| Bladeryu1172 |
After scrolling through many of the classes and not finding any that really fitted what I want I came up with this. I'm just curious if it is broken or not. I did an example character sheet with the kasatha race which i want to apply it to. I would also like to know if it is broken b/c that is how i would apply it.
Wanderer:
Role: A nomadic person roaming from place to place the wander excels at survival, dungeon crawling, and specific weapon training. Since the wanderer has no natural affinity for magic he has learned to use his weapons to devastating effects. The wanderer learns from all he encounters on his journey and as such can have a wide variety of skills; due to his wandering nature few of these skills are fully trained. The wanderer can be religious or belong to some well established group but the latter is much less common
Alignment: Any
Hit Die: d8
Starting wealth: 3d8 x10gp (Avg~130gp)
Class Skills:
Acrobatics, Climb, Craft, Escape Artist~, Handle Animal, Knowledge (Geography, Dungeoneering, & nature), Perception, Ride, Survival, Swim
Skill ranks/LVL: 6+int modifier
Class Features
Weapon Prof:All Simple, and 3 martial or 1 martial and 1 exotic
Armor/Shield Prof:All light and Medium armor, Shields <10 pounds
Abilities:
Feat Points:
At every level the wanderer gains a specified number of of feat points that may spent to gain new feats at 1 point per feat
Non-magical “Pools” may be gained for 5 points per pool
The wanderer does not gain feats normally, instead the appropriate # of bonus
Feat points are given to compensate
Versatile Learner:
Wanderer may learn any non-magical feat restricted by class
-prerequisites must still be met
Racial Feats may be learned if it something that can be taught
-GM's discretion
Moving on:
In order to learn any feat more than 2 feats up a particular tree the feat point cost doubles per feat
ex: Scorpion style(1)→Gorgon's Fist(1)→Gorgons Wrath(2)→Cockatrice
Strike(4)
Feat Name (Feat point Cost)
Improved strike abilities excluding
Magically Inept:
The wanderer is incapable of working magic or supernatural abilities. This includes voiding spell-like abilities granted by race, and the inability to gain magical “pools.”
Characters with magic-based classes cannot take the wanderer class and those who have taken the wanderer class cannot take a magic-based class at later levels.
Magical weapons can still be used as long as they do not draw on the characters ability to cast magic
Piecing together:
If the wanderer class is the first class taken this ability is granted, otherwise it is obtained at 5th level
After years of making due with whatever he could find the wanderer has
become used to the mismatchings of piecemeal armor and thus takes a
decreased AC penalty of 2 when wearing at least two pieces and gets a +1
max dex bonus. Also when a piece of armor is worn over another piece
(as long as its logical to do so) then both AC's are applied even if the
armor description says otherwise. All other stats are treated normally
Focused weapon Training* (Feat):
This feat is weapon specific towards the wanderers Martial/exotic weapon(s)
based on the number of times taken. It works in ranks and then when all ranks are
filled it moves onto the next tier and repeats.
Ranks/tier:
1: +1BAB
2: +2 BAB, +1 CMB
3: 25% chance to deal addition weapon die of damage
4: +3 BAB +2 CMB +1 Dam
5: +1 atk/round or +1 to crit range on weapon
*Applies only to the weapon the ability is taken for
all bonuses are applied as stated/tier. Consecutive tiers are additive
% chance added increases by 25% per tier (t1 = +25%, t2 = +50% t3=+75% etc..)
Level BAB FortRef Will Special
1 +0 +1 +1 +1 1 feat point, Versatile Learner, Moving on, Magically inept, ~Piecing Together
2 +1 +2 +2 +1 .75 fp
3 +2 +3 +3 +1 1.75 fp
4 +3 +4 +4 +2 .75 fp
5 +3 +4 +4 +3 1.75 fp ~Piecing Together
6 +4 +5 +5 +3 1 fp
7+5 +6 +6 +3 2 fp
8 +6/1 +7 +7 +4 1fp
9 +6/2 +7 +7 +5 2fp
10 +7/3 +8 +8 +5 1fp (total of 13) (10 bonus abilities)
11 +8/3 +9 +9 +5 2.25 fp
12 +9/4 +10 +10 +6 1.25 fp
13 +9/5 +11 +11 +7 2.25 fp
14 +10/6/1 +11 +11 +7 1.25 fp
15 +11/6/2 +12 +12 +7 2.25 fp
16 +12/7/3 +13 +13 +8 1.5 fp
17 +12/8/3 +14 +14 +9 2.5 fp
18 +13/9/4 +15 +15 +9 1.5 fp
19 +14/9/5 +15 +15 +9 2.5 fp
20 +15/10/6 +16 +16 +10 1.5 fp
I did a little math in order to compare the specials to other classes and these are the results.
Wanderer: 21 abilities/prior ability augmentations
fighter 25 “/“
monk 40 “/“
Sorcerer 19 “/“ 38+/- spells gained after 1st level
Rogue 31 “/“
Ranger 27 “/“
Wizard 8 “/“ 38+/- spells gained after 1st level
Cleric 14 “/“ 36+/- spells gained after 1st level
Barbarian 29 “/“
Here is the Character sheet:
https://www.dropbox.com/s/aod3jyya6oaj8wd/Rankor.pdf