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View Full Version : D&D 3.x Class On the road again... (3.PF Class, PEACH)



Noctis Vigil
2014-04-07, 08:50 PM
No, there is no table, but to be fair a table would be a lot of the same entry over and over again. If people clamor for one, I'll add it, but I don't know if it needs one right now.

As for the class being "broken", I've tried to make the class not-broken, but if I knew it was perfect, I wouldn't be posting it here for y'all to break down for me. It can get some spellcasting (but not as much as a full caster), gets some nice boosts to martial stuff, and has a few little perks to throw in to help make him good outside of combat.

Things I'd like to add:
If anyone has ideas for how to include an Incarnum art, that would be cool, but so far I'm at a loss. Any additional suggestions for utility arts are good too.

The Wanderer

Some people like to travel, and some enjoy sightseeing. Some learn magic through arcane tomes, and some through service to a cause or deity. Still others enjoy picking pockets or treasure hunting, or being great warriors. But few out there know all such arts. Those few are the Wanderers, treading the world mastering many trades.

Wanderers come in all alignments, but have a bent for neutrality, seeing all options as potential to better themselves. As such, they must be neutral in one alignment.

Wanderers can add great support to any party due to their sheer versatility. As spellcasters with access to multiple spell lists, they can offer great support or healing, as well as useful combat spells. Additionally, they can pick up a smattering of roguish tricks and a warrior's combat prowess.

To a Wanderer, all stats are useful at different times. They cast divine spells using Wisdom, arcane spells or psionics with Intelligence, they use Strength to become good warriors, Dexterity to become better rogues, Constitution will keep them alive longer during their travels, and Charisma will help them as diplomats on their travels.

Saves: Pick two to be good at 1st level; once picked, this choice cannot later be changed (but see Wanderer's Arts)
BAB: poor (but see Wanderer's Arts)
Hit Die: d6 (but see Wanderer's Arts)
Class Skills: All; a Wanderer has access to every skill
Skill Points: 4 + Int Mod (but see Wanderer's Arts)

Class Abilities:
The following are all class abilities of the Wanderer base class.

Proficiencies:
A Wanderer is proficient with all simple weapons, any five martial weapons of his choosing, any two exotic weapons of his choosing, light and medium armor, and shields (but not tower shields).

Wanderer's Arts:
At each level, the Wanderer may choose any two arts: either two completely new arts, or continue advancing in two old arts he has already chosen if they can be continued, or one new art and one continued art. Descriptions of the arts are listed below. If an art can be taken more than once, it is stated explicitly in the art's description how many times it may be taken and at what levels it may be taken. Additionally, no art may be taken twice on the same level unless stated in the art's description.

Wanderer Arts:
Wanderers are a diverse bunch, practiced in the ways of the world. These arts tend not to have effects that mimic other classes or abilities, but are instead either one time things that the Wanderer can take to enhance the Wanderer base class itself, or are boosts that can be taken repeatedly to enhance the character over time.

Lucky: Some Wanderers are more adept and coming out of things alive. If taken at 1st level, this art grants the Wanderer a good progression in all three saves. If taken at any other level, it grants a +1 cumulative luck bonus to one save type, to a maximum bonus of +5.

Thick Skin: This simple enhancement is a warrior's basic art. If taken at 1st level, this art increases the Wanderer's base hit die to a d10. If not taken at 1st level, it simply grants +4 hit points for whatever level he takes it at (and only for that level).

Skillful: This useful art is irreplaceable to roguish Wanderers. If taken at 1st level, this art increases the Wanderer's skill points per level to 8 + his Intelligence modifier. If not taken at 1st level, it simple grants +5 skill points for whatever level he takes it at (and only for that level).

Strong Back: This useful art is good for Wanderers who take their entire lives in a pack on their backs. For each level this art is taken, the Wanderer gains a permanent +1 competence bonus to his Strength ability score, to a maximum bonus of +6.

Nimble: This art is good for the Wanderer who wants to be quicker all around. For each level this art is taken, the Wanderer gains a permanent +1 competence bonus to his Dexterity ability score, to a maximum bonus of +6.

