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View Full Version : D&D 3.x Class Wanderer (3.5 Class; PEACH)



Ralcos
2015-03-02, 08:04 PM
The Wanderer
[CENTER]Not all who wander are lost.

http://images.ados.fr/1/divers/galerie-personnages-masculins/photo/hd/8085295808/3316394eb4/galerie-personnages-masculins-the-wanderer-phatpuppyart-big.jpg

Basic Gameplay Rules
Alignment: Any alignment, as long as requirements are met.

Hit Dice: d6 (6 + Constitution modifier at 1st level)

Skill Points: 6 + Intelligence modifier; x4 at 1st level
Class Skills:
Balance, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (all, taken individually), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Spot, Survival, Swim, Tumble, and Use Rope




Level
Base Attack Bonus
Fortitude
Reflex
Will
SPECIAL
Movement Speed


1
+0
+2
+2
+2
Wanderer's Path I, Light Step
+5 ft.


2
+1
+3
+3
+3
Evasion
+5 ft.


3
+2
+3
+3
+3
Wanderer's Path II
+10 ft.


4
+3
+4
+4
+4
Inhuman Reflexes, Uncanny Dodge
+10 ft.


5
+3
+4
+4
+4

+10 ft.


6
+4
+5
+5
+5
Wanderer's Path III
+15 ft.


7
+5
+5
+5
+5

+15 ft.


8
+6/+1
+6
+6
+6
Step of a Thousand, Improved Evasion
+15 ft.


9
+6/+1
+6
+6
+6
Wanderer's Path IV
+20 ft.


10
+7/+2
+7
+7
+7
Improved Uncanny Dodge
+20 ft.


11
+8/+3
+7
+7
+7

+20 ft.


12
+9/+4
+8
+8
+8
Wanderer's Path V, Small World
+25 ft.


13
+9/+4
+8
+8
+8

+25 ft.


14
+10/+5
+9
+9
+9

+25 ft.


15
+11/+6/+1
+9
+9
+9
Wanderer's Path VI
+30 ft.


16
+12/+6/+2
+10
+10
+10
As He Passes
+30 ft.


17
+12/+7/+2
+10
+10
+10

+30 ft.


18
+13/+8/+3
+11
+11
+11
Wanderer's Path VII
+40 ft.


19
+14/+9/+4
+11
+11
+11

+40 ft.


20
+15/+10/+5
+12
+12
+12
Wanderer's Horizon, Small Multiverse
+50





Class Features
Weapons and Armor Proficiency: Wanderers are proficient in all Simple weapons. Wanderers are also proficient in all Light armor and proficient with no Shields. Note that wearing anything heavier than Medium armor and/or carrying a Medium load or a Heavy load makes you lose certain class features

Light Step (EX):
As one without a home, you have learned to move efficiently, able to cross great distances in a shorter time than most.
As the Wanderer gains levels, his movement speed increases based on the class table above.
If the Wanderer wears anything heavier than Medium armor and/or carries a Medium or Heavy load, he loses this bonus movement speed.

Wanderer's Path:
A Wanderer can be from any background, race, creed, or even social class, able to learn many new things about himself and the universe around him at large. Because of this learning style, Wanderers are both versatile and focused in their abilities.
At 1st level, a Wanderer chooses a single Path, gaining all the features and bonuses of that chosen Path Rank 1.
As he levels (as shown above), a Wanderer can either increase his chosen Path by 1 Rank, gaining all of the features and bonuses of that Path's Rank OR he may choose a new Path that starts at Rank 1, gaining all of the features and bonuses of that Path's Rank.

