homebrew character classes: the Tourist


Homebrew and House Rules


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I made a few homebrew character classes. Tell me if you think they're balanced.
(I'll put each in a separate post. Or should I put others in a separate thread?)
This first one is the first one I made which is inspired by the Tourist class in Nethack (a roguelike computer game from the 90s) which in turn is inspired by Twoflower the tourist from the Discworld books.
I first made it while playing DND3.5 and later converted it to Pathfinder. I know it's on the weak side, but hopefully not too weak. Also, I put way too much work into it as I had a lot of time on my hands when I first made the class.

Tourist

Hit Die: d6.

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int) (Forgery is still a separate skill for tourists), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int modifier

Base Attack Bonus: Slow (same as Wizard & Sorcerer)

Good Save: Reflex

Weapon and Armor Proficiency
A Tourist is proficient with all simple weapons. Tourists are proficient with light armor but no shields. A tourist can cast tourist spells while wearing light armor without incurring the normal arcane spell failure chance for wearing armor. A multiclass tourist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Travel knowledge
A tourist learns a lot on his travels and must spend at least one of his skill ranks per level on a knowledge skill, but it can be any type of knowledge. He also gets a bonus to all knowledge (geography) checks equal to 1/3 of his tourist level (minimum +1).

A tourist's pet
A tourist begins the game with a pet which must be either a pack animal (like a pony, donkey, or light horse), or an animal appropriate for a household pet (such as a dog, cat, or parakeet). Unlike other class's animal companions, there is nothing really special about a tourist's pet. A tourist does get +4 to handle animal checks when handling his starting pet. This pet remains loyal unless the tourist repeatedly abuses it. If a tourist loses his starting pet for any reason, the tourist only gets +2 to handle animal if he buys or trains a new pet until he has bonded with the new pet for a week. Then the bonus increases to +4. If the animal can be a steed, the tourist can ride it, but it is not trained for battle.
A character with levels in another class who then takes a level as a Tourist does not automatically gain a pet, but if he buys or adopts a pet, he does get +2 to handle animal checks with it (which increases after a week to +4).

Spells
A tourist casts arcane spells, which are drawn from either the tourist spell list or the wizard spell list. To learn or cast a spell, a tourist must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a tourist's spell is 10 + the spell level + the tourist's Charisma modifier.

Like other spellcasters, a tourist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The tourist. In addition, he receives bonus spells per day if he has a high Charisma modifier. When Table: The Tourist indicates that the tourist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma modifier for that spell level.

A tourist begins play knowing only three 0-level spells and no 1st level spells. He gains 1 + (half Charisma modifier) new spells at each tourist level, but one of them must always be at least one level lower than the highest level spell he can cast. A tourist's caster level is his tourist level - 1 (on class level 1, his caster level is considered to be 0.5). Unlike the wizard, a tourist can only comprehend a certain total number of spells. A tourist numbers his spells as he learns them, and if he learns more than his maximum spells known, he forgets what his notes mean about the oldest spell he knows and can no longer cast it unless he re-learns it. The spells he learns from gaining levels must be from the tourist spell list, but the tourist may learn spells from the wizard spell list in other ways. (Maximum spells known is with the spells per day table further down.)

He has a much better chance of success if he chooses and prepares his spells ahead of time by getting a good night's sleep and spending a 1 hour studying his spell journal (see below). While studying, the tourist decides which spells to prepare.

In addition to his arcane spells, a tourist also gets the divine domain spells for the luck domain. He always gets the same domain regardless of his chosen deity (if any), but he may optionally choose the replacement spells of the fate subdomain (which replaces the L2 and L3 spells). This choice is made once and cannot be changed. The Difficulty Class for a saving throw against a tourist's domain spells is based on charisma instead of intelligence. The domain column of The tourist table lists the highest level luck domain spell a tourist can cast at that level. A tourist can cast each domain spell once per day +1 if he can cast Luck Domain spells three levels higher (which means when he gets the Level 4 Luck Domain spell, then he can cast the Level 1 Domain spell twice per day).

The Tourist's Spell Journal
The tourist starts the game with a journal containing his two starting spells. The primary difference between the way a wizard casts spells and the way a tourist cast spells is that a tourist can never understand arcane magical writing unless a wizard is there to help him. Even if a wizard has shown him what a particular writing says, the tourist cannot read it again on his own. The tourist has no way to learn to read arcane magical writing, and he is not able learn the read magic spell or read magic scrolls. A tourist also cannot gain ranks in the spellcraft skill. Instead he uses his forgery skill.
When a tourist learns a spell, he jots down notes about the spell in his spell journal in language he can understand. (That is why it isn't called a spellbook.) A tourist must succeed in a forgery check (DC 15 + spell level) in order to successfully record a spell in his journal. He gets a +2 to this check if the spell is on the tourist spell list. If this fails, he can usually try again the next day. If the Tourist figured out the spell using his luck magic ability, he does not need to make this check.