Durable: This art is great for Wanderers who want to be tough in combat. For each level this art is taken, the Wanderer gains a permanent +1 competence bonus to his Constitution ability score, to a maximum bonus of +6.

Fleet Footed: Wanderer's are by nature on the road a great deal. As such, this is a very useful art for them. For each level this art is taken, the Wanderer gains a permanent ten foot bonus to one type of movement speed he permanently possesses. This art may be taken more than once, but no more than once per level. Each additional time you take this art, add a ten foot movement bonus to a new type of movement, or an additional ten foot bonus to the same movement type (maximum 50 foot bonus).

Jack Of All Trades: Wanderers are always on the move and in need of a few gold. As such, this art is a godsend. This art grants him a +5 competence bonus to all Profession checks. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Profession checks, to a maximum bonus of +30.

Master Craftsman: Wanderers sometimes learn to build and create on their journeys. As such, many learn this art. The first time he takes this art, it removes any penalties to skill checks a Wanderer would have for not having the right tool on him, and grants him a +5 competence bonus to all Craft checks. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Craft checks, to a maximum bonus of +30.

Diplomat: Wanderers need to communicate and make friends. As such, many learn this art. Each time you take this art, you gain a gain a cumulative +2 competence bonus to Diplomacy, Sense Motive and Gather Information.

Song and Dance: Wanderers sometimes bring stories and songs with them on their travels. Each time a Wanderer takes this art he gains a cumulative +5 competence bonus to all Perform checks.

Skill Focus: Some Wanderers focus on a few skills to improve. This art may be taken twice per skill, and may only be taken for a skill you have ranks in. The first time you take this art for a skill, you gain the Skill Focus feat for that skill. The second time you take this art for a skill, you gain the Epic Skill Focus feat, ignoring all prerequisites (including the epic level prerequisite).

Martial Arts:
Many Wanderers need to defend themselves with their own strength on their travels. These arts are all combat oriented, and will grant the Wanderer greater power on the front line.

Body Building: This art is a enhancement to the Wanderer's physical prowess. If taken at 1st level, it permanently enhances the Wanderer's BAB to the medium progression. If not taken at 1st level but taken later, it instead grants +1 to BAB. BAB may not be boosted above +1 per level in this manner. BAB from this ability grants iterative attacks as normal.

Melee Combatant: This art is useful to Wanderers on the front line of combat. Upon taking this art for the first time, he gains full proficiency with all martial melee weapons. Upon taking this art for the second time, he gains full proficiency with all exotic melee weapons. Each time he takes this art after the second, it gives him a +1 competence bonus to hit with melee weapons, to a maximum bonus of +5.

Ranged Combatant: This art is useful to the less durable Wanderer. Upon taking this art for the first time, he grains full proficiency with all ranged martial weapons. Upon taking this art for the second time, he gains full proficiency with all exotic ranged weapons. Each time he takes this art after the second, it gives him a +1 competence bonus to hit with ranged weapons, to a maximum bonus of +5.

Master Thrower: This art is useful to Wanderers using thrown weapons. Takeable only once, you must have already taken the Ranged Combatant art at least once or be proficient in all thrown martial weapons from some other source before taking this art. Upon taking this art, the Wanderer chooses either Strength or Dexterity, and uses that stat to determine both his bonus to hit and bonus damage for thrown weapons.

Tank: This art is useful to all Wanderers interested in protecting their hide. This art may be taken twice. The first time you take this art, you gain proficiency with heavy armor and shields. The second time grants you proficiency in all exotic armors, all exotic shields, and tower shields.

Warrior: This art is useful to any Wanderer trying to specialize in combat. The first time you take this art, you may thereafter permanently treat your levels in Wanderer as levels in the Fighter base class for the purpose of qualifying for feats. Your Wanderer level stacks with any levels you have in the Fighter base class to determine your Fighter level. Additionally, each time you take this art, you gain a Fighter bonus feat.

Unarmed Fighter: This art is useful to Wanderers who travel light. Takeable only once, this art grants you the Improved Unarmed Strike feat as a bonus feat and an unarmed damage progression equal to a Monk of your level. This art also stacks your Wanderer level with any levels you have in the Monk base class for the purpose of determining how much damage you deal with your unarmed strikes.

