Clamps
2007-06-04, 01:53 AM
The Tourist - Discoverer of the Unknown
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|1st|2nd|3rd|4th|5th
1st|
+0|
+0|
+0|
+2|Camera, Fearless, Point Blank Shot|
1|
0|
0|
0
2nd|
+1|
+0|
+0|
+3|
Bad Translator|
2|
0|
0|
0|
0|
3rd|
+2|
+1|
+1|
+3|Far Shot|
3|
1|
0|
0|
0|
4th|
+3|
+1|
+1|
+4|---|
4|
2|
0|
0|
0|
5th|
+3|
+1|
+1|
+4|
Garish Shirt|
5|
3|
0|
0|
0|
6th|
+4|
+2|
+2|
+5|---|
6|
4|
1|
0|
0|
7th|
+5|
+2|
+2|
+5|---|
6|
5|
2|
0|
0|
8th|
+6/+1|
+2|
+2|
+6|Luck of the Magoo|
6|
6|
3|
0|
0|
9th|
+6/+1|
+3|
+3|
+6|---|
6|
6|
4|
1|
0|
10th|
+7/+2|
+3|
+3|
+7|Luggage|
6|
6
|5|
2|
0|
11th|
+8/+3|
+3|
+3|
+7|---|
6|
6|
6|
3|
0|
12th|
+9/+4|
+4|
+4|
+8|---|
6|
6|
6|
4|
1|
13th|
+9/+4|
+4|
+4|
+8|---|
6|
6|
6|
5|
2|
14th|
+10/+5|
+4|
+4|
+9|---|
6|
6|
6|
6|
3|
15th|
+11/+6/+1|
+5|
+5|
+9|Platinum Yendorian Express Card|
6|
6|
6|
6|
4|
16th|
+12/+7/+2|
+5|
+5|
+10|---|
6|
6|
6|
6|
5|
17th|
+12/+7/+2|
+5|
+5|
+10|---|
6|
6|
6|
6|
6|
18th|
+13/+8/+3|
+6|
+6|
+11|---|
7|
6|
6|
6|
6|
19th|
+14/+9/+4|
+6|
+6|
+11|---|
7|
7|
6|
6|
6|
20th|
+15/+10/+5|
+6|
+6|
+12|---|
7|
7|
7|
6|
6|
[/table]
Alignment: Any nonevil
Hit Die: 1d6
Class Skills:
Appraise (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Ride (Dex), Speak Language (None), Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
The world, it is big. It is big and full of things. Things that need to be seen to believed. While most adventurers are obsessed with finding adventure, the Tourist seeks only to go new places. Coming from his foreign land, the Tourist is a complete stranger to the ways of his vacation paradise. A Tourist therefore is often getting into trouble.
Weapon and Armor Proficiency: A Tourist is proficient with all simple weapons and thrown weapons.
Abilities: Tourists abilities take the form of items the tourist can use. A tourist obtains a package from his homeland containing the item whenever he obtains the proper level and goes into a town. Non-tourists attempting to use the item must make a DC 30 Use Magic Item check.
Camera: The most important item a Tourist has. This magical device lets the tourist take pictures of all the strange wildlife he encounters. Taking a picture of a monster is a full-round action that provokes an attack of opportunity. The flash functions as a Daze spell, so the enemy photographed takes no damage. Unlike a Daze spell, it works on nonhumanoids, provided they can see. A camera can be used three times a day, but after being used, it can not be used again for 6 rounds, as the photo needs to develop.
Fearless: A Tourist is immune to all magical fear effects.
Bad Translator: A Tourist can speak any language he does not know by using small guide books of dubious quality, however must succeed on a DC 25 Charisma check to do speak it properly. Failure causes a negative Attitude shift in one being spoken too. The Tourist must succeed on a DC: 30 Intelligence check to properly comprehend a language in either written or spoken form.
Luck of the Magoo: A tourist has the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Garish Shirt: This shirt is something only a foreigner would think is cool. It's so ugly, so tacky, so...garish, that anyone who so much as looks at it can do nothing but stare dumbfounded. Any enemy who sees a tourist in a garish shirt must make a DC 15 + The Tourist's Charisma Bonus Will save or be Fascinated as the effect for 1d4 rounds. A garish shirt will only affect someone once per day. Making the Savings Throw makes you immune to the effects...but it's still weird. A Garish Shirt can not be worn over armor, and gives no AC bonus.