His shorthand and sloppy notes are such that other characters must use decipher script (which falls under the linguistics skill) in order to read it (DC is 12 + the class level of the tourist), and wizards cannot use a tourist's spell journal to prepare spells. Due to this inexact method, a tourist always has a chance of miscast:
If the spell is on the tourist spell list, then the miscast chance is 21% minus (your class level + your Charisma modifier), with a minimum of 1%.
If the spell is not on the tourist spell list, then the miscast chance is 26% minus (your class level + your Charisma modifier), with a minimum of 3%.
A failed spell is still expended. The tourist's luck domain spells do not have a chance of miscast.

The tourist may lose a prepared spell to attempt to cast an unprepared spell that he knows, but when he does this, his spell failure chance is multiplied by 3 the first time in a day he does this, multiplied by 4 the second time in a day, and multiplied by 5 every other time that day. To avoid the multiplied failure chance, the tourist must study his spell journal each day to prepare his spells. He cannot prepare or cast any spell not recorded in his spell journal. He prepares spells in a similar way a wizard does, and takes the same length of time.

At any time, a tourist can add spells found in wizards' spellbooks to his own spell journal much like a wizard does except that a tourist must have the help of a wizard. Tourists have a much harder time than wizards finding wizards who are willing to let them copy their spells and will likely have to pay for each spell he learns in this way. A tourist can also add spells from other tourists' spell journals, but he still must have the help of the writer. A tourist may also learn spells by sheer luck (see the luck magic feature).

Writing in a spell journal: The process takes 2 hours + 1 hour per spell level. A spell takes the same amount of space as a wizard's spell in a spellbook. A tourist does not write the divine spells he gets from the luck domain in his spell journal.

Luck Domain Powers
The Tourist also gets the domain powers of the Luck Domain, but he gets them one level later than a cleric with the Luck Domain would (and the times per day he can use them is based on Charisma whenever it would be based on Wisdom for a cleric).
https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/ luck-domain/

Luck Magic
Whenever a tourist is exposed to an arcane spell of a level he can cast, there is a chance of him being able to learn the spell just from the exposure. The base % chance is equal to your Charisma modifier (min 1). Whenever you are the target or subject of a spell and you win the saving throw by at least 5, this chance is doubled. If you win the saving throw by at least 10, the chance is quadrupled.

Beginning at tourist level 4, this ability includes spell-like abilities from monsters and divine spells which have an arcane equivalent that the tourist can learn.

At tourist level 7, the base chance to learn a spell by luck magic becomes your Charisma modifier x 1.5. Then, at tourist level 12, the base chance becomes your Charisma modifier x 2.

These are events which count as being exposed to a spell:
- being the target or subject of the spell. If the tourist fails a saving throw against a mind-affecting spell then he cannot learn by exposure in that situation.
- If an ally who is within 15 feet of the tourist is the target of a spell that has outward evidence which the tourist can sense.
- having an object that you are holding or wearing at the time be the target or subject of a spell.
- watching the spell being cast.
- being within the area of effect of an area spell. In this last case, the tourist must notice that he is in the area of effect in order to have a chance to learn by exposure.

Pest Repellent
A tourist of 2nd level or higher can repel pests a number of times per day equal to 1 + half his charisma modifier. Activating this ability is a swift action. This ability keeps all nonmagic vermin or animals of tiny size or smaller from coming within ten feet of the tourist. Its duration is 30 seconds x your charisma modifier x 1d6. (30 seconds is equal to five combat rounds.) If your charisma modifier is 0, it lasts 1d4 rounds, if you have a negative charisma modifier, you cannot use this ability. This effect can be dispelled by dispel magic or bypassed with a Fortitude save (The DC for the save is 12 + your charisma modifier + half your tourist level).

Beginning at tourist level 6, this ability affects nonmagic vermin of any size and nonmagic rodents up to 4ft long (small size).

Beginning at tourist level 9, this ability also affects magical vermin of any size and magical rodents up to 4ft long (small size).

Beginning at tourist level 12, this ability affects vermin or rodents of any size (magical or not, it even includes wererats).

