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    Default Re: Base Class Contest XXXXIII - Hey, I Know That Guy!

    The Wanderer


    Image: Chazaquiel, Angel of Fog by Peter Mohrbacher

    "Two roads diverged in a yellow wood,
    And sorry I could not travel both
    And be one traveler, long I stood
    And looked down one as far as I could
    To where it bent in the undergrowth;

    Then took the other, as just as fair,
    And having perhaps the better claim,
    Because it was grassy and wanted wear;
    Though as for that the passing there
    Had worn them really about the same,

    And both that morning equally lay
    In leaves no step had trodden black.
    Oh, I kept the first for another day!
    Yet knowing how way leads on to way,
    I doubted if I should ever come back.

    I shall be telling this with a sigh
    Somewhere ages and ages hence:
    Two roads diverged in a wood, and I—
    I took the one less traveled by,
    And that has made all the difference."

    - Robert Frost, The Road Not Taken

    The wanderer is everyone and yet no-one. A wanderer can emulate almost any role in a party, using its exceptional ability to learn almost any skill.

    Adventures: Wanderers can have practically any motivations. A wanderer might adventure to find themselves, to gain new skills or for any other reason that might attract an adventurer.

    Characteristics: Wanderers are capable of almost anything if built for it.

    Alignment: A wanderer can have any alignment. The wanderer is the everyman: anyone can be one.

    Religion: Wanderers follow all kinds of deities, and the worship of a deity only sometimes influences the wanderer's powers.

    Background: Not traditionally schooled, or else schooled by a variety of different institutions in a smattering of skills, Wanderers mainly learn through practice and self-teaching.

    Races: Any race can produce wanderers, although humans are most suited to the class. Some abilities of illumians, an even more versatile subset of humans, can be activated by wanderers despite generally being suited to multiclass characters.

    Other Classes: Wanderers's reactions to others and vice versa are as diverse as the wanderers themselves are.

    Role: Wanderers can do almost anything that another class can if they build for it.

    Adaptation: The three power levels given are designed to allow a DM to tweak the power of the wanderer to put it in line with other classes' power, allowing the wanderer to fight alongside wizards without being overshadowed or to support fighters without obviating them.

    GAME RULE INFORMATION
    Wanderers have the following game statistics.
    Abilities: Any.
    Alignment: Any.
    Hit Die: d4
    Starting Age: As bard
    Starting Gold: As druid.

    Class Skills:
    All skills are class skills of the wanderer.
    Skill Points at 1st Level: (2 + Int modifier) Χ 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Table: The Wanderer
    Level BAB Maximum BAB Saves Maximum Saves Special
    Build Points by Power Level
    0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +1 +0 +2 Path of the Wanderer
    98/80/76
    3 1 — — — — — — — —
    2nd +1 +2 +0 +3
    141/109/94
    4 2 — — — — — — — —
    3rd +1 +3 +1 +3
    191/141/112
    4 2 — — — — — — — —
    4th +2 +4 +1 +4
    249/177/132
    4 3 1 — — — — — — —
    5th +2 +5 +1 +4
    317/217/152
    4 3 2 — — — — — — —
    6th +3 +6/+1 +2 +5
    396/261/174
    4 3 2 1 — — — — — —
    7th +3 +7/+2 +2 +5
    485/309/196
    4 4 3 2 — — — — — —
    8th +4 +8/+3 +2 +6
    587/362/219
    4 4 3 2 1 — — — — —
    9th +4 +9/+4 +3 +6
    700/420/242
    4 4 3 3 2 — — — — —
    10th +5 +10/+5 +3 +7
    828/482/267
    4 4 4 3 2 1 — — — —
    11th +5 +11/+6/+1 +3 +7
    969/550/292
    4 4 4 3 3 2 — — — —
    12th +6/+1 +12/+7/+2 +4 +8
    1124/623/318
    4 4 4 4 3 2 1 — — —
    13th +6/+1 +13/+8/+3 +4 +8
    1295/700/345
    4 4 4 4 3 3 2 — — —
    14th +7/+2 +14/+9/+4 +4 +9
    1481/784/372
    4 4 4 4 4 3 2 1 — —
    15th +7/+2 +15/+10/+5 +5 +9
    1683/872/400
    4 4 4 4 4 3 3 2 — —
    16th +8/+3 +16/+11/+6/+1 +5 +10
    1901/966/428
    4 4 4 4 4 4 3 2 1 —
    17th +8/+3 +17/+12/+7/+2 +5 +10
    2137/1066/458
    4 4 4 4 4 4 3 3 2 —
    18th +9/+4 +18/+13/+8/+3 +6 +11
    2390/1172/488
    4 4 4 4 4 4 4 3 2 1
    19th +9/+4 +19/+14/+9/+4 +6 +11
    2661/1283/518
    4 4 4 4 4 4 4 3 3 2
    20th +10/+5 +20/+15/+10/+5 +6 +12
    2950/1400/550
    4 4 4 4 4 4 4 4 3 3

    Class Features

    The following are the class features of the wanderer.

    Weapon and Armour Proficiency
    The wanderer is not proficient in any weapons or armour.

