PDA

View Full Version : D&D 3.x Class The Navigator (3.5 Base Class, PEACH)



Alabenson
2022-06-09, 07:45 AM
The Navigator

The world is a massive place, as any adventurer can attest, and nearly every adventure starts with a journey. The undisputed masters of such journeys are the navigators, explorers who can find their way to nearly any goal through almost any obstacles. Wielding a combination of mundane and magical training, combined with a uncanny ability to negotiate natural hazards of all types, navigators can unerringly plan the best course to reach a destination, and next to nothing can stop them from reaching their goals.

Adventures: To navigators, adventuring is way of life. Driven by wanderlust, navigators are naturally disposed towards the itinerant lifestyle that many adventurers lead.

Characteristics: First and foremost, navigators are experts at travel, able to plan routes, pinpoint destinations and overcome obstacles with skill that few others can equal. This mastery of travel also grants navigators the ability to easily bypass many natural dangers, and even wield the power of nature through a mixture of spells and a unique martial technique known as the stormblow.

Alignment: The wanderlust that drives navigators can be found in individuals of every disposition. A good navigator might use their abilities to assist those who need to travel through dangerous territory. Evil navigators, on the other hand, are quite happy to sell their abilities to the highest bidder, no matter how sinister their employers may be.

Religion: Unsurprisingly, most navigators tend to revere deities of travel. A few navigators, however, particularly those who prefer to travel via ship or are more in tune with their magical abilities, favor weather or nature deities.

Background: Navigators are typically largely self-taught, accruing their skills over a lifetime of fascination with travel. On occasion, a prospective navigator will have the opportunity to study under an older member of the class, and in rare instances an individual training to become a druid or ranger will readjust their focus and become a navigator instead.

Races: Halflings and half-elves make up many navigators, as both races travel frequently and appreciate a navigator’s abilities. Half-orcs will occasionally seek training as navigators as well, as many lack homes and spend much of their life wandering from place to place. Dwarves and elves, on the other hand, are often too tied to their homes for the navigator’s lifestyle to hold any appeal.

Other Classes: Most other classes appreciate the presence of a navigator, given their ability to ease travel. Druids, however, will sometimes see look down on navigators due to their similar abilities but narrower focus.

Role: First and foremost, navigators excel at preparing their groups for travel, locating their prospective goals and preparing the best route to reach there. Furthermore, while navigators aren’t as powerful combatants as more martially specialized classes, their stormblow ability enables them to effectively disrupt their adversaries.

GAME RULE INFORMATION
Navigators have the following game statistics
Abilities: Wisdom is the most important ability for a navigator, as it powers their spellcasting as well as many of their special abilities. As navigators tend to wear light armor, they also benefit from having high Dexterity.
Alignment: Any
Hit Die: D8
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills:
Balance, Climb, Concentration, Craft (any), Escape Artist, Handle Animal, Hide, Jump, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (the planes), Listen, Move Silently, Profession (any), Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st level: (6 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier



LevelBABFortRefWillSpecial0th 1st 2nd 3rd 4th 5th



1st+0+2+0+2 Negotiate Hazards +2, Plot Course, Stormblow (Severe) 3 2 -- -- -- --



2nd+1+3+0+3 Reactive Instincts 1/day 4 3 -- -- -- --



3rd+2+3+1+3 Lesser Resist Weather 5 4 -- -- -- --



4th+3+4+1+4 Cartography 1/day 6 5 -- -- -- --



5th+3+4+1+4 Negotiate Hazards +4 6 5 2 -- -- --



6th+4+5+2+5 Learn Location, Stormblow (Windstorm) 6 6 3 -- -- --



7th+5+5+2+5 Resist Weather 6 6 5 -- -- --



8th+6+6+2+6 Reactive Instincts 2/day 6 7 6 -- -- --



9th+6 +6+3+6 Navigate Hazards +6 6 7 6 2 -- --



10th+7+7+3+7 Cartography 2/day 6 8 7 3 -- --



11th+8+7+3+7 Mass Resist Weather, Stormblow (Hurricane) 6 8 7 5 -- --



12th+9+8+4+8 Improved Learn Location 6 8 8 6 -- --



13th+9+8+4+8 Negotiate Hazards +8 6 9 8 6 2 --



14th+10+9+4+9 Reactive Instincts 3/day 6 9 8 7 3 --



15th+11+9+5+9 Greater Resist Weather 6 9 8 7 5 --



16th+12+10+5+10 Cartography 3/day, Stormblow (Tornado) 6 9 9 8 6 --



17th+12+10+5+10 Negotiate Hazards +10 6 10 9 8 6 2



18th+13+11+6+11 Greater Learn Location 6 10 9 8 7 3



19th+14+11+6+11 Weather Mastery 6 10 10 9 7 5



20th+15+12+6+12 Astral Navigation, Reactive Instincts 4/day 6 10 10 10 8 6



Weapon and Armor Proficiencies: A navigator is proficient with all simple and martial weapons. Navigators are proficient with light armor and shields (except tower shields).