Wanderer's Path Listings
Path of the Expert:
Those who choose the Path of the Expert are truly jacks-of-all-trades, able to emulate many things that a Rogue may do. Many consider these Wanderers to be scoundrels or brigands, doing what they can to survive in any environment and nearly every situation.
Alignment Restrictions: None
Expert Rank 1: At this Rank, the Expert Path grants the Disable Device, Open Lock, Sleight of Hand, and Use Magic Device as class skills.
In addition, this Path Rank grants the Trapfinding class feature (as the Rogue) as well as the Track feat as a Bonus feat.
Expert Rank 2: At this Rank, the Expert Path grants the use of Sneak Attack +2d6, dealing this damage to those who are caught off guard, you are flanking, or the target in any way loses their Dexterity modifier to Armor Class.
In addition, this Path Rank grants the Trap Sense +1 class feature (as the Rogue).
Expert Rank 3: At this Rank, the Expert Path grants the use of the Woodland Stride class feature (as the Ranger), as well as the use of the Swift Tracker class feature (as the Ranger). In addition, this Path Rank grants Feather Fall as an at-will extraordinary ability.
Expert Rank 4: At this Rank, the Expert Path grants the use of Sneak Attack +3d6, dealing this damage to those who are caught off guard, you are flanking, or the target in any way loses their Dexterity modifier to Armor Class. This effectively replaces the Sneak Attack feature from Rank 2.
In addition, this Path Rank grants the Trap Sense +2 class feature (as the Rogue). This effectively replaces the Trap Sense feature from Rank 2.
Expert Rank 5: At this Rank, the Expert Path grants a single Special Ability of your choice (as the Rogue).
In addition, this Path Rank grants the Camouflage feature (as the Ranger).
Expert Rank 6: At this Rank, the Expert Path grants the use of Sneak Attack +4d6, dealing this damage to those who are caught off guard, you are flanking, or the target in any way loses their Dexterity modifier to Armor Class. This effectively replaces the Sneak Attack feature from Rank 4.
In addition, this Path Rank grants the Trap Sense +3 class feature (as the Rogue). This effectively replaces the Trap Sense feature from Rank 4.
Expert Rank 7: At this Rank, the Expert Path grants a single Special Ability of your choice (as the Rogue).
In addition, this Path Rank grants the Empty Body class feature (as the Monk).
Expert Rank 8: At this Rank, the Expert Path grants the use of Sneak Attack +5d6, dealing this damage to those who are caught off guard, you are flanking, or the target in any way loses their Dexterity modifier to Armor Class. This effectively replaces the Sneak Attack feature from Rank 6.
In addition, this Path Rank grants a single Special Ability of your choice (as the Rogue).

Path of the Apprentice:
Those that choose the Path of the Apprentice are students of great arcane colleges or the gifted children of witches or sorcerers. These Wanderers learn arcane powers, eventually becoming more powerful than their peers. Some may say that these apprentices are arrogant and slow in both mind and body, but they are actually extremely studious and inquisitive; the Wanderers of the Apprentice going through their journey due to the lust for knowledge of all kinds.
Alignment Restrictions: None, though Warlock options require Chaotic or Evil alignments.
Apprentice Rank 1: At this Rank, the Apprentice Path grants 4 cantrips of your choice from the Sorcerer/Wizard list, as well as the knowledge of 2 1st-level spells of your choice from the Sorcerer/Wizard list. Each of the cantrips may be used as at-will spell-like abilities and 1st-level spells can be used twice per day as spell-like abilities, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the use of Eldritch Blast 1d6 class feature (as the Warlock), as well as the knowledge of 2 Least Invocations, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
Apprentice Rank 2: At this Rank, the Apprentice Path grants the knowledge of 2 additional 1st-level spells of your choice from the Sorcerer/Wizard list. Each of your known cantrips can be used as at-will supernatural abilities and 1st-level spells can be used four times per day as spell-like abilities, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the knowledge of 1 additional Least Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 3: At this Rank, the Apprentice Path grants the knowledge of 2 2nd-level Sorcerer/Wizard spells. Each of the 1st-level spells can be used six times per day as spell-like abilities, and can use each of the 2nd-level spells twice per day as spell-like abilities, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the use of Eldritch Blast 2d6 class feature (as the Warlock), as well as the knowledge of 1 additional Least Invocations, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 4: At this Rank, the Apprentice Path grants the knowledge of 2 additional 2nd-level spells of your choice from the Sorcerer/Wizard list. Each of the 1st-level spells can be used as at-will spell-like abilities, and can use each of the 2nd-level spells four times per day as spell-like abilities, and can use each of the 3rd-level spells twice per day, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the knowledge of 1 Lesser Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 5: At this Rank, the Apprentice Path grants the knowledge of 2 additional 3rd-level spells of your choice from the Sorcerer/Wizard list, and the knowledge of 2 3rd-level Sorcerer/Wizard spells. Each of the 1st-level spells can be used as at-will spell-like abilities, and can use each of the 2nd-level spells six times per day as spell-like abilities, and can use each of the 3rd-level spells twice per day, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the use of Eldritch Blast 3d6 class feature (as the Warlock), as well as the knowledge of 1 additional Lesser Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 6: At this Rank, the Apprentice Path grants the knowledge of 2 additional 3rd-level spells of your choice from the Sorcerer/Wizard list. Each of the 1st-level spells can be used as at-will supernatural abilities, and can use each of the 2nd-level spells as at-will spell-like abilities, and can use each of the 3rd-level spells four times per day, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the knowledge of 1 Greater Invocations, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 7: At this Rank, the Apprentice Path grants the knowledge of 2 4th-level spells of your choice from the Sorcerer/Wizard list. Each of the 2nd-level spells can be used as at-will supernatural abilities, and can use each of the 3rd-level spells six times per day, and the 4th-level spells can be used twice per day as spell-like abilities, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the use of Eldritch Blast 4d6 class feature (as the Warlock), as well as the knowledge of 1 additional Greater Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Apprentice Rank 8: At this Rank, the Apprentice Path grants the knowledge of 2 additional 4th-level spells of your choice from the Sorcerer/Wizard list, as well as the knowledge of 2 5th-level spells of your choice from the Sorcerer/Wizard list. Each of the 3rd-level spells can be used as at-will spell-like abilities, and can use each of the 4th-level spells four times per day, and the 5th-level spells can be used twice per day as spell-like abilities, using Charisma as the modifier for casting DCs.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
At this Rank, the Apprentice Path grants the knowledge of 1 Dark Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).