    Path of the Wanderer
    The wanderer is weird.

    Initially, as well as having no proficiencies, few skill points, no class features other than this one and an awful hit die, the wanderer has no strong saves and the lowest base attack bonus progression. They also do not get any of the spells listed on the table!

    However, the wanderer gains build points, a resource with which it learns all of its class features and spells, gains additional skill points, and improves its base attack bonus, saving throws and hit die. The number of build points is given on Table: The Wanderer - three values are given, the first of which will allow a wanderer to play at the high power level, the second at the medium power level and the third at the low power level. Wizards, clerics and psions are at the high power level; swordsages, bards and psychic warriors are at the medium power level; fighters and monks are at the low power level. The dungeon master should choose which power level is right for their game, or choose their own progression for build points.

    There are a variety of things which the wanderer can spend build points on:

    Hit Die: Wanderers can spend 1 build point to increase their hit die size at a particular level by one step - but their first-level hit die costs double. For example, a 3rd-level wanderer could spend 3 build points to change their first- and second-level hit dice to d6s. Wanderers can't increase their hit dice above d12. The wanderer can change their hit die size retroactively; in this case, do not re-roll, just add 1 (or 2 at first level): if characters are rolling for hit dice, the wanderer can increase the hit die size of a newly-gained level before rolling.

    (If you are playing a game with a houserule where all hit dice are maximised, or the wanderer has the paragon creature template, or for some other reason all the wanderer's hit dice are maximised, the first-level hit die does not cost double to increase. The wanderer is refunded build points retroactively if the cost of increasing the first-level hit die is decreased).
    Skill Points: Wanderers can spend 1 build point to gain 1 skill point, with no limits beyond the standard limit on how many skill points they can possibly spend.
    Base Attack Bonus: Wanderers can spend 10 build points to increase their base attack bonus by 1. However, they cannot increase the base attack bonus gained from wanderer levels to greater than their wanderer level.
    Base Save Bonuses: For each saving throw, the wanderer can spend 5 build points to increase their base saving throw bonus for that save by 1. However, they cannot increase the base save bonus gained from wanderer levels to greater than half their wanderer level, plus 2 (this value is given on Table: The Wanderer by level). If their progression is increased above this value (for example, you increase your reflex save to +3 at level 2 by spending 15 build points. At level 3, your save increases by 1 automatically, putting it up to 4, when the maximum is 3) your save bonus is reduced back to the maximum - your build points are refunded, but can only be spent on something you could have spent them on at the level when you initially spent them.
    Weapon, Armour and Shield Proficiency: The wanderer may pay 1 build point to become proficient in the club, the dagger and the quarterstaff, another build point to become proficient in the light crossbow, the heavy crossbow, the spear and the longspear, 1 more to be proficient in all simple weapons, 2 more to be proficient in the short sword, shortbow and rapier, 3 more to be proficient in all martial weapons, 2 more to be proficient in one exotic weapon and 5 more to be proficient in all weapons:

    1 point: Club, dagger, quarterstaff.
    2 points: Club, crossbow (light and heavy), dagger, quarterstaff, spear, longspear.
    3 points: All simple.
    5 points: All simple plus short sword, shortbow, rapier.
    8 points: All simple and martial.
    10 points: All simple and martial, one exotic.
    15 points: All.

    For armour, 2 points are required to be proficient in all light armour, another 3 for all medium, and another 5 for all heavy.

    2 points: All light
    5 points: All light and medium
    10 points: All light, medium and heavy

    For shields, 2 points are needed to be proficient in shields, and another 1 to be proficient in tower shields as well.

    Spellcasting: Wanderers can learn to cast either arcane spells drawn from the arcane wanderer spell list or divine spells drawn from the divine wanderer spell list. In the former case, they must choose either to cast spells in a prepared manner similar, but not identical, to a wizard, or in a spontaneous manner just as a sorcerer does. Else, they either prepare spells much as a cleric does, or cast them spontaneously just as a favoured soul does. The wanderer may not acquire multiple types of spellcasting.

    The arcane wanderer spell list is the sorcerer/wizard spell list, plus any spells from the bard list which aren't already on the sorcerer/wizard list. The divine wanderer spell list is the cleric spell list, plus any spells from the druid list which aren't already on the cleric list, plus any spells from the paladin list which aren't already on the cleric or druid list, plus any spells from the ranger list which aren't already on the druid list. For example, resist energy is level 2 for a wanderer, even though the ranger gets it at level 1. However, the divine wanderer list has alarm, which isn't a cleric, druid, or paladin spell, at level 1, as the ranger gets it.

    Prepared Arcane: To learn, prepare, or cast a prepared arcane spell, the wanderer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared arcane spell is 10 + the spell level + the wanderer’s Intelligence modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Intelligence score.

    Unlike a spontaneous arcane wanderer, a prepared arcane wanderer may know any number of spells, though they too must be bought with build points. They must choose and prepare their spells ahead of time by getting a good night’s sleep and spending 1 hour meditating on the nature of magic. While meditating, the wanderer decides which spells to prepare.