Unarmored Fighter: This art is good for those who don't like to wear armor. Takeable only once, this art grants you your Wisdom modifier as a bonus to your AC while unarmored, and an unarmored AC bonus progression as a Monk of your level. This art also stacks your Wanderer level with any levels you have in the Monk base class for the purpose of determining how high your unarmored AC bonus is.

Melee Specialist: This art adds a little extra oomph to a Wanderer's melee combat. You must have taken the Melee Combatant art at least twice before you may take this art. This art grants you a +4 competence bonus to damage every time you hit with a melee weapon. This art may be taken multiple times, but no more than once per two Wanderer levels.

Ranged Specialist: This art adds extra power to a Wanderer's ranged combat. You must have taken the Ranger Combatant art at least twice before you may take this art. This art grants you a +4 competence bonus to damage every time you hit with a ranged weapon. This art may be taken multiple times, but no more than once per two Wanderer levels.

Rage: Some Wanderers learn to lose themselves to their fury in combat. This art grants you the ability to Rage as the Barbarian skill of the same name once per day. Unlike a Barbarian, you do not gain any improvements to your rage. This art may be taken more than once. Each time you take it, you gain an additional daily use of your rage ability.

Evasion: Useful to Wanderers with quick reflexes, this art may only be taken twice, and only by Wanderers with a good Reflex save progression. The first time grants you Evasion as the Monk ability of the same name, and may be taken at 3rd level or higher. The second time grants you Improved Evasion as the Monk ability of the same name, and may be taken at 11th level or higher.

Rogue Arts:
Some Wanderers prefer to do some “treasure hunting” on their journeys, or maybe do some dirty combat. These arts are for that type of Wanderer.

Backstabber: This art grants you a 1d6 sneak attack as a Rogue. You do not gain a progression, and must take this art again to increase your sneak attack damage; you gain an additional 1d6 damage each time you take this art, to a maximum of 1d6 per two Wanderer levels.

Watcher: Some Wanderers are well acquainted with staying on your toes. This art may be taken twice. The first time grants you Uncanny Dodge as the Rogue ability of the same name, and may be taken at 5th level or higher. The second time grants you Improved Uncanny Dodge as the Rogue ability of the same name, and may be taken at 10th level or higher.

Quick Fingers: Some Wanderers prefer to make their living in a...less honorable fashion. This art grants a +5 competence bonus to all Sleight of Hand checks, and you may take 10 with skill even when rushed or threatened. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Slight of Hand checks, to a maximum bonus of +30.

Locksmith: This art grants a +5 competence bonus to all Open Lock checks, and you take no penalties for using improvised lockpicks. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Open Lock checks, to a maximum bonus of +30.

Trapfinder: This art is useful to those Wanderers who sneak into places uninvited. When taken the first time, this art grants the Wanderer trapfinding as the Rogue base class ability, as well as a +5 competence bonus on Disable Device checks. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Disable Device checks, to a maximum bonus of +30.

Liar: This art is useful to Wanderers who have to talk their way out of bad situations. When taken the first time, this art grants a +5 competence bonus to all Bluff checks, and you may take 10 with skill even when rushed or threatened. Each time this art is taken after the first, it grants a cumulative +5 bonus to all Bluff checks, to a maximum bonus of +30.

Grenadier: Useful for Wanderers who use devices such as Alchemist's Fire, this art enhances how much they can get out of each splash weapon they use. This art grants you a +4 competence bonus to damage every time you hit with a splash weapon (such as an Alchemist's Fire or a vial of Acid). This bonus is added to the splash damage as well as the main target. This art may be taken multiple times, but no more than once per two Wanderer levels.

Mystic Arts:
As they travel, Wanderers see many types of magic in the world, and most learn to cast a few spells of several types, while some excel at a single type of magic. The types of magic they can learn are listed below. No mystic arts may be stacked with each other; that is, you may only take one magical art per level unless stated otherwise in the art's description. Additionally, you may not take the same mystic art for more than three levels in a row; Wanderers are diverse in their learning, and do not focus on any one art for too long. Additionally, you may not take Mystic Arts in your first level of Wanderer. Mystic arts count as spellcasting for determining prerequisites for feats or prestige classes. Should a level up in a prestige class advance spellcasting from one class, you may only advance one mystic art with that prestige class level; it does not count towards all mystic arts you've taken. It may count towards multiple mystic arts should the class advance multiple types of spellcasting (for example, an 11th level Wanderer with 6 levels of arcane arts and 5 levels of divine arts would qualify for Mystic Theurge, and both arts would be advanced at each level up).