Path of the Acolyte:
The Path of the Acolyte has priests of all different religions and philosophies, each one a wandering prophet and teacher. Knowledgeable and spiritual, these Wanderers are gifted by both devotion and enlightenment towards their chosen belief. Others may see the Wandering Acolyte as having too much piety, but this Wanderer sees himself as only a tool for the gods at hand. Nothing more, and nothing less.
Alignment Restrictions: You must be the same alignment as your chosen deity/philosophy, or within one step of said alignment.
Note: You must follow a deity/philosophy in order to take this Path.
Acolyte Rank 1: At this Rank, the Acolyte Path grants the learning of one Cleric Domain that your deity/philosophy allows. You gain the Domain’s listed power/ability as an at-will supernatural ability (if applicable), or as a racial trait (if applicable).
In addition, you gain the knowledge of 4 cantrips of your choice from the Cleric spell list as well as the knowledge of your chosen domain’s 1st-level spell. Each of the cantrips can be used as at-will spell-like abilities and the 1st-level domain spell can be used twice per day as spell-like abilities, using Charisma as the ability score to determine casting DCs.
Acolyte Rank 2: At this Rank, the Acolyte Path grants the knowledge of 1 additional 1st-level spell of your choice from the Cleric spell list. Each of the cantrips can be used as at-will supernatural abilities and 1st-level spells can be used four times per day as spell-like abilities, using Charisma as the ability score to determine casting DCs.
In addition, you gain the ability to Turn OR Rebuke Undead as a Cleric of your level.
Acolyte Rank 3: At this Rank, the Acolyte Path grants the knowledge of your chosen domain’s 2nd-level domain spell. Each of the cantrips can be used as at-will supernatural abilities, each of your 1st-level spells can be used six times per day as spell-like abilities, and your chosen domain’s 2nd-level spell can be used two times per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
In addition, you can use Detect Evil/Good/Law/Chaos as an at-will supernatural ability.
Acolyte Rank 4: At this Rank, the Acolyte Path grants the knowledge of 1 additional 2nd-level spell of your choice from the Cleric spell list. Each of the 1st-level spells can be used as at-will spell-like abilities and each of your 2nd-level spells can be used four times per day as spell-like abilities, using Charisma as the ability score to determine casting DCs.
In addition, you can use Smite Opposition twice per day as a spell-like ability.
Acolyte Rank 5: At this Rank, the Acolyte Path grants the knowledge of your chosen domain’s 3rd-level domain spell. Each of the 1st-level spells can be used as at-will supernatural abilities, each of your 2nd-level spells can be used six times per day as spell-like abilities, and your chosen domain’s 3rd-level spell can be used twice per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
In addition, you can use Smite Opposition four times per day as a spell-like ability, and you gain the Divine Grace class feature (as a Paladin).
Acolyte Rank 6: At this Rank, the Acolyte Path grants the knowledge of 1 additional 3rd-level spell of your choice from the Cleric spell list. Each of the 2nd-level spells can be used as at-will spell-like abilities, each of your 3rd-level spells can be used six times per day as spell-like abilities, and each of your 3rd-level spells can be used four times per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
In addition, you can use Smite Opposition six times per day as a spell-like ability, and you gain the Divine Health class feature (as a Paladin).
Acolyte Rank 7: At this Rank, the Acolyte Path grants the knowledge of your chosen domain’s 4th-level domain spell. Each of the 2nd-level spells can be used as at-will supernatural abilities, each of your 3rd-level spells can be used as at-will spell-like abilities, and your 4th-level domain spell can be used twice per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
In addition, you can use Smite Opposition as an at-will spell-like ability.
Acolyte Rank 8: At this Rank, the Acolyte Path grants the knowledge of 1 additional 4th-level spell of your choice from the Cleric spell list, as well as the knowledge of your chosen domain’s 5th-level domain spell. Each of the 3rd-level spells can be used as at-will supernatural abilities, each of your 4th-level spells can be used as at-will spell-like abilities, and your 5th-level domain spell can be used twice per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
In addition, this Path Rank grants the knowledge of 1 additional 1st-level spell from the Cleric spell list, 1 additional 2nd-level spell from the Cleric spell list, and 1 additional 3rd-level spells from the Cleric spell list.