Spells: A navigator casts divine spells, which are drawn from the navigator spell list (see below). A navigator can cast any spell he knows without preparing it ahead of time.
To prepare or cast a navigator spell, a navigator must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a navigator spell is 10 + the spell’s level + the navigator’s Wis modifier.
A navigator can cast only a certain number of spells of each spell level per day. The navigator’s base daily spell allotment is given on the Table. In addition, a navigator receives bonus spells per day if he has a high Wisdom score.
Navigators prepare and cast their spells the way a cleric does, though they cannot lose a prepared spell to cast a cure in its place. A navigator may prepare and cast any spell on the navigator spell list, provided they can cast spells of that level, but must choose which spells to prepare during their daily meditation.
Negotiate Hazards (Ex): Navigators are highly trained in dealing with mundane obstacles, receiving a +2 competence bonus to Balance, Climb, Jump and Swim checks. Furthermore, if the navigator wishes, they may grant a competence bonus to these skills equal to one half of this bonus to any allies they may have within 30 ft.
For every 4 levels the navigator has past 1st the bonus the navigator receives increases by an additional +2 (+4 at 5th, +6 at 9th, +8 at 13th, and +10 at 17th).

Plot Course (Ex): Through dedicated planning and preparation, a navigator can grant themselves a significant advantage when traveling overland. Once per day, the navigator can spend one hour planning a route to a location within 5 miles per navigator class level, culminating in a DC 20 Survival check. If the check succeeds, the navigator receives a circumstance bonus equal to +2 per navigator class level to any Survival made to forage for food, withstand severe weather, or to keep from getting lost on the way to their desired location.

Stormblow (Su): Navigators have the ability to imbue strikes with powerful natural energy, dealing increased damage and subjecting their enemies to powerful winds. As a standard action, a navigator can make a single melee attack. If this attack hits, it deals additional damage equal to the navigator’s Wisdom modifier. This damage can either be cold, electricity, fire, or sonic damage, with the navigator choosing what type of damage they wish to deal when they make their attack. Furthermore, regardless if the attack hits, the target must succeed at a Fortitude Save (DC 10 +1/2 the navigator’s class level + the navigator’s Wisdom modifier) or be subjected to the effects of severe wind (see DMG page 95).
Alternatively, the navigator may choose to use this ability as a full round action. If they do, they may add their navigator class level as extra damage to their attack along with their Wisdom modifier. Furthermore, all creatures within a cone of length equal to 5 ft per 2 navigator levels must make a Fortitude save or be subjected to the energy damage and wind effects of the stormblow.
The intensity of the wind created by the stormblow increases to windstorm strength at level 6, it increases to hurricane strength at level 11, and increases to tornado strength at level 16.

Reactive Instincts (Ex): Starting at level 2, a navigator can react to danger with preternatural speed and agility. Once per day, a navigator can elect to automatically be able to act during the surprise round of combat. Furthermore, the navigator gains the ability to add their Wisdom modifier to their AC, initiative, and Reflex saves for a number of rounds equal to 3 + their Wisdom modifier. For every six navigator levels past 2nd, the navigator gains the ability to use this ability an additional time per day (2/day at 8th, 3/day at 14th, and 4/day at 20th)

Lesser Resist Weather (Ex): A navigator of at least 3rd level develops the ability to greatly withstand the effects of the weather. This has a number of effects:
- The navigator is no longer subject to the -4 penalty imposed by rain or snow on ranged attacks or Listen, Search or Spot checks, and the penalties to Listen, Search or Spot checks imposed by storms are reduced to -4 from -8.
- Winds of strong or severe strength no longer impose penalties on Listen checks. Furthermore, the navigators ranged attacks are treated as siege weapons when determining how they are effected by wind.
- The navigator is treated as being 1 size category larger when determining how the wind affects them.
- The navigator is able to ignore the concealment provided by fog, either natural or created by spells such as fog cloud. Concealment granted by other sources affects the navigator normally.
- The navigator is protected from extreme temperatures, as per the endure elements spell.