Arcane: A Wanderer who takes the arcane art gains one level of spellcasting as if he had taken a level in the Wizard base class, save that he cannot specialize in one school. He uses his Inteligence modifier to determine save DCs and bonus spells, and must prepare spells out of a spellbook just as a Wizard does. This art draws spells from the Sorcerer/Wizard spell list. This art does not automatically level, but may be chosen multiple times to advance his arcane spellcasting further. Each time it is chosen, he learns new spells and gains new spell slots exactly as if he had gained a new level in Wizard (though he gains no other benefits from this art, such as bonus feats or an improved familiar).

Arcane Schooling: You must have taken the arcane art at least once to take this art. This art may be taken along side another magical art (so you may take this and a second magical art at the same level if you so choose), and may be taken alongside arcane arts the first time you take them. This art may only be taken once.

This art lets you specialize in a school of magic exactly as a specialist Wizard does, as well as letting your levels in the arcane art stack with levels of Wizard to determine his caster level (so a 7th level Wanderer/5th level Wizard who chose this art and the arcane art 5 times would cast arcane spells as an 10th level Wizard). If you have specialist Wizard levels already, you must select the same school for this art as you chose for your Wizard levels. If your Wizard levels are not specialist levels, you may not specialize using this ability. You do not have to become a specialist arcane artist or Wizard if you take this art; it may be taken with the intent to only make levels of Wizard and Wanderer stack to determine caster level and spells known. However, if you have specialist Wizard or Wanderer levels, you must specialize your arcane arts the same way.

Divine: A Wanderer who takes the divine art gains one level of spellcasting as if he had taken a level in the Cleric base class, save that he does not gain domains or a domain spell slot. He uses his Wisdom modifier to determine save DCs and bonus spells, and must meditate and pray each day to prepare spells just as a Cleric does. This art draws spells from the Cleric spell list. This art does not automatically level, but may be chosen multiple times to advance his divine spellcasting further. Each time it is chosen, he gains new spell slots exactly as if he had gained a new level in Cleric (though he gains no other benefits from this art, such as improved undead turning).

Domains: You must have taken the divine art at least once to take this art. This art may be taken along side another magical art (so you may take this and a second magical art at the same level if you so choose), and may be taken alongside divine arts the first time you take them. This art may only be taken once.

This art lets you access two domains exactly as a Cleric does, granting you access to both of their domain powers and granting you the extra spell slots for domain spellcasting, as well as letting your levels in the divine art stack with levels of Cleric to determine his caster level (so a 7th level Wanderer/5th level Cleric who chose this art and the divine art 5 times would cast divine spells as an 10th level Cleric). If you have Cleric levels, you must select the same domains granted by those levels. For the purpose of determining domain power uses per day and the like, treat your Cleric level as your combined Cleric/divine arts level, exactly as you would for caster level.

Turn Undead: This art is takeable twice. The first time you take it lets you use Turn Undead as the Cleric ability of the same name. You may turn undead a number of times per day equal to 3 plus your Charisma modifier. Treat you Wanderer level as your Cleric level for the purpose of determining how strong an undead you my turn. The second time you take it, your levels in Wanderer stack with any levels you have in Cleric to determine how strong an undead you may turn. Good Wanderer's will turn undead, Evil Wanderers will rebuke undead, and Neutral Wanderers may choose whether they turn or rebuke undead, though once made, this choice cannot later be changed.

Psionic: A Wanderer who takes the psionic art gains one level of manifesting as if he had taken a level in the Psion base class, save that he does not gain access to a specific school of powers. He uses his Inteligence modifier to determine save DCs and bonus power points. This art draws powers from the Psion spell list. This art does not automatically level, but may be chosen multiple times to advance his manifesting further. Each time it is chosen, he learns new powers and gains new power points exactly as if he had gained a new level in Psion (though he gains no other benefits from this art, such as bonus feats or an improved Psi Crystal).

