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View Full Version : The Wanderer (3.PF?, ??? Peach?)



Ralasha
2013-12-18, 08:52 PM
It isn't fully fleshed, will be within the next few hours or days depending on how chaotic or hectic my life is.

Part Wizard, part Druid, part Ranger. :smallsmile:

The Wanderer:

The truth is that all places and planes are the same, and realizing this is a matter of perception. There is earth, there is fire, there is water and air, it merely looks different, and is perhaps made of something other than that with which you are familiar. The Planes all have lakes, rivers, islands, hills forests and animals.

All planes are primes, their components are merely different. In this way all places are the same. There are people, there are animals, there is a need for food, to breath, to drink. All things have the same needs. It doesn’t matter where you are, wherever you go, there you are, and wherever I lay my head, I am home.

HD: D8

Skills:

Skill Points:

{table=header]Level|BAB|FS|RS|WS|Special|1|2|3|4|5|Chosen Attack Bonus
1|0|2|2|2|Initial Terrain, Wanderer’s Companion|1|-|-|-|-|
2|1|3|3|3|Track|2|-|-|-|-|
3|2|3|3|3||3|-|-|-|-|
4|3|4|4|4|Chosen Weapon|4|-|-|-|-|+4
5|3|4|4|4|Second Terrain|4|1|-|-|-|+5
6|4|5|5|5||4|2|-|-|-|+6/+4
7|5|5|5|5||4|3|-|-|-|+7/+5
8|+6/+1|6|6|6||4|4|-|-|-|+8/+6/+3
9|+6/+1|6|6|6|Third Terrain|4|4|1|-|-|+9/+7/+4
10|+7/+2|7|7|7|Nomad|4|4|2|-|-|+10/+8/+5
11|+8/+3|7|7|7|Initial Terrain Mastery|4|4|3|-|-|+11/+9/+6
12|+9/+4|8|8|8||4|4|4|-|-|+12/+10/+7/+5
13|+9/+4|8|8|8||4|4|4|1|-|+13/+11/+8/+6
14|+10/+5|9|9|9||4|4|4|2|-|+14/+12/+9/+7
15|+11/+6/+1|9|9|9|Second Terrain Mastery|4|4|4|3|-|+15/+13/+10/+8/+5
16|+12/+7/+2|10|10|10||4|4|4|4|-|+16/+13/+11/+9/+6
17|+12/+7/+2|10|10|10||4|4|4|4|1|+17/+15/+12/+10/+7
18|+13/+8/+3|11|11|11|Terrestrial Champion|4|4|4|4|2|+18/+16/+13/+11/+8/+6
19|+14/+9/+4|11|11|11|One With the Land|4|4|4|4|3|+19/+17/+14/+12/+9/+7
20|+15/+10/+5|12|12|12|Wayfarer|4|4|4|4|4|+20/+18/+15/+13/+10/+8[/table]

Armor and Weapon Proficiencies: The wanderer is proficient with all simple weapons, and light armor and shields including bucklers.

Spells: The wanderer has a certain number of spells per day that it may cast. These spells are cast spontaneously, and come from the Wanderer’s Spell List (Below). The wanderer may not cast spells if wearing armor heavier than Light, or using a heavy or tower shield.Level 1 Spell List:

Wanderer’s Companion: Wanderers are never alone. At first level a Wanderer selects an animal from the following list, and gains bonuses according to the anima’s entry. The animal has statistics according to it’s bestiary entry, and gains hit dice at the same rate as the wanderer, with attribute bonuses, bonus feats saves and skill points according to it’s hit dice, by type, as though it were taking levels in a Heroic Class. Additional Special Abilities are listed on the table below.Wanderer’s Companion Abilities by Wanderer Level
Level|Special|Wanderer Bonuses
1|Empathic Link|+1 to Perception
2|Track|+1 to Survival
3|Spell-link|
4|Share Terrain|
5|Share Saves (Will)|+1 to Perception
6||+1 to Survival
7||
8|Uncanny Alertness|
9||+1 to Perception
10|Share Senses|+1 to Survival
11|Speak with Animals|Speak with Companion
12||
13|Share Saves (Fort)|+1 to Perception
14||+1 Survival
15||Speak with Animals
16|Improved Uncanny Alertness|
17|Telepathic Link|+1 to Perception
18||+1 to Survival
19|Humanoid Form|Animal Form
20|Share Saves (Reflex)|

Empathic Link: The Wanderer and its companion are capable of communicating simple ideas and emotions so long as they are within 5' per level of Wanderer.

Skill Bonuses: As the Wanderer grows closer to it’s companion it’s animalistic instincts slowly meld with it’s nature, granting it bonuses to survival and perception. These bonuses are consecutive, and stack.

Track: So long as they are within one of the Wanderer’s Chosen Terrains the Companion has the ability to Track as though using the feat of the same name.

Spell-Link: So long as the Wanderer and it’s Companion are within 10 feet of each other any beneficial spells that effect the Wanderer also effect it’s companion. Including any spell effects that would grant healing.

Attribute Bonuses: Just as the Wanderers nature gradually becomes subtly more animalistic so does the Companion gradually become more than an ordinary animal.

Share Terrain: The Companion of the Wanderer gains the same bonuses from the Wanderer’s Chosen Terrain as the Wanderer, as though 3 levels lower.

Share Saves: The Wanderer and it’s Companion are able to share their saves as according to the table above, using whichever save (between the Wanderer and its Companion) has the higher bonus.

Uncanny Alertness: So long as the Wanderer and its Companion are Adjacent to each other they cannot be caught by Surprise.