The shirt becomes part of the Tourist's tacky soul. If lost or destroyed, he will find a new one in 2d6 days. It'll just "be" where he's looking.
Luggage: A tourist's luggage contains all of his personal belongings. Unfortunately, the travel service lost it, and couldn't find it until he reached level 10. The Luggage is a small chest with four legs, which functions as a bag of holding IV. It is capable of casting teleport and planar shift to follow the Tourist wherever he goes. It also functions as his protector, and fights at his side
Size/Type: Medium Luggage
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: ---
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 12, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Whever his Tourist is
Organization: Solitary
Challenge Rating: 3
Treasure: 500 GP
Alignment: Always neutral
Advancement: ---
Level Adjustment: —
If killed, a Luggage will get better and return to the tourist in 2d6 days.
Platinum Yendorian Express Card: This small metal card is filled with strange and foreign magics. Once a day, the Tourist can either use metamagic without paying a cost (i.e., without raising the spell level) or recharge a charged magic item at a cost of 100XP per use recharged.
Spells: A tourist casts spells based of Charisma, like a sorcerer. He uses spells from the Tourist Spell List.
Level 1
Create Water
Cure Minor Wounds
Detect Animals or Plants
Detect Magic
Endure Elements
Ghost Sound
Light
Longstrider
Mending
Mount
Open/Close
Read Magic
Sanctuary
Level 2
Alarm
Detect Animals
Detect Plants
Detect Secret Doors
Detect Snares and Pits
Detect Undead
Entropic Shield
Feather Fall
Floating Disc
Identify
Jump
Pass without Trace
Spider Climb
Tree Shape
Level 3
Glitterdust
Knock
Locate Object
See Invisibilty
Water Breathing
Level 4
Arcane Sight
Daylight
Phantom Steed
Repel Vermin
Transmute Mud to Rock
Tiny Hut
Level 5
Find the Path
Legend Lore
Moment of Prescience
Secure Shelter
Secret Chest
Sending
Shadow Walk
Seeming.
Needs filling out of the spell list, maybe some more power. Thoughts?
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features|1st|2nd|3rd|4th|5th
1st|
+0|
+0|
+0|
+2|Camera, Fearless, Point Blank Shot|
1|
0|
0|
0
2nd|
+1|
+0|
+0|
+3|
Bad Translator|
2|
0|
0|
0|
0|
3rd|
+2|
+1|
+1|
+3|Far Shot|
3|
1|
0|
0|
0|
4th|
+3|
+1|
+1|
+4|---|
4|
2|
0|
0|
0|
5th|
+3|
+1|
+1|
+4|
Garish Shirt|
5|
3|
0|
0|
0|
6th|
+4|
+2|
+2|
+5|---|
6|
4|
1|
0|
0|
7th|
+5|
+2|
+2|
+5|---|
6|
5|
2|
0|
0|
8th|
+6/+1|
+2|
+2|
+6|Luck of the Magoo|
6|
6|
3|
0|
0|
9th|
+6/+1|
+3|
+3|
+6|---|
6|
6|
4|
1|
0|
10th|
+7/+2|
+3|
+3|
+7|Luggage|
6|
6
|5|
2|
0|
11th|
+8/+3|
+3|
+3|
+7|---|
6|
6|
6|
3|
0|
12th|
+9/+4|
+4|
+4|
+8|---|
6|
6|
6|
4|
1|
13th|
+9/+4|
+4|
+4|
+8|---|
6|
6|
6|
5|
2|
14th|
+10/+5|
+4|
+4|
+9|---|
6|
6|
6|
6|
3|
15th|
+11/+6/+1|
+5|
+5|
+9|Platinum Yendorian Express Card|
6|
6|
6|
6|
4|
16th|
+12/+7/+2|
+5|
+5|
+10|---|
6|
6|
6|
6|
5|
17th|
+12/+7/+2|
+5|
+5|
+10|---|
6|
6|
6|
6|
6|
18th|
+13/+8/+3|
+6|
+6|
+11|---|
7|
6|
6|
6|
6|
19th|
+14/+9/+4|
+6|
+6|
+11|---|
7|
7|
6|
6|
6|
20th|
+15/+10/+5|
+6|
+6|
+12|---|
7|
7|
7|
6|
6|
[/table]
Alignment: Any nonevil
Hit Die: 1d6
Class Skills:
Appraise (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Ride (Dex), Speak Language (None), Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
The world, it is big. It is big and full of things. Things that need to be seen to believed. While most adventurers are obsessed with finding adventure, the Tourist seeks only to go new places. Coming from his foreign land, the Tourist is a complete stranger to the ways of his vacation paradise. A Tourist therefore is often getting into trouble.