Cartography (Su): Beginning at 4th level, a navigator can create a map of their surrounding environment. To use this ability, the navigator first selects a scale of the map they wish to create, out to a radius of either 5 miles, 250 feet or 25 feet per class level, after which the navigator must then concentrate for 10 minutes. At the end of that time, the navigator conjures a map that details an area selected, with the larger the area the less detail provided.
A map with a radius of 5 miles per level displays the general terrain and all major landmarks, such as lakes, rivers, settlements, ruins and so on.
A map with a radius of 250 feet per level provides a layout of the surrounds, showing individual roads and buildings.
A map with a radius of 25 feet per level provides a detailed floor plan of any structures within the area. This floor plan can reveal the presence of any secret rooms, however hidden doors will not be shown unless the navigator succeeds on a Survival check against the DC to locate the door with Search. Likewise, the location of any traps within the area of the map may be noted, but only if the navigator succeeds on a Survival check against the trap’s Search DC.
Initially, the navigator can use this ability once per day. At 10th level and again at 16th level, the navigator gains an additional use of this ability per day.

Learn Location (Su): Beginning at 6th level, a navigator can determine the general direction and distance of a person, place or object on the same plane (or determine the plane of existence the target is on, if it is locate on a different plane) as a standard action. After the navigator uses this ability, they retain this knowledge for 10 minutes per class level.
In order to use this ability, the navigator must have a strong connection to the target. If the target is a creature, the navigator must have either met them in person or have some portion of their body. If the target is a place, then the navigator must have visited it in person at least once. If the target is an object, then the navigator must have touched it at least once.
The navigator can use this ability a number of times per day equal to their Wisdom modifier (minimum once).

Resist Weather (Ex): A navigator of 7th level or higher becomes further resistant to the effects of weather:
- The navigator’s ranged attacks and Listen no longer take penalties from winds of less than tornado strength, and may make ranged attacks and Listen checks in tornado strength wind at a -4 penalty.
- Precipitation such as rain, snow or hail no longer effects a navigator’s movement, and navigators take no damage from mundane hail.
- The navigator is now treated as two size categories larger when determining how they are affected by wind.

Mass Resist Weather (Su): At level 11, a navigator gains the ability to grant the benefits of their resist weather ability to all allies within 30 feet.

Improved Learn Location (Su): Starting at 12th level, a navigator further refines their learn location ability, reducing the strength of the connection needed to target something with this ability. The navigator can now target a creature as long as they know the name of the creature or have one of the creature’s possessions, and the navigator can target a place or object as long as the navigator has viewed the target at least once before (including by magical means).

Greater Resist Weather (Ex): A navigator of 15th level or higher becomes completely impervious to the weather. They become completely immune to wind effects, natural lightning and non-magical fire and cold damage. Furthermore, the navigator is not subject to damage or negative effects from other extreme natural or supernatural weather hazards. For example, a navigator would take no damage from being caught in a sandstorm, nor would they need to make saving throws against the effects of faerie frost (Frostburn page 15).

Greater Learn Location (Su): At 18th level, a navigator masters their ability to locate creatures, items and places. When the navigator uses their learn location ability, they determine the exact location of the target, and retain this information for 8 hours. Furthermore, the navigator no longer needs any special connection to the target, so long as they can unambiguously identify it. Finally, this ability can no longer be blocked by spells such as screen, mind blank or even wish.

Weather Mastery (Su): After reaching 19th level, a navigator completes their mastery of the weather. As a standard action once per day, the navigator can alter the weather around them. This ability works like the control weather, except that the changes take place over 1d4 rounds and persist for 8 hours.

Astral Navigation (Su): At 20th level, a navigator’s ability to travel is no longer restricted by their physical form. This ability allows the navigator to travel to the Astral Plane, as per the spell astral projection, except as noted here. When the navigator uses this ability, they may elect to bring along a number of additional creatures equal to their Wisdom modifier. The navigator can maintain this ability for a length of time up to one day per class level. At the end of this time, the navigator and any creatures that they brought with them are immediately returned to their bodies. After the navigator returns to their body, either at the end of the ability’s duration or after ending it early, they must wait one week before using this ability again.

0: create water, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic

1: aquatic escape, camouflage, climb walls, cloak of shade, cloudburst, endure elements, faerie fire, jump, kua-toa skin, locate water, longstrider, low-light vision, obscuring mist, pass without trace, snowshoes, surefooted stride, webfoot

2: balancing lorecall, binding winds, burrow, easy trail, fog cloud, freedom of breath, gust of wind, heart of air, linked perception, listening lorecall, mass camouflage, master air, obscuring snow, one with land, scent, soften earth and stone, spider climb, swim, warp wood, wood shape

3: artic haze, blindsight, capricious zephyr, daylight, downdraft, heart of water, meld into stone, scales of the sealord, sleet storm, stone shape, storm mote, water breathing, weather eye, wind wall

4: air walk, boreal wind, control water, freedom of movement, greater blindsight, heart of earth, lay of the land, ice storm, murderous mist, scrying, teleport, wind at back

5: [/I]commune with nature, control weather, control winds, discern location, find the path, greater stone shape, heart of fire, plane shift, tree stride, wind tunnel[/I]