Psionic Specialist: You must have taken the psionic art at least once to take this art. This art may be taken along side another magical art (so you may take this and a second magical art at the same level if you so choose), and may be taken alongside psionic arts the first time you take them. This art may only be taken once.

This art lets you choose powers known from a single school, exactly as a regular Psion such as a Kineticist, and lets your levels in psionic arts stack with levels of Psion to determine your manifester level (so a 7th level Wanderer/5th level Psion who chose this art and the psionic art 5 times would manifest powers as an 10th level Psion). If you already have levels in Psion, you must choose the same school as you chose for that class.

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Many thanks to jiriku, who gave me LOTS of ideas for enhancing/fixing the abilities here; many of these abilities have been fixed to his version of them. You're a Godsend, dude.

VoxRationis
2014-04-09, 12:59 PM
Wanderer's Arts:
At each level, the Wanderer may choose two new arts, or continue advancing in an old art he has already chosen if it can be continued. Descriptions of the arts are listed below. If an art can be taken more than once, it is stated explicitly in the art's description how many times it may be taken and at what levels it may be taken. Additionally, no art may be taken twice on the same level unless stated in the art's description.


Is this to say that if you choose to continue an art, you don't get a second one, that continuation takes two art "slots?"

Are you trying to replace the entire class system? Because to me, it seems like you're trying for something modular and simple that can be built into any party role.

Magikeeper
2014-04-09, 05:18 PM
So, this creates spell casters with:

d6 HD
8+int skills per level*
All Good Saves
All class skills

With misc. other benefits as you level?

Well, correction, for three levels. Then they multiclass out. I would change it so that you can't pick mystic arts for your first class level - otherwise this class becomes an omnipresent dip for wizards/clerics/psions.

*Could pick the other choices, but this seems best for a brief caster dip.

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1st level stuff: I'm not sure if '1st level' is '1st level in the class' or 'your actual first level' as far as RAW is concerned.

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Skill bonuses: +1 does not stack up to the other choices. You could change them to +2 easily. I'd also change them all to work like the trapfinding choice, I.E. the first time you take them you get an additional reason to want that skill to be very high. Also, 'competence' bonuses are nice on attack/damage but terrible on skills since that is the most common skill++ magic item bonus type. You could leave the skill bonuses unnamed.

Noctis Vigil
2014-04-09, 08:21 PM
Oh yay, replies!


Is this to say that if you choose to continue an art, you don't get a second one, that continuation takes two art "slots?"

Are you trying to replace the entire class system? Because to me, it seems like you're trying for something modular and simple that can be built into any party role.

1.) No, the continuation does not take two slots, thank you for that catch, fixing now.

2.) This is actually a Jack-of-all-trades-master-of-none sort of thing, but I suppose it could be used to replace the class system, sure.


So, this creates spell casters with:

d6 HD
8+int skills per level*
All Good Saves
All class skills

With misc. other benefits as you level?

Well, correction, for three levels. Then they multiclass out. I would change it so that you can't pick mystic arts for your first class level - otherwise this class becomes an omnipresent dip for wizards/clerics/psions.

*Could pick the other choices, but this seems best for a brief caster dip.

------

1st level stuff: I'm not sure if '1st level' is '1st level in the class' or 'your actual first level' as far as RAW is concerned.

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Skill bonuses: +1 does not stack up to the other choices. You could change them to +2 easily. I'd also change them all to work like the trapfinding choice, I.E. the first time you take them you get an additional reason to want that skill to be very high. Also, 'competence' bonuses are nice on attack/damage but terrible on skills since that is the most common skill++ magic item bonus type. You could leave the skill bonuses unnamed.

1.) Hmm. You make a good point, but I'd rather not ban them from taking the mystic arts immediately; other than multiclassing, there's no real reason to do so, and it hinders anyone who actually wants to play a straight Wanderer from being versatile right off the bat. This class is pretty dippable for most classes, really, even if only for a level or two.