Path of the Warrior:
The Path of the Warrior is filled with martial artists of all kinds, whether unarmed or with a plethora of weapons on hand. These armored Warriors are great protectors of their favorite homeland or mysterious conquerors, warlords known for their military prowess and strength. Usually seen as bloodthirsty and violent (and sometimes are), they can also be courageous and loyal, able to keep morale up no matter if he is in a small adventuring party or a fortress metropolis.
Alignment Restrictions: None
Warrior Rank 1: At this Rank, the Warrior Path grants proficiency in all Martial weapons, one Exotic Weapon of your choice, as well as Medium armor and all Shields (excluding Tower Shields).
In addition, this Path Rank grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as granting Weapon Focus as a Bonus Feat with any one weapon that you are proficient in.
Warrior Rank 2: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat.
In addition, this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 3: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as treating his Constitution modifier as one point higher for the purposes of determining total Hit Points.
In addition, this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 4: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as treating any weapon that you wield as a size category larger for the purposes of determining damage being rolled.
In addition, this Path Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 5: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as granting a +1 Morale bonus to all attack rolls and damage rolls made with weapons you are proficient in.
In addition, this Path Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 6: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as increasing Maximum Dexterity Bonus of any worn armor by 1 and decreasing Armor Check Penalty of any worn armor/shield by 1.
In addition, this Path Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 7: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as granting a +1 Morale bonus to all attack rolls and damage rolls made with weapons you are proficient in.
In addition, this Path Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Warrior Rank 8: At this Rank, the Warrior Path grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as increasing Maximum Dexterity Bonus of any worn armor by 1 and decreasing Armor Check Penalty of any worn armor/shield by 1.
In addition, this Path Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.

