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View Full Version : [PF] The Traveler Class [PEACH]



Psycho Yuffie
2014-02-07, 05:09 PM
I made this one day when I was bored. I have no idea if it's any good. It may be overpowered as hell, but basically my idea was to create a rogue ranger with some barbarian and fighter elements--because why not? Here's what I came up with.

Alignment: Any chaotic.
Hit Die: d8.

Class Skills
The traveler’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1st|+0|+2|+2|+0|Bonus feat, sneak attack +1d6
2nd|+1|+3|+3|+0|Evasion, fast movement
3rd|+2|+3|+3|+1|Bonus feat, sneak attack +2d6
4th|+3|+4|+4|+1|Battlefield focus, uncanny dodge
5th|+3|+4|+4|+1|Bonus feat, sneak attack +3d6
6th|+4|+5|+5|+2|Woodland stride
7th|+5|+5|+5|+2|Bonus feat, sneak attack +4d6
8th|+6/+1|+6|+6|+2|Improved uncanny dodge
9th|+6/+1|+6|+6|+3|Bonus feat, sneak attack +5d6
10th|+7/+2|+7|+7|+3|Improved evasion
11th|+8/+3|+7|+7|+3|Bonus feat, sneak attack +6d6
12th|+9/+4|+8|+8|+4|Venom immunity
13th|+9/+4|+8|+8|+4|Bonus feat, sneak attack +7d6
14th|+10/+5|+9|+9|+4|Improved battlefield focus
15th|+11/+6/+1|+9|+9|+5|Bonus feat, sneak attack +8d6
16th|+12/+7/+2|+10|+10|+5|Crippling strike
17th|+12/+7/+2|+10|+10|+5|Bonus feat, sneak attack +9d6
18th|+13/+8/+3|+11|+11|+6|Hide in plain sight
19th|+14/+9/+4|+11|+11|+6|Bonus feat, sneak attack +10d6
20th|+15/+10/+5|+12|+12|+6|Greater battlefield focus[/table]

Class Features
The following are class features of the traveler.

Weapon and Armor Proficiency: A traveler is proficient with all simple and martial weapons and with light and medium armor and shields (excluding tower shields).

Bonus Feats: At 1st level, and at every odd traveler level thereafter, a traveler gains a bonus feat in addition to those gained from normal level advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Travelers are considered fighters for satisfying prerequisites for combat feats.

Upon reaching 5th level, and every five levels thereafter, a traveler can choose to learn a new bonus feat in exchange for a feat she has already learned. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other abilities. A traveler may only change one feat at a time.

Sneak Attack: If a traveler can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The traveler’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the traveler flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two traveler levels thereafter. Should the traveler score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a traveler can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

The traveler 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 traveler cannot sneak attack while striking a creature with concealment.

Evasion (Ex): At 2nd level and higher, a traveler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the traveler is wearing light, medium, or no armor. A helpless traveler does not gain the benefit of evasion.

Fast Movement (Ex): At 2nd level and higher, a traveler’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the traveler’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the traveler’s land speed.

Battlefield Focus (Ex): Beginning at 4th level, a traveler gains extraordinary fortitude while in combat. While in this heightened state of adrenaline, she may use her traveler level as her base attack bonus and her Strength, Dexterity, and Constitution increase by 2. This ability may be activated as a free action and lasts for 2 + her Constitution modifier rounds per day. This state may be exited at any time as a free action. The adrenaline takes its toll on her body, though, and she will be fatigued for as many rounds as she spent in this state. If a traveler re-enters her focus while fatigued, she exits from it as exhausted.

Keep in mind that all hit points gained from the increase to Constitution are treated as temporary hit points. An unconscious traveler loses the benefits from her focus and may be in danger due to this.

At 14th level, the bonuses to Strength, Dexterity, and Constitution
increase to 4 as Improved Battlefield Focus. Finally, at 20th level, the bonuses to Strength Dexterity and Constitution increase to 6 as Greater Battlefield Focus.

Uncanny Dodge (Ex): Beginning at 4th level, a traveler 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 Dexterity bonus to AC if the attack is invisible. She still loses her Dexterity bonus to AC if immobilized. A traveler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

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

Woodland Stride (Ex): Starting at 6th level, a traveler may move through any sort of undergrowth (such as naturals thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Improved Uncanny Dodge (Ex): A traveler of 8th level or higher can no longer be flanked.

This defense denies another traveler or any other class with sneak attack the character by flanking her, unless the attacker has at least four more levels than the target in the class he received sneak attack in.

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

Improved Evasion (Ex): This works like evasion, except that while the traveler still takes no damage on a successful Reflex saving throw against attacks, she henceforth, from 10th level on, takes only half damage on a failed save. A helpless traveler does not gain the benefit of improved evasion.

Venom Immunity (Ex): At 12th level, a traveler gains immunity to all poisons.

Crippling Strike (Ex): Starting at 16th level, a traveler can sneak attack with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Hide in Plain Sight (Ex): A traveler of 18th level or higher may now use the Stealth skill even while being observed.