    When the wanderer buys the ability to cast a level of spells, they automatically learn two spells of that level, and gain zero spells per day of that level, modified by their Intelligence modifier. The exception is that when the wanderer learns to cast cantrips, they automatically learn all cantrips on the arcane wanderer spell list and gain one cantrip per day. Wanderers have no spellbook, so they prepare all spells from memory, just like wizards can prepare read magic from memory. On the other hand, this also means that they can't learn spells from scrolls or other casters' spellbooks: they can only learn spells by spending build points.

    Spontaneous Arcane: To learn or cast a spontaneous arcane spell, the wanderer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared arcane spell is 10 + the spell level + the wanderer’s Charisma modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Charisma score.

    Unlike a prepared arcane wanderer, a spontaneous arcane wanderer cannot know any more spells than the number given on Table: Maximum Wanderer Spells Known. They must by their spells known with build points. They do not, however, need to prepare their spells ahead of time: they can cast any spell they know so long as they have not used up their daily spell allotment for spells of that level.

    When the wanderer buys the ability to cast a level of spells, they automatically learn one spell of that level, and gain zero spells per day of that level, modified by their Charisma modifier. The exception is that when the wanderer learns to cast cantrips, they learn four cantrips and gain one cantrip per day.

    Prepared Divine: To learn, prepare, or cast a prepared divine spell, the wanderer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared divine spell is 10 + the spell level + the wanderer’s Wisdom modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Wisdom score.

    Unlike a spontaneous divine wanderer, a prepared divine wanderer knows all spells on the divine wanderer spell list. Each wanderer must spend a time at which they must spend one hour meditating on the nature of magic in order to regain their spells. Time spent resting has no effect on whether or not a prepared divine wanderer can prepare spells. While meditating, the wanderer decides which spells to prepare.

    When the wanderer buys the ability to cast a level of spells, they gain zero spells per day of that level, modified by their Wisdom modifier. The exception is that when the wanderer learns to cast cantrips, they gain one cantrip per day.

    Spontaneous Divine: To learn or cast a spontaneous divine spell, the wanderer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wanderer's prepared divine spell is 10 + the spell level + the wanderer’s Charisma modifier. The wanderer buys slots for their daily spells with build points. In addition, they receive bonus spells per day if they have a high Charisma score.

    Unlike a prepared divine wanderer, a spontaneous arcane wanderer cannot know any more spells than the number given on Table: Maximum Wanderer Spells Known. They must by their spells known with build points. They do not, however, need to prepare their spells ahead of time: they can cast any spell they know so long as they have not used up their daily spell allotment for spells of that level.

    When the wanderer buys the ability to cast a level of spells, they automatically learn one spell of that level, and gain zero spells per day of that level, modified by their Charisma modifier. The exception is that when the wanderer learns to cast cantrips, they learn four cantrips and gain one cantrip per day.

    Table: Maximum Wanderer Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 2 — — — — — — — —
    2nd 5 2 — — — — — — — —
    3rd 5 3 — — — — — — — —
    4th 6 3 1 — — — — — — —
    5th 6 4 2 — — — — — — —
    6th 7 4 2 1 — — — — — —
    7th 7 5 3 2 — — — — — —
    8th 8 5 3 2 1 — — — — —
    9th 8 5 4 3 2 — — — — —
    10th 9 5 4 3 2 1 — — — —
    11th 9 5 5 4 3 2 — — — —
    12th 9 5 5 4 3 2 1 — — —
    13th 9 5 5 4 4 3 2 — — —
    14th 9 5 5 4 4 3 2 1 — —
    15th 9 5 5 4 4 4 3 2 — —
    16th 9 5 5 4 4 4 3 2 1 —
    17th 9 5 5 4 4 4 3 3 2 —
    18th 9 5 5 4 4 4 3 3 2 1
    19th 9 5 5 4 4 4 3 3 3 2
    20th 9 5 5 4 4 4 3 3 3 3

    The following table denotes how much it costs to unlock the ability to cast spells of a certain level, to learn a spell of that level, where applicable, and how much a spell per day of that level costs.

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    Prepared Arcane Unlock 8 16 28 46 70 100 136 178 226 280
    Prepared Divine Unlock 10 20 40 70 110 160 220 290 370 460
    Spontaneous Arcane Unlock 6 12 22 37 57 82 112 147 187 232
    Spontaneous Divine Unlock 7 15 25 40 60 85 115 150 190 235
    Prepared Arcane Known N/A 1 2 3 4 5 6 7 8 9
    Spontaneous Arcane Known 1 2 4 6 8 10 12 14 16 18
    Spontaneous Divine Known 1 2 4 6 8 10 12 14 16 18
    Prepared Arcane Slot 2 4 8 14 22 32 44 58 74 92
    Prepared Divine Slot 3 6 10 16 24 34 46 60 76 94
    Spontaneous Arcane Slot 1 2 6 12 20 30 42 56 72 90
    Spontaneous Divine Slot 1 3 7 13 21 31 43 57 73 91

    Wanderer class features.
    Last edited by Jormengand; 2018-06-15 at 02:06 PM.