Beginning at tourist level 15, this ability does 2d6 damage to all affected creatures who are within ten feet of the tourist when the ability is activated. (A reflex save allows half damage, the DC for this save is the same as the DC for the will save.) It also does 1d6 damage to any affected creatures who attempt to come within ten feet while the pest repellant is in effect (whether they win the fortitude save to come near to the tourist or not), but creatures do sense the pest repellent before trying to enter the range.

This ability never affects the tourist's starting pet, even if the pet is no longer loyal. It also never affects any magical creatures which are not vermin or rodents.

Bonus feats
At 2nd, 5th, 15th, and 20th level, a tourist may take a bonus feat. He may take any feat as a bonus feat that he meets the prerequisites for except for most Combat feats (He should only be able to take combat feats that involve Luck or Charisma by discretion of the GM).

Magic Mapping
A tourist of 3rd level or higher can buy a map of the area he is currently in for an amount depending on his location (normally between 1gp and 10gp, but may be more if the tourist is in an especially obscure place). He may do this as a standard action anywhere and at any time, regardless of whether there is anyone nearby to buy the map from. He may do this once per week per four tourist levels (up to 5 times per week on level 20). When a tourist uses this ability, he rolls a charisma check. If the result is at least 15, then the map will reveal secret doors in the area. If the result is at least 20, it will also reveal traps. Results of at least 25 reveal even more details. If the result is 1 or 2, the map may be missing some details which would normally be included.

The map has a radius of two miles x your charisma modifier in most places above ground or 100 feet x your charisma modifier underground, in any type of dungeon, or in cities or towns of significant size. In cities or towns, a charisma check of at least 15 often reveals names of inns, restaurants or other businesses which might interest a tourist. In any terrain, a charisma check of at least 15 will make a map which recommends sightseeing locations if there are any within the map's radius.
Most magically protected places, or some places that are simply dense with magic, will resist being mapped. In this case, depending on the place, the tourist may receive a map with wrong information, a map that's blank except for few scattered random details, or just a blank piece of parchment. An extremely high charisma check (30 or more) has a chance to overcome the magical protection.

Good Luck Charm
At Tourist level 4, a tourist may select a good luck charm of one of the following types:
- Lucky Weapon: Choose one specific weapon to be your lucky weapon. From that point on, you get +1 on to-hit and damage rolls with that weapon only. Starting tourist level 14, the critical range of that particular weapon increases by 1.
- Lucky Armor: Choose any one specific suit of armor. From that point on, you reduce the armor check penalty of that armor by 1 and raise the maximum Dexterity bonus of that armor by 1. Starting tourist level 14, reduce the armor check penalty of that armor by 2 and raise the maximum Dexterity bonus of that armor by 2. Also starting level 14, the armor gets +1 to its armor bonus.
- Lucky Spell Journal: Any one spell per day that you prepare using that particular spell journal gets +1 to the DC of its saving throw. Starting tourist level 14, the tourist may choose any two spells per day to raise its save DC (or
raise the DC of one spell by 2) when using his lucky spell journal.
- Lucky Tool: Choose any tool which grants a bonus to a skill check (or any object which could conceivably be used to grant a bonus to a certain skill such as lucky shoes giving a bonus to acrobatics or lucky eyeglasses that give a bonus to perception). From that point on, that tool gives you a bonus +2 higher than it otherwise would to that one skill. Starting tourist level 14, your lucky tool gives you a bonus +4 higher than it otherwise would, and you can always choose to take a ten on whatever skill your lucky tool gives a bonus to whenever you use it.
- Lucky Save Charm: Choose anything that your character can wear (anything from a ring to a helmet to a scarf to a pair of socks). Whenever you are wearing your lucky save charm, you get a +2 to either fortitude saves, reflex saves, or will saves. The type of saving throw it gives a bonus to is chosen when you designate the lucky save charm and cannot be changed until you designate a new lucky charm (see below). Starting tourist level 14, once per day, you may choose to reroll a failed saving throw of the type your lucky save charm gives a bonus to. You much use the second result even if it is worse than the first.
- Lucky Magic Charm: Choose anything that your character can wear (anything from a ring to a helmet to a scarf to a pair of socks). Whenever you are wearing your lucky magic charm, you get +2 to the base chance of your luck magic class feature (before multipliers), and your chance of spell failure for tourist spells is reduced by 2%. Starting tourist level 14, it reduces your spell failure chance for tourist spells by 5% and your spell failure rate no longer has a minimum of 1% (meaning you can now completely nullify the fail rate). In addition, you may use your lucky magic charm to use one of the following class features one additional time per day: Pest Repellent, Tourist's Navigation, Wonder, or Favorable Odds. If you do this, your lucky magic charm no longer gives its other benefits for the rest of that day.
- Lucky Discount Card: You acquire a pocket-size card which you can use to get discounts on almost any item or service anywhere. You can use it a number of times per week equal to 1 + your charisma modifier, but never more than twice in one day. The discount it gives is (10 + half your tourist level) percent (with a maximum discount of your tourist level x 200 gold pieces). You can even use this discount card to give you a discount on the cost of class features (including the Wishing feature). Starting tourist level 14, your lucky discount card gives a discount of (15 + half your tourist level) percent (with a maximum discount of your tourist level x 500 gold pieces).
No matter what type of good luck charm you choose, if the charm is destroyed, lost, or for any reason outside of the tourist's possession for 24 hours, it can no longer function as a good luck charm. If this happens, the tourist may designate a new good luck charm, but the tourist must pay a cost in gold to do this. This cost to designate a new good luck charm is 100 gold pieces x the tourist's class level.