Weapon and Armor Proficiency: A Tourist is proficient with all simple weapons and thrown weapons.
Abilities: Tourists abilities take the form of items the tourist can use. A tourist obtains a package from his homeland containing the item whenever he obtains the proper level and goes into a town. Non-tourists attempting to use the item must make a DC 30 Use Magic Item check.
Camera: The most important item a Tourist has. This magical device lets the tourist take pictures of all the strange wildlife he encounters. Taking a picture of a monster is a full-round action that provokes an attack of opportunity. The flash functions as a Daze spell, so the enemy photographed takes no damage. Unlike a Daze spell, it works on nonhumanoids, provided they can see. A camera can be used three times a day, but after being used, it can not be used again for 6 rounds, as the photo needs to develop.
Fearless: A Tourist is immune to all magical fear effects.
Bad Translator: A Tourist can speak any language he does not know by using small guide books of dubious quality, however must succeed on a DC 25 Charisma check to do speak it properly. Failure causes a negative Attitude shift in one being spoken too. The Tourist must succeed on a DC: 30 Intelligence check to properly comprehend a language in either written or spoken form.
Luck of the Magoo: A tourist has the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Garish Shirt: This shirt is something only a foreigner would think is cool. It's so ugly, so tacky, so...garish, that anyone who so much as looks at it can do nothing but stare dumbfounded. Any enemy who sees a tourist in a garish shirt must make a DC 15 + The Tourist's Charisma Bonus Will save or be Fascinated as the effect for 1d4 rounds. A garish shirt will only affect someone once per day. Making the Savings Throw makes you immune to the effects...but it's still weird. A Garish Shirt can not be worn over armor, and gives no AC bonus.
The shirt becomes part of the Tourist's tacky soul. If lost or destroyed, he will find a new one in 2d6 days. It'll just "be" where he's looking.
Luggage: A tourist's luggage contains all of his personal belongings. Unfortunately, the travel service lost it, and couldn't find it until he reached level 10. The Luggage is a small chest with four legs, which functions as a bag of holding IV. It is capable of casting teleport and planar shift to follow the Tourist wherever he goes. It also functions as his protector, and fights at his side
Size/Type: Medium Luggage
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: ---
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 12, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Whever his Tourist is
Organization: Solitary
Challenge Rating: 3
Treasure: 500 GP
Alignment: Always neutral
Advancement: ---
Level Adjustment: —
If killed, a Luggage will get better and return to the tourist in 2d6 days.
Platinum Yendorian Express Card: This small metal card is filled with strange and foreign magics. Once a day, the Tourist can either use metamagic without paying a cost (i.e., without raising the spell level) or recharge a charged magic item at a cost of 100XP per use recharged.
Spells: A tourist casts spells based of Charisma, like a sorcerer. He uses spells from the Tourist Spell List.
Level 1
Create Water
Cure Minor Wounds
Detect Animals or Plants
Detect Magic
Endure Elements
Ghost Sound
Light
Longstrider
Mending
Mount
Open/Close
Read Magic
Sanctuary
Level 2
Alarm
Detect Animals
Detect Plants
Detect Secret Doors
Detect Snares and Pits
Detect Undead
Entropic Shield
Feather Fall
Floating Disc
Identify
Jump
Pass without Trace
Spider Climb
Tree Shape
Level 3
Glitterdust
Knock
Locate Object
See Invisibilty
Water Breathing
Level 4
Arcane Sight
Daylight
Phantom Steed
Repel Vermin
Transmute Mud to Rock
Tiny Hut
Level 5
Find the Path
Legend Lore
Moment of Prescience
Secure Shelter
Secret Chest
Sending
Shadow Walk
Seeming.
Needs filling out of the spell list, maybe some more power. Thoughts?