes. You must already have taken the seminary dabbler flair in order to select this major flair, and the domain you select must be one that you have previously chosen for the seminary dabbler flair. If you have two domains, this major flair allows you to add the appropriate bonus spells from both domains' spell lists to your spell book, and you may prepare spells from either list in your domain slots.

Stalwart (Ex): As the inquisitor class feature. You must be at least 12th level to select this flair.

Terrain Mastery: As the horizon walker ability. When you select this flair, you may gain terrain mastery for one of your favored terrains. You must have selected the favored terrain flair once for each time you select this major flair.

Unsettling Presence, Greater (Su): When utilizing your unsettling presence, if you also have the inspiring presence flair, you may combine the two to truly unnerve your enemies. By spending two of your daily soothing presence uses, you can give all enemies within 30 feet a penalty equal to the bonus your inspiring presence normally bestows upon your allies. This otherwise works exactly like inspiring presence, except each affected enemy receives a Will save (DC = 10 + 1/2 your sojourner level + your Intelligence modifier) in order to completely negate the effect. Just like soothing presence, this is a mind-affecting effect. You must already possess the inspiring presence and unsettling presence flairs in order to select this major flair.

Waymaster (Sp): Once per day you may cast find the path as a spell-like ability with a caster level equal to your sojourner level. At 13th level this increases to twice per day, thrice per day at level 16, and four times per day at level 19.

Weapon Versatility (Ex): Improvisation is in a sojourner's nature. With a little contemplation, she is often capable of finding chinks in her enemies' defenses no one else knew was there. A number of times per day equal to her Intelligence modifier, the sojourner can spend a swift action to make a single weapon (or 50 pieces of ammunition) of her choice within 30 ft. count as either silver, cold iron, adamantine or aligned to her own alignment for 1 round. Alternatively, she can choose to alter whether the weapon deals blunt, piercing or slashing damage.

Complete Adventurer (Ex)

At 20th level, a sojourner can, a number of rounds per day equal to her Intelligence modifier, gain access to any one feat, regardless of whether she meets the prerequisites for it or not. This requires a swift action to activate. Alternatively, she can gain access to a single class feature of another class, available to members of that class who are 15th level or lower. This excludes class features that have a limited number of uses per day (such as rage, smite evil, or spellcasting) or ones that involves a companion (such as eidolon, hunter's bond, or nature bond). Once activated, this ability can be maintained as a free action each round; the rounds do not need to be consecutive. Alternatively, the sojourner can change which feat or class feature she is benefitting from each round by spending another swift action.

KitsuneBoxing
2013-11-27, 11:48 AM
This seems to be very well made. Don't think it's overpowered.

I would consider giving them the "height of magery" flair as a normal class ability, that you don't have to choose. This is mostly because i think it's a cool ability that would be fun to have even if you didn't focus on the spellcasting. I don't think it would be very powerful if you didn't also focus your build on spellcasting, since a lot of your spells would disapear, but it would be a fun edge to have, being able to cast that one prepared offensive spell with a descent dc in emergencies. Also, i don't think that focusing on offensive magic can ever be the most powerful choice for this class, so it would be nice to take some of the burden of builds that want to focus on that.

It was just an idea and i haven't given it a massive amount of thought though. So i may be wrong.

Anyway nice class.

Ethereal Gears
2013-11-27, 12:40 PM
Cheers!

Yeah, that's certainly an idea. It is a very all-round sort of ability that I suppose makes sense as a general class feature. As things stand now it's selectable as a regular flair. It would be nice to give it out as a class feature, but I wonder at what level? The higher levels are more barren, obviously, but it might seem incongruous to gain something like that beyond 10th level, considering how powerful (or not, as it were) it is. I'll mull it over!

Ilorin Lorati
2013-11-27, 01:41 PM
So far I like this, lets see what I can find with a quick look.


There's an editing error in your spells per day table here on Gitp.

Mid saves are usually considered to be non-kosher within Pathfinder rules, and honestly I agree for the most part. There's not really any reason to use mid saves, and don't think the balance difference between 3 mid and 3 high is enough to warrant the change: just give them all good saves.

Artful Strike damage starts low and continues to get relatively weaker as you level. It'd be one thing if the ability had numerous other uses, but all I see is the ability to trade those dice away for a little bit of dodge AC.

Opportunistic Art doesn't say it doesn't count against your total Artful Strikes per round, meaning that technically you still can't make multiple artful strikes (including the extra ones made as AoOs) per round.

What was the reasoning behind making Skill Combat a full attack modifier, and not a full round action by itself? As it is, Skill Combat is incredibly wordy; if there was no particular reason, it may be cleaner just to make it a full round action where you make an attack (or artful strike) and then do 1, 2, or 3 skill checks.