Any time the tourist gains a level the tourist may designate a new good luck charm for half price, even if his previous good luck charm is still active, but this causes any already active good luck charm to lose its lucky effects.

A tourist may only have one good luck charm at a time, and a tourist may only designate a new good luck charm if he is either gaining a new level or has been separated from his previous good luck charm for 24 hours. A tourist's good luck charm does not function for anyone besides the tourist.

Tourist's Navigation
A tourist of level 6 or higher can cast locate object as the spell once per day as a standard action. At tourist level 18, he gets the option of casting phase door instead. At tourist level 20, he may use this ability to cast discern location instead of locate object.
Beginning at tourist level 14, a tourist may use this ability an amount of times per day equal to his Wisdom modifier (minimum once per day).

Favorable Odds
Beginning at tourist level 7, once per day, a tourist may add (1 + half Charisma modifier rounded down) d (a third of his Tourist level)* to any die roll he rolls (including saves, skill checks, to-hit rolls, damage rolls, etc.). If he chooses to apply this ability to his luck magic feature, it instead adds that amount to his base chance of learning a spell using luck magic (before any applicable multiplier).
(*Example: A L7 tourist with a charisma modifier of 1 adds 1d2 to the die roll, while a L15 tourist with a charisma modifier of 3 adds 2d5 to the die roll.)
Starting tourist level 9, a tourist may choose to give this effect to any of his allies that are within 30 feet of the tourist (but it still uses the tourist's charisma modifier).

Starting tourist level 11, a tourist may use this ability twice per day. He may also choose to use both of his uses per day at the same time, granting double the bonus. (But he can never use more than 2 uses at the same time.)

Starting tourist level 17, a tourist may use this ability 3 times per day. He also gains the option to use this ability to subtract that amount from any to-hit roll or damage roll which is rolled against the tourist.

Spell Penetration
A tourist of level 8 or above is considered to have the spell penetration feat. If he already has the spell penetration feat, he is considered to have greater spell penetration. Monsters are caught off guard because nobody expects a tourist to be casting spells.

Roughing the Weather
Beginning at tourist level 9, a tourist is considered to constantly be under the effect of the endure elements spell. This makes him suffer no harm from hot or cold environments. Endure elements doesn't provide any protection from fire or cold attacks, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Wonder
Beginning at 10th level, a tourist can use an ability almost exactly like a rod of wonder once per day. A tourist who rolls a negative effect rolls a d20. If the result is at least 15, he gets the rolled result tweaked so that it less bad than it would have been. If the result is exactly 14, he rerolls the wonder effect. If the result is 6-13, he takes the negative result that he originally rolled. If the result is 5 or less, it turns out to do absolutely nothing but still uses up the tourist's daily use of the ability.

Unlucky Wish
On Tourist level 13, and only on tourist level 13, a tourist can make a wish exactly as he can with his level 19 ability with the following exceptions:
- The tourist get a -10 modifier to both charisma checks
- The cost is always a flat rate of 613 gold pieces (and cannot be discounted).
- A result of less than 0 on the first charisma check has the same effect as a result of 5-8.
- A result of less than 0 on the second charisma check has the same effect as a result of 9-12.
- A result of 13 or higher on the second charisma check has an alternate but semi-powerful good effect (not more powerful than a level 5 spell) determined by the whim of the GM. If someone's survival depends on the result of the wish, then this effect will, at least for the moment, grant what the character needs to avoid death, though maybe not in the way that was hoped for and as long as the necessary effect is no more powerful than a level 5 spell.
He may use the unlucky wish ability twice per week (but never twice in a day) for as long as he is on tourist level 13.

Evasion
A tourist of level 13 gains the evasion ability, as the rogue. If he already has evasion from having levels in another class, he gains Uncanny Dodge (as the Rogue feature).