2.) "First level" means "first level of this class", yes.

3.) So you think Jack Of All Trades, Quick Fingers and Locksmith all need a bonus the first time you take them? I'll consider raising the bonus to +2, but not sure. Also, I could change bonus type, but I also listed it stacks with any other bonuses, so this shouldn't be a problem.

Magikeeper
2014-04-09, 10:55 PM
Multiclassing:
I think being the optimal dip for the vast majority of spellcasting builds is an issue. Can you imagine a player trying to talk their DM into allowing a homebrew ACF that trades a wizard's familiar and 1st level bonus feat for three levels of 8+int skills, all class skills, all good saves, and one of the following: Fighter bonus feat, sneak attack 1d6, evasion, +1 Con? Also more hp, but with slightly delayed specialization?

I think the goal of homebrew is to be played, and stapling a disproportionate power boost for caster dipping to the class really hurts its chances of getting approved.

And a straight wanderer that grabs magical arts at level one is missing out on any of the options that makes the class' chassis better. 3/4ths bab and the skill boost in particular. The 3/4ths bab option doing nothing at level one, yet punishing you for not taking it at level one, does not diminish its value to the straight wanderer. It does make it rather uninteresting at level one though, yes.

If being able to take magical arts at level 1 is really that important, I would suggest simply having the magical arts not stack with any spellcasting class. It would still be awesome for any build that only needs 3 levels and a..bit... easier to get DMs to swallow.

Skills: Having the bonus type be one of the non-stacking ones, only to note that the bonus does stack, seems needlessly confusing. You could just make it an unnamed bonus then. And +1 to a skill just does not stack up to the other options for any level. +2 doesn't really do it either unless whatever extra thing they get makes those skills quite a bit more valuable.

Noctis Vigil
2014-04-10, 11:56 AM
Alright, I'm convinced, you make good arguments. Now I just need to come up with a fluff reason for them not to be magically inclined right off the bat. Suggestions?

And sure, I can increase the bonus and change the bonus type, I guess. Will need to put some thought into what extra benefits would be a good idea on the skill boosting arts though. Once again, suggestions?

jiriku
2014-05-26, 08:05 PM
Strengths
You do a great job presenting a complex, option-rich class in a way that's accessible and intuitive. Well done.
I like the flexible, level-by-level approach to character design.

Do more of this
I love that you have several options for special bonuses at 1st level but the player can only choose two. I'd suggest more. Cleric domains, arcane specialization, and psionic specialization are good candidates.

A detailed look
Untyped bonuses are a real problem for game balance. Stay far away from them.
Three good saves is a bit much. How about the ability to choose any two good saves?
All the art choices should be equally good, but they vary widely in power. Some are also vulnerable to exploits (Melee and Ranged Combatant, for example). Rebalances are suggested.

General Arts:
Thick Skin: If taken at 1st level, this art increases the Wanderer's base hit die to a d10. At any other level, it grants +4 hit points.

Skillful: If taken at 1st level, this art increases the Wanderer's skill points per level to 8 + his Intelligence modifier. At any other level, it grants +5 skill points.

Strong Back: The Wanderer gains a permanent +1 competence bonus to his Dexterity score. This art may be taken more than once, but no more than once p. Each additional time increases the competence bonus by a further +1 (max +6).

Nimble: The Wanderer gains a permanent +1 competence bonus to his Dexterity score. This art may be taken more than once. Each additional time increases the competence bonus by a further +1 (max +6).

Durable: The Wanderer gains a permanent +1 competence bonus to his Constitution score. This art may be taken more than once. Each additional time increases the competence bonus by a further +1 (max +6).

Fleet Footed: The Wanderer gains a +10 ft competence bonus to one type of movement speed he permanently possesses. This art may be taken more than once, but no more than once per level. Each additional choice either grants the bonus to a different movement speed or increases the existing bonuses for one movement speed by a further +10 (max +30 ft).

Jack Of All Trades: The Wanderer gains a +5 competence bonus to all Profession checks. This art may be taken more than once, but no more than once per level. Each additional time increases the competence bonus by a further +5 (max +30).