Path of the Medium:
Pure thought is different than what the Psions preach, making them restrict themselves in their mental prowess. Wanderers of the Medium are what are considered to be the true philosophers within the Multiverse, travelling both the physical worlds and the worlds of pure thoughts and visions. Seeing is completely different than Understanding, as far as these Wanderers think and preach and to the annoyance of other scholars and philosophers.
Alignment Restrictions: None
Medium Rank 1: At this Rank, the Path of the Medium grants 8 Power Points per Day, as well as learning any 2 1st-level Powers of your choice from the Psion/Wilder power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 2: At this Rank, the Path of the Medium grants 4 additional Power Points per Day, learning any 1 2nd-level Power of your choice from the Psion/Wilder power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 3: At this Rank, the Path of the Medium grants 4 additional Power Points per Day, learning any 1 additional 2nd-level Power of your choice from the Psion/Wilder power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 4: At this Rank, the Path of the Medium grants 4 additional Power Points per Day, learning any 1 additional 2nd-level Power of your choice from the Psion/Wilder power list, as well as learning any 1 3rd-level power of your choice from the Psion/Wilder power list You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 5: At this Rank, the Path of the Medium grants 4 additional Power Points per Day, learning any 1 additional 3rd-level Power of your choice from the Psion/Wilder power list, with known 1st-level Powers costing no Power Points to manifest (with the normal costs of augmenting a 1st-level power staying the same), treated as a psi-like ability. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 6: At this Rank, the Path of the Medium grants 2 additional Power Points per Day, learning any 1 4th-level Power of your choice from the Psion/Wilder power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 7: At this Rank, the Path of the Medium grants 2 additional Power Points per Day, learning any additional 1 4th-level Power of your choice from the Psion/Wilder power list, with known 2nd-level Powers costing no Power Points to manifest (with the normal costs of augmenting a 2nd-level power staying the same). You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you a Bonus Feat that must be a Psionic Feat, MetaPsionic Feat, or a Psionic Item Creation feat.
Medium Rank 8: At this Rank, the Path of the Medium grants 2 additional Power Points per Day, learning any 1 5th-level Power of your choice from the Psion/Wilder power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.
In addition, this Path Rank grants you the ability to learn any 2 additional 1st-level powers, 1 additional 2nd-level power, and 1 additional 3rd level power of your choice from the Psion/Wilder Power list.


Evasion:
At 2nd level and higher, a Wanderer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Wanderer is wearing Medium armor, Light armor, or no armor. A helpless Wanderer does not gain the benefit of evasion.
At 8th level, the Wanderer still takes no damage on a successful Reflex saving throw against attacks, but he takes only half damage on a failed save. A helpless Wanderer does not gain the benefit of improved evasion.

Inhuman Reflexes:
At 4th level and higher, a Wanderer no longer provokes Attacks of Opportunities with his movement.

Uncanny Dodge:
Starting at 4th level, a Wanderer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
At 10th level, A Wanderer can no longer be flanked. This defense denies another Rogue/Wanderer the ability to Sneak Attack the character by flanking him, unless the attacker has at least four more Rogue or Wanderer levels than the target does. If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.

Step of a Thousand:
A Wanderer of 8th level and higher can use Dimension Door as an at-will spell-like ability.

Small World:
Once per day as a Full-Round Action, a Wanderer of 12th level and higher can announce that he, alongside one other character per point of Charisma bonus, will travel to a known destination on the same plane within 1d4 hours, without any encounters or other obstacles in their path. This cannot be used to travel to places within an hour’s walk, nor can it be used to travel to different planes, demi-planes, or pocket dimensions.
Those that are affected with this ability are not healed, and appear to the stated location as if they had just gotten there from their previous location.

As He Passes:
Once per Day as a Standard Action, a Wanderer of 16th level and higher can “mark” a specific location that the Wanderer is currently in (a village, cave network, castle, dungeon, etc) with a DC 35 Knowledge check, with the type of knowledge dependant on said chosen location. A failed attempt still spends this ability.
With a successful mark, the Wanderer is granted a +2 bonus to all Attack Rolls, Saving Throws, Ability Checks, and Skill Checks whenever he is within that area. This ability lasts for 24 hours, or until he dismisses it with a Standard Action.