Share Senses The Wanderer and it’s Companion may see, hear, smell, or taste as though one were the other. The Companion may look through the Wanderer’s eyes, hear through the Wanderer’s Ears, etc. So long as they are adjacent to each other the Wanderer and its Companion can no longer be Flanked.

Speak with Animals: The Companion may speak with other animals of the same, or similar kinds as though using a speak with animals spell.

Speak with Companion: The Wanderer may communicate with its Companion as though they shared a common language and the companion had an average intelligence.

Improved Uncanny Alertness: The Wanderer and its Companion, so long as Adjacent to each other cannot be caught Flat Footed. They may also share Initiative Rolls, taking the better of the two results.

Telepathic Link: The Wanderer and its Companion may communicate as though through the use of telepathy so long as they remain within 5' per level of Wanderer.

Humanoid Form: The Companion may take on a hybrid form, half-way between it’s natural form, and the form of it’s master. This allows it to communicate in the Wanderer’s primary language (selected by the Wanderer) as though it had an intelligence of 10.

Animal Form: The Wanderer is able to take on the form of its companion as though using the Wild Shape Druid Class Feature.

Chosen Terrain: Each time the Wanderer picks a Chosen Terrain it gains a +1 to attack, initiative, and social roles versus creatures native to that area type. As well as a +2 Bonus to any skills related to the area, or used to determine information known on the area. These bonuses increase by 2 every 5 levels.Deserts: When first taken the Wanderer and any allies traveling wih the Wanderer do not suffer penalties from heat, and may move over sand as though paved road. (Includes desert and tundra.)

Flatlands: When first taken the Wanderer and any allies traveling with the Wanderer require half as much time for rest during travel. Increasing the distance traveled per day (x1.5). (Includes foothills, flatlands, highlands, and roads.)

Forests: The Wanderer may take a 20 on survival checks in forested areas and similar terrain types, when the Wanderer does this it is treated as though taking a 10. (Includes all forms of forested terrain, and terrains with dense vegetation.)

Jungles: The Wanderer suffers no penalties on perception checks in jungle or other similar terrain types. (Includes Jungles, and other terrains of dense vegetation.)

Lakelands: The Wanderer does not suffer penalties from encumbrance or armor when swimming.

Mountains: The Wanderer and allies traveling with the Wanderer treat rough terrain as smooth ground. The Wanderer may ignore obstacles made of stone or rock that are less than 5' tall (when treated as different). (Includes Steps, highlands, Mountains and Foothills.)

Riverlands: The Wanderer and any allies traveling with the Wanderer may treat any sufficiently shallow area of water as flat terrain for the purposes of passing. (This makes any area of water less than chest height effectively a ford, by which the Wanderer and any traveling companions or group may cross.)

Winterlands: When first taken the Wanderer and any allies traveling wih the Wanderer do not suffer penalties from Cold, and may move over ice and snow as though paved road. (Includes ice, snow and tundra.)

Chosen Weapons: When using it’s chosen weapon the Wanderer gains a bonus to attack equal to one quarter it’s hit dice. Weapons are represented in groups: Axes, Bows, Daggers, Primitives, Spears, Staves, and Swords. At levels 6, 12, and 18 the Nomad may perform an additional attack per round with it’s Chosen Weapons at a -2 penalty as though two weapon fighting. (Poorly worded, uncertain of how to better word it.)

Axes includes but is not limited to: Great Axes, Hand Axes, Throwing Axes, and all other weapons with axe in the name.

Bows includes but is not limited to: Composite Bows, Crossbow, Hand Crossbow, Heavy Crossbow, Longbow, Shortbow, and the Sling Staff.

Daggers includes but is not limited to: Dagger, Knife, Kukri, Punching Dagger, Rapier, Shortsword, Starknife, Throwing Dagger, and the Throwing Knife.

Primitives includes but is not limited to: Blowgun, Bolas, Chakram, Dart, Flail, Handaxe, Javelin, Net, Sling, Sling Staff, Sickle, and Trident.

Spears includes but is not limited to: Glaive, Javelin, Lances, Longspear, Ranseur, Scythe, Short Spear, Spear, and Trident.

Nomad: The Wanderer’s restless nature has led it to many places and many sights. Whenever information or knowledge of a location, it’s people, terrain, or geography is desired the Wanderer may roll a Knowledge Check with it’s levels in this class as an added bonus. The wanderer has no limit on the check result, even if untrained. In addition the Wanderer ignores all alignment traits of any locations it enters or traverses.

Terrain Mastery: The Wanderer suffers no penalties in it’s first Chosen Terrain, and may take a 10 on any skill check in relation to an area of this type, even if conditions would normally prevent it from doing so. Including Knowledge, Perception, Survival or other checks of these types.

Terrestrial Champion: The Wanderer and its Companion may ignore specific elemental planar traits at it’s discretion, even on the prime. It can breath normally on any plane. It can move normally on any plane as though it were on the ground. It can see normally on any plane, even when line of sight would normally be blocked. Finally it may ignore any Alignment based Planar traits or Attributes as though it matched those traits or attributes.

One With the Land: The Wanderer and its Companion may communicate and interact with any animals that are native to it’s chosen terrains as though they had an intelligence score of 10, and shared a common language. The wanderer may choose to leave no trace, cannot be hindered, and will not be treated with hostility by any animals native to these areas, unless the Wanderer initiates the hostility.

Wayfarer: The Wanderer and its Companion may ignore any planar traits or attributes that would effect it negatively, and is left alone by the inhabitants of whatever place it happens to be in, as though it weren’t there.