Master Craftsman: The Wanderer gains a +5 competence bonus to all Craft checks and takes no penalties for making Craft checks with improvised tools. This art may be taken more than once, but no more than once per level. Each additional time increases the competence bonus by a further +5 (max +30).

Martial Arts:
Body Building: If taken at 1st level, the Wanderer's base attack bonus permanently uses the Medium progression. At any other level, the Wanderer may use the Good base attack bonus progression for that level only. This art may be taken more than once.

Melee Combatant: The Wanderer gains proficiency with all melee martial weapons. This art may be taken twice. Choosing it a second time grants proficiency with all melee exotic weapons.

Ranged Combatant: The Wanderer gains proficiency with all ranged martial weapons. This art may be taken twice. Choosing it a second time grants proficiency with all ranged exotic weapons.

Master Thrower: The Wanderer chooses either Strength or Dexterity, and uses that stat to determine both his bonus to hit and bonus damage for thrown weapons. To learn this art, the Wanderer must be proficient with all thrown martial weapons.

Exotic Warrior: Deleted (rolled into melee combatant)

Exotic Archer: Deleted (rolled into ranged combatant)

Tank: The Wanderer gains proficiency with heavy armor and shields (but not tower shields). This art may be taken twice. Choosing it a second time grants proficiency with exotic armor, exotic shields, and tower shields.

Warrior: The Wanderer may stack his levels in Wanderer and Fighter when determining his effective Fighter level, and gains a fighter bonus feat. This art may be taken multiple times, but no more than once per level. Each additional time it is chosen, the Wanderer gains another fighter bonus feat.

Melee Specialist: The Wanderer gains a +4 competence bonus to damage with melee weapons. This art may be taken multiple times, but no more than once per level. Each additional choice increases the competence bonus by an additional +4 (max +4/2 character levels). You must be proficient with all exotic melee weapons to select this art.

Ranged Specialist: The Wanderer gains a +4 competence bonus to damage with ranged weapons. This art may be taken multiple times, but no more than once per level. Each additional choice increases the competence bonus by an additional +4 (max +4/2 character levels). You must be proficient with all exotic ranged weapons to select this art.

Rage: The Wanderer can rage once per day, just like a 1st level barbarian. You can take this art more than once. Each additional choice grants two additional uses of rage per day.

Rogue Arts:
Backstabber: This art grants you a +1d6 sneak attack as a Rogue. You may take this art more than once, but no more than once per level. Each additional choice increases your sneak attack damage by +1d6 (max +1d6/ 2 character levels)

Quick Fingers: The Wanderer gains a +5 competence bonus to all Sleight of Hand checks, and may take 10 with skill even when rushed or threatened. This art may be taken more than once, but no more than once per level. Each additional choice increases the competence bonus by an additional +5 (max +30).

Locksmith: The Wanderer gains a +5 competence bonus to all Open Locks checks, and takes no penalties for using improvised lockpicks. This art may be taken more than once, but no more than once per level. Each additional choice increases the competence bonus by an additional +5 (max +30).

Trapfinder: The Wanderer gains a +5 competence bonus to all Sleight of Hand checks, and gains Trapfinding, as the rogue special ability. This art may be taken more than once, but no more than once per level. Each additional choice increases the competence bonus by an additional +5 (max +30).

Grenadier: The Wanderer gains a +4 competence bonus to all damage dealt with splash weapons. This art may be taken multiple times, but no more than once per level. Each additional choice increases the competence bonus by an additional +4 (max +4/2 character levels). You must be proficient with all exotic thrown weapons to select this art.

Mystic Arts:
Arcane: The Wanderer gains an arcane caster level equal to his Wanderer level, and can learn and prepare spells just as a 1st-level wizard does. He gains no other benefit, such as the wizard's familiar or the ability to specialize. This art may be taken more than once, but no more than once per level. Each additional choice allows the Wanderer learn and prepare spells as a wizard of one level higher (adding additional spells to his spellbook and gaining additional spells per day).

Arcane Schooling: The Wanderer stacks his arcane caster levels in both Wanderer and Wizard when determining his arcane caster level, and stacks his effective wizard levels from the Wanderer class with his actual Wizard levels when determining his available spells per day. Additionally, he may now specialize in a school of magic just as a wizard does. A Wanderer who is also a specialist wizard must specialize in the same school for both classes. A Wanderer who is a generalist wizard may not opt to specialize with this art.

