One Shot—Traveling the World: The Journeyman (PFRPG) PDF

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One Shots are simple ideas implemented over one document. They can include a new class, a new race, a family of creatures, or anything that can be explained and supported in only a few pages.

Traveling the World introduces the journeyman class to the Pathfinder Roleplaying Game. Journeymen wander the world’s continents and sail its seas in search of their heroic tale. Driven by a desire to learn everything, they master several skills, discover worldly secrets, and take advantage of combat through the use of teamwork feats.

The journeyman is a hybrid class that combines the inquisitor and the rogue.

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In Traveling the World, I looked to one of my favorite books from back in 3e; "Swashbuckling Adventures" by Alderac Entertainment Group. Over the years, I have used that book for so many awesome ideas - not always related to swashbuckling campaigns - at the table that I wanted to finally honor it by posting some of my own stuff for others to enjoy.

Journeymen are hybrids of the inquisitor and the rogue who focus on skills and teamwork feats. They gain some of the same abilities as both classes over time, but their unique talents that blend those abilities are what make them shine.

Immediately upon reading the class, you'll find that they tread a couple places where few have gone before, in both a thematic and a literal sense. The journeyman's skills are fluid. He gains Craft, Knowledge (each individually), Perform, and Profession with 6 + Int skill ranks to start. Then, he gets to pick 10 + Int additional class skills. Thanks to his trade secrets class feature, the journeyman gains 2 extra skill ranks to place in related skills when he spends his ranks on Craft, Knowledge, or Profession (we break down what skills go where for anybody who wants a hand). In essence, this can give the journeyman character 8 or more + Int modifier skill ranks per level, depending on where he spends them.

Next, the journeyman is not just a skill monkey, he is also a master of being in the right place at the right time. Abilities such as evasion, many travels, uncanny dodge, and the 20th-level journeyman's luck keep members of this class safe and accomplishing tasks where others would fail. I'm particularly fond of many travels, because it pushes the limit of what you can get away with at level 3. It's definitely strong, but having used it in practice for many years now, I feel it's the most defining ability of what the class can do in a pinch.

All in all, the journeyman is my love letter to one of the classes that I have played in some form or another for pushing 13 years. Here's hoping that a few of you out there find it as enjoyable as I have. I'll see you very soon for the next one shot. Until then, safe travels!

- Kevin


I am so picking this up on the next pdf run. (just waiting for that check to clear)

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