Wanderer’s Horizon:
When a Wanderer reaches 20th level, he has dreamed of seeing the physical existence of the Horizon of the Multiverse and was awestruck by the emptiness of the void of anything that resides there. Inspired and enlightened by the Horizon, he discovered potential within himself that even the entirety of the Multiverse didn’t see when he was planned and created, expanding upon already existing knowledge, skills, and talents.
Choose a Path that you have completed at least 1 Rank with. That Rank is now considered a Master Path, granting all of the bonuses, traits, and abilities.

Master Path Listings
Master Expert Rank: This Master Rank grants a Sneak Attack +10d6, and also grants a Special Ability (as Rogue). The Sneak Attack bonus replaces any previous Sneak Attack bonuses that were granted by Expert Ranks.
Apprentice Master Rank: This Master Rank grants the knowledge of 2 additional cantrips, 2 additional 1st-level spells, 2 additional 2nd-level spells, 1 additional 3rd-level spell, 1 additional 4th-level spell, 1 additional 5th-level spell of your choice from the Sorcerer/Wizard list, as well as the knowledge of 1 6th-level spell of your choice from the Sorcerer/Wizard list. Each of the 3rd-level spells can be used as at-will supernatural abilities, can use each of the 4th-level spells six times per day, the 5th-level spells can be used four times per day as spell-like abilities, and the 6th-level spell can be used twice per day as a spell-like ability, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
OR
This Master Rank grants the knowledge of 1 additional Least Invocation, 1 additional Lesser Invocation, 1 additional Greater Invocation, and 1 additional Dark Invocation, using Charisma as the modifier for casting DCs.
If you chose an option during Rank 1, you cannot take the other option in future ranks.
In addition, this Path Rank grants a Bonus Feat (of either a Metamagic Feat or an Item Creation Feat).
Acolyte Master Rank: This Master Path grants the knowledge of 1 additional cantrip, 1 additional 1st-level spell from the Cleric spell list, 1 additional 2nd-level spell from the Cleric spell list, 1 additional 3rd-level spell from the Cleric spell list, 1 additional spell from the Cleric spell list, and 1 additional 1 additional 5th-level spell of your choice from the Cleric spell list, as well as the knowledge of your chosen domain’s 6th-level domain spell. Each of your 4th-level spells can be used as at-will supernatural abilities, your 5th-level spells can be used four times per day as spell-like abilities, and your 6th-level domain spell can be used twice per day as a spell-like ability, using Charisma as the ability score to determine casting DCs.
Warrior Master Rank: This Master Rank grants a single Fighter/Combat feat of your choice as a Bonus Feat, as well as considering any weapon you wield to be a +6 weapon for the purposes of ignoring Damage Reduction.
In addition, this Master Rank grants Greater Weapon Specialization with your previously chosen Greater Weapon Focus weapon, OR this Path Rank grants Greater Weapon Focus with your previously chosen Weapon Specialization weapon, OR this Path Rank grants Weapon Specialization with your previously chosen Weapon Focus weapon, OR this Path Rank grants Weapon Focus to any one weapon of choice that you are proficient in.
Medium Master Rank: This Master Rank grants 8 additional Power Points per Day, learning any 2 additional 1st-level powers, 1 additional 2nd-level power, 1 additional 3rd-level power, 1 additional 4th-level power, and 1 additional 5th-level power of your choice from the Psion/Wilder Power list. You manifest these powers with your Charisma modifier being used to determine your power’s Save DCs, and you follow the same manifestation rules as any manifesting class.


Small Multiverse:
Once per day as a Full-Round Action, a Wanderer of 20th level and higher can announce that he, alongside one other character per point of Charisma bonus, will travel to a known destination on any plane of existence within 1d4 hours, without any encounters or other obstacles in their path. This cannot be used to travel to places within an hour’s walk, but it can be used to travel to different known locations on different planes, demi-planes, or pocket dimensions.
Those that are affected with this ability are not healed, and appear to the stated location as if they had just gotten there from their previous location.

Well, this is a class I built using an ancient idea for a class I had for a contest. While I didn't win, I saw that the class was pretty good, due to the class balancing itself.
I basically fluffed it up a little bit and made it fit into the base world of D&D. I wonder if this is a good balance?
Hopefully, you guys like the class!