Divine: The Wanderer gains a divine caster level equal to his Wanderer level, and can learn and prepare spells just as a 1st-level cleric does. He gains no other benefit, such as the cleric's domains or the ability to turn or rebuke undead. This art may be taken more than once, but no more than once per level. Each additional choice allows the Wanderer learn and prepare spells as a cleric of one level higher (gaining additional spells per day).

Domains: The Wanderer stacks his divine caster levels in both Wanderer and Cleric when determining his divine caster level, and stacks his effective cleric levels from the Wanderer class with his actual Cleric levels when determining his available spells per day or the effectiveness of his Cleric domain powers. Additionally, he gains access to domains just as a cleric of his effective cleric level, if he does not have them already. He gains the full benefit of the domains, including domain powers and domain spell slots. This art can't be used to gain more domains than a cleric would normally possess.

Psionic: The Wanderer gains a manifester level equal to his Wanderer level, gains power points and the ability to learn psionic powers just as a 1st-level psion does. He gains no other benefit, such as the psion's bonus skills or ability to specialize in a discipline. This art may be taken more than once, but no more than once per level. Each additional choice grants the Wanderer additional power points and the ability to learn powers as a psion of one level higher (gaining additional powers known).

Psionic Specialist: The Wanderer stacks his manifester levels in both Wanderer and Psion when determining his manifester level, and stacks his effective psion levels from the Wanderer class with his actual Psion levels when determining his available spells per day. Additionally, he may now specialize in a psionic discipline just as a psion does. A Wanderer who is also a psion must specialize in the same discipline for both classes.

Noctis Vigil
2014-07-21, 12:02 AM
And that, my friends, is why I consider jiriku an expert homebrewer and myself someone with homebrew as a hobby.

You nailed a lot of my aims on the head, jiriku. I very much like the way you made some of the bonuses work. I did notice that two of the Rogue Arts have Slight of Hand bonuses in your fixing there, though. Perhaps a Disable Device bonus on Trapfinder instead?

The idea of two saves of your choice being good is wonderful, I love it. Really captures the flavor of the class well.

I will probably be using most of your fixes, honestly. They limit the amount of times you can take each art well, which forces you to branch out more. I'll update and give you credit in the OP.

EDIT: added Lucky and Skill Focus to the list of Wanderer Arts.

Noctis Vigil
2014-07-24, 01:56 PM
Added three new arts: Diplomat (a Wanderer Art), Liar (a Rogue Art), and Turn Undead (a Mystic Art).

EDIT: Also edited Evasion; a Wanderer must now have a good Reflex save progression to take it.

jiriku
2014-07-24, 08:53 PM
These new arts are solid additions. And as the inimitable Forrest Gump once said, that's all I have to say about that.



Actually, you've got me thinking, what if you removed Jack of All Trades, Master Craftsman, Skill Focus, Quick Fingers, Locksmith, and Liar, and replaced them all with:


Artful Skill: Select any one skill, or the Craft, Profession, or Perform skill group. You gain a +5 competence bonus to checks with this skill, and can take 10 even when rushed or threatened. If the skill requires tools, you do not take a penalty for using improvised Tools. You may take this art multiple times. Each time this art is taken after the first, you may either select a new skill or improve your bonus with a previous skill, gaining an additional +5 competence bonus to checks (max +30).

For that matter it strikes me that Melee Specialist, Ranged Specialist, and Grenadier could be compressed into a single entry with three options, and the Arcane, Divine, and Psionic arts could be compressed in a similar fashion. This would reduce the word count on your class by several hundred words and reduce the number of Arts to learn by nine whilst not removing any options.

Noctis Vigil
2014-07-24, 09:04 PM
If I was redoing the class from scratch, I'd probably have it like that, but as it is, I'll leave it the way it is now. They can only get the BIG bonus (+30) on Wanderer-appropriate skills as I have it now, which I don't think is a bad thing.

Although they really do need an option for Perform, don't they? Will get on that.

EDIT: Got on it.