In Artful Destruction, technically speaking you can never make an off-hand attack with artful strike so there's no need to define it.


All in all, I feel this is about as close as you're going to be able to get to factotum-like characters while still being kosher to the pathfinder concept. Good job so far, with some sanding and polish this could become an excellent class.

Ethereal Gears
2013-11-27, 05:18 PM
Cheers for the input. I'm definitely taking all your comments on board. Very reasonable, as a lot of it is just editing errors. Yeah, as I typed it up I did realize how sort of sub-par gaining all mid saves seems. I'll probably change that. Skill combat I'm not sure what you mean by. I can definitely change the wording, which I find sort of clunky myself. You mean you think the skill checks should take no penalties, essentially? This I might consider; it was never a very powerful class feature to begin with. I'll edit opportunistic art and artful destruction. Obviously opportunistic art was meant to let you surpass your artful strike uses per round.

I am a bit thoughtful about artful strike, though. I was wary of how many dice to give that and soothing presence, lest people scream "OMG it gets full sneak attack and channel energy!!!1!!!" which is sort of the response I got on the Paizo boards for this. My thought was that since you can increase the dice of both via flairs, what would be reasonable? Cap it at 7? Not that soothing presence and artful strike need to follow one another, of course. I'm just thinking it might be a bit too much to make it, say, 10d6 at 20th level. I know it's only on a single attack per round, and possibly some AoOs on top of that, but it has no tactical positioning prereqs like sneak attack does. I could really use some opinions on how high to make the damage to make it viable. Obviously a sub-goal of the sojourner is to create a viable scout-type skirmisher fighter, as I like the idea of using my move actions each round rather then benefitting on full-attacking for damage. Obviously damage should be less than what a dedicated full-attacker of equal tier and niche could manage, but it should be respectable.

Again, thanks a lot for the pointers. All very valuable.

Ilorin Lorati
2013-11-27, 07:02 PM
Cheers for the input. I'm definitely taking all your comments on board.


Again, thanks a lot for the pointers. All very valuable.
I'm always happy to help, especially when it's people more or less new to the forums.


I am a bit thoughtful about artful strike, though. I was wary of how many dice to give that and soothing presence, lest people scream "OMG it gets full sneak attack and channel energy!!!1!!!" which is sort of the response I got on the Paizo boards for this. My thought was that since you can increase the dice of both via flairs, what would be reasonable? Cap it at 7? Not that soothing presence and artful strike need to follow one another, of course. I'm just thinking it might be a bit too much to make it, say, 10d6 at 20th level. I know it's only on a single attack per round, and possibly some AoOs on top of that, but it has no tactical positioning prereqs like sneak attack does.


I could really use some opinions on how high to make the damage to make it viable. Obviously a sub-goal of the sojourner is to create a viable scout-type skirmisher fighter, as I like the idea of using my move actions each round rather then benefitting on full-attacking for damage. Obviously damage should be less than what a dedicated full-attacker of equal tier and niche could manage, but it should be respectable.

I've found recently that people at the Paizo boards don't typically look deep into a class and use gut reactions as their primary form of feedback. That's a very valid way of doing things, but it leads to situations where something that isn't in any way strong gets thought of as such.

5d6 is an average of 17.5 bonus damage on an attack that you need to make a Knowledge check for. Keep in mind that Knowledge checks can not be retried, so if you fail that check you're screwed out of what little damage you have. Since a knowledge check isn't an action, you can't even use Skill Combat to retry it.

If you don't want to increase the number of dice, try increasing the die size to d8 and adding in Int damage to your attack by default instead of as a flair. This will improve it to around 22.5 damage + Int mod bonus, and add in a way to retry the knowledge skill check. While your damage will still be fairly low, it will start to feel more like its own ability and less a weak copy of sneak attack.

That said, there's something I need to note here: do math. There's a DPR formula for physical attackers that can be used pretty easily:


The damage formula is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

It's not something to live or die by (So many unknown variables!), but it should help. Especially take note of damage when using it with things like the Vital Strike chain (which, as this class is built atm, is basically a chain worth of feat taxes because it's the only way to get comparable damage to a full attack action).


Skill combat I'm not sure what you mean by. I can definitely change the wording, which I find sort of clunky myself. You mean you think the skill checks should take no penalties, essentially? This I might consider; it was never a very powerful class feature to begin with. I'll edit opportunistic art and artful destruction. Obviously opportunistic art was meant to let you surpass your artful strike uses per round.

No, I mean don't define it as a full attack action, define it as a full round action where you make one attack (that can be a Artful Strike) and as many "iterative" skill checks as you have available.