Any suggestions/ideas/criticisms? They WOULD be appreciated.
Thanks in advance!

Ralcos
2015-03-07, 03:01 PM
No comments? Huh. Didn't think my class balancing skills were THAT great......

Ralcos
2015-03-13, 02:24 PM
*Casts Bump Thread spell, using the Empower Spell and Maximize Spell metamagic feats*

WunSukong
2015-03-13, 04:08 PM
I like the concept, but it kind of feels as though it's just reproducing the other classes within this class while still gaining move speed.

What makes the wanderer special?

How is he different from someone who dips into Warlock / Fighter / Rogue?

AkazilliaDeNaro
2015-03-13, 07:11 PM
Oh, god that table, sorry, but I have to fix that.



Lvl
BAB
Fort
Ref
Will
SPECIAL
Move Speed


1
+0
+2
+2
+2
Wanderer's Path I, Light Step
+5 ft.


2
+1
+3
+3
+3
Evasion
+5 ft.


3
+2
+3
+3
+3
Wanderer's Path II
+10 ft.


4
+3
+4
+4
+4
Inhuman Reflexes, Uncanny Dodge
+10 ft.


5
+3
+4
+4
+4

+10 ft.


6
+4
+5
+5
+5
Wanderer's Path III
+15 ft.


7
+5
+5
+5
+5

+15 ft.


8
+6/+1
+6
+6
+6
Step of a Thousand, Improved Evasion
+15 ft.


9
+6/+1
+6
+6
+6
Wanderer's Path IV
+20 ft.


10
+7/+2
+7
+7
+7
Improved Uncanny Dodge
+20 ft.


11
+8/+3
+7
+7
+7

+20 ft.


12
+9/+4
+8
+8
+8
Wanderer's Path V, Small World
+25 ft.


13
+9/+4
+8
+8
+8

+25 ft.


14
+10/+5
+9
+9
+9

+25 ft.


15
+11/+6/+1
+9
+9
+9
Wanderer's Path VI
+30 ft.


16
+12/+6/+2
+10
+10
+10
As He Passes
+30 ft.


17
+12/+7/+2
+10
+10
+10

+30 ft.


18
+13/+8/+3
+11
+11
+11
Wanderer's Path VII
+40 ft.


19
+14/+9/+4
+11
+11
+11

+40 ft.


20
+15/+10/+5
+12
+12
+12
Wanderer's Horizon, Small Multiverse
+50 ft'








Lvl
BAB
Fort
Ref
Will
SPECIAL
Move Speed


1
+0
+2
+2
+2
Wanderer's Path I, Light Step
+5 ft.


2
+1
+3
+3
+3
Evasion
+5 ft.


3
+2
+3
+3
+3
Wanderer's Path II
+10 ft.


4
+3
+4
+4
+4
Inhuman Reflexes, Uncanny Dodge
+10 ft.


5
+3
+4
+4
+4

+10 ft.


6
+4
+5
+5
+5
Wanderer's Path III
+15 ft.


7
+5
+5
+5
+5

+15 ft.


8
+6/+1
+6
+6
+6
Step of a Thousand, Improved Evasion
+15 ft.


9
+6/+1
+6
+6
+6
Wanderer's Path IV
+20 ft.


10
+7/+2
+7
+7
+7
Improved Uncanny Dodge
+20 ft.


11
+8/+3
+7
+7
+7

+20 ft.


12
+9/+4
+8
+8
+8
Wanderer's Path V, Small World
+25 ft.


13
+9/+4
+8
+8
+8

+25 ft.


14
+10/+5
+9
+9
+9

+25 ft.


15
+11/+6/+1
+9
+9
+9
Wanderer's Path VI
+30 ft.


16
+12/+6/+2
+10
+10
+10
As He Passes
+30 ft.


17
+12/+7/+2
+10
+10
+10

+30 ft.


18
+13/+8/+3
+11
+11
+11
Wanderer's Path VII
+40 ft.


19
+14/+9/+4
+11
+11
+11

+40 ft.


20
+15/+10/+5
+12
+12
+12
Wanderer's Horizon, Small Multiverse
+50 ft'