If you'll allow me to try my hand at writing it, this is what I would say:

Some blend spell and blade. Others excel at mundane skills or sheer martial prowess. Starting at 3rd level, Sojourners learn to mix it up and do a little bit of everything. As a full round action, the sojourner can make a single attack at a -2 penalty and use a skill that requires an action that is up to a full-round action to complete (skill checks that are made as part of other actions to not qualify for skill combat). When attempting a skill check during skill combat, the DC of that check increases by 2 per skill check attempted. The attack made during skill combat can be an Artful Strike, even though Artful Strikes normally require the attack action to perform.

At 6th level, the attack made during artful strike may be used with any abilties that require or modify an attack action. At 11th, and again at 16th level, the maximum number of skill checks the sojourner may perform as a part of skill combat increases by 1. The total number of skill checks attempted by the sojourner during skill combat must be declared at the beginning of the action. You may reroll skill checks made during Skill Combat with later checks during the same use of that ability.

I'm sure I missed some details in there, but overall I think I got most of the features in about half the space of your current wording, and did it in a way that doesn't have the risk of interacting poorly with other things that modify full attack actions (for example, making a full attack action with many shot, then declaring skill combat, and using that as artful strike).

Ethereal Gears
2013-11-27, 07:18 PM
Thanks for the thorough input. I think I will probably incorporate the upgrade to artful strike right off the bat as you put it; it struck me as very reasonable. I'll be updating the whole document tomorrow (it's rather late at night where I am), so I'll add it in there. I will also use your very neat shortened version of skill combat with some additions. I was actually intending for skill combat to allow you to retry Knowledge checks. I didn't want you to be allowed to use checks that formed part of other independent actions, but I did want you to be allowed to use checks that required NO actions. I inadvertently missed that I hard turned artful strike itself into such an embedded skill check; I'll correct that somehow. I just have to think of an elegant way to word that. Anyway, d8s and free Int mod, or at least the former, will go up there for artful strike and skill combat will be a full-round action that can incorporate Knowledge skill checks.

EDIT: Again, really, thanks for being so constructive and thorough. I shall have to get up tomorrow and try to return the favor to the Homebrew section at large. I'm not great at incisive critiques, but I'll do my best. :)

EDIT II: Oh! Also, not to be nitpicky but just for completion, do note that artful strike doesn't just work with the attack action. It works with the first attack in a round. So charges, spring attack, etc. all slot into it and gain the damage bonus. At least that's the intent. Didn't that come through?

EDIT III: Bah! Frustration over my incurable logorrhea when writing stuff lent me strength. New version of skill combat added to forum version. I'm removing the google doc.

Ilorin Lorati
2013-11-27, 07:38 PM
Thanks for the thorough input. I think I will probably incorporate the upgrade to artful strike right off the bat as you put it; it struck me as very reasonable. I'll be updating the whole document tomorrow (it's rather late at night where I am), so I'll add it in there. I will also use your very neat shortened version of skill combat with some additions. I was actually intending for skill combat to allow you to retry Knowledge checks. I didn't want you to be allowed to use checks that formed part of other independent actions, but I did want you to be allowed to use checks that required NO actions. I inadvertently missed that I hard turned artful strike itself into such an embedded skill check; I'll correct that somehow. I just have to think of an elegant way to word that. Anyway, d8s and free Int mod, or at least the former, will go up there for artful strike and skill combat will be a full-round action that can incorporate Knowledge skill checks.

As always, no problem. ^^

If you use my version as a base, make sure you correct everything I did wrong.


EDIT II: Oh! Also, not to be nitpicky but just for completion, do note that artful strike doesn't just work with the attack action. It works with the first attack in a round. So charges, spring attack, etc. all slot into it and gain the damage bonus. At least that's the intent. Didn't that come through?

Yeah, I saw that, but the situations whose will be used are largely going to be few and far between.

Ethereal Gears
2013-11-30, 09:40 PM
Alright, so the whole thing's been updated now. Lessee...
Artful strike and soothing presence are both d8's now. Artful strike gets automatic int to damage. Artful destruction can up this 1-1/2 times int with two-handed weapons. Skill Combat, Opportunistic Art have had their language cleaned up. Saving throws have been changed to a new feature that lets you pick two good and one bad save to go with the whole customisability feel of the class. Thanks to KitsuneBoxing for that and for the idea of changing Height of Magery to a standard class feature, which it now is. Hope folks like the changes. Thanks especially to Osagasu and KitsuneBoxing, whose comments have helped make the class more fun and balanced, IMHO. As things stand I'm quite happy with it now, but I'd apprecaite any further comments.

Cheers!
/Gears