Wishing
A tourist of level 19 or higher may make a wish once per week using this process: First, the tourist makes the wish, saying what effect he wants. He may request an effect of any level of power, but the more powerful the wish, the less likely it will work as desired. Then, he rolls a charisma check. The charisma check determines how powerful a wish can be granted:
- A result of 0-4 makes the wish not be able to have the desired effect no matter what it is.
- A result of 5-8 makes the wish be able to only do very minor charms which wouldn't be any more powerful than a level 1 spell.
- A result of 9-12 makes the wish be able to duplicate any spell of 3rd level or lower on the wizard list or have some other effect of similar power level.
- A result of 13-16 makes the wish be able to duplicate any spell of 5th level or lower or have an effect of similar power level.
- A result of 17-21 makes the wish have as powerful an effect as the limited wish spell.
- A result of 22-26 makes the wish fully as powerful as the level 9 wish spell.
- If the tourist somehow gets a result of higher than 26, the wish is fully as powerful as the wish spell, plus it has some other additional good effect.
If the result of the roll makes the wish powerful enough to grant what the tourist wished for, then the wish is granted.

If the result of the first roll does not make the wish powerful enough to grant what the tourist wished for, then he rolls a second charisma check to find out what kind of alternate effect he gets:
- a result of 0-4 makes the wish have no effect.
- a result of 5-8 makes the wish have a major negative alternate effect.
- a result of 9-12 makes the wish have a minor negative effect.
- a result of 13-16 makes the wish have an alternate minor good effect (which, in desperate circumstances, is not much better than no effect at all).
- a result of 17-21 adds 4 to the result of the first roll. Then, it modifies the original request to have as close to the desired effect as possible while staying within the power limits determined by the first roll + 4. This might make the wish powerful enough to grant the original request.
- a result of 22-26 has an alternate but powerful good effect determined by the whim of the GM. If someone's survival depends on the result of the wish, then this effect will, at least for the moment, grant what the character needs to avoid death, though maybe not in the way that was hoped for.
- If the tourist somehow gets a result of higher than 26, the tourist may choose to pay an additional 100 x d20 gold pieces to have the wish granted exactly as it was originally requested. If the tourist chooses not to pay the cost, then something weird and powerful and usually neither very helpful nor very harmful happens at the whim of the GM.

The cost of making this wish is an amount of gold pieces equal to 500 x the result of the first charisma check (which determines the effectiveness of the wish). The cost of making the wish must be paid no matter what the actual result of the wish turns out to be. There may be discounts to this cost on certain in-game holidays. (But there are 397 1/2 days in a year in my setting, and only a couple defined holidays when this discount will happen, one of which is the character's in-game
birthday.)

Tourist Spells/Day
Note that unlike other spellcasters in the Pathfinder system, the tourist does not get unlimited usage of his level 0 spells.
(Tourist class level: spell level times per day)
1: L0 3x/day, L1 0x/day
2: L0 3x/day, L1 1x/day, Luck Domain L1
3: L0 4x/day, L1 2x/day, L2 -1/day, Luck Domain L1
4: L0 4x/day, L1 2x/day, L2 0x/day, Luck Domain L2
5: L0 4x/day, L1 3x/day, L2 1x/day, Luck Domain L2
6: L0 4x/day, L1 3x/day, L2 2x/day, Luck Domain L2
7: L0 4x/day, L1 3x/day, L2 2x/day, L3 0x/day, Luck Domain L3
8: L0 4x/day, L1 3x/day, L2 3x/day, L3 1x/day, Luck Domain L3
9: L0 5x/day, L1 3x/day, L2 3x/day, L3 2x/day, L4 0x/day, Luck Domain L3
(L0 is 5x/day till L20)
10: L1 3x/day, L2 3x/day, L3 3x/day, L4 1x/day, Luck Domain L4
11: L1 4x/day, L2 3x/day, L3 3x/day, L4 1x/day, Luck Domain L4
(L1 is 4x/day till L20)
12: L2 3x/day, L3 3x/day, L4 2x/day, L5 0x/day, Luck Domain L5
13: L2 3x/day, L3 3x/day, L4 2x/day, L5 1x/day, Luck Domain L5
14: L2 3x/day, L3 3x/day, L4 2x/day, L5 2x/day, Luck Domain L6
15: L2 3x/day, L3 3x/day, L4 3x/day, L5 2x/day, L6 0x/day, Luck Domain L6
16: L2 3x/day, L3 3x/day, L4 3x/day, L5 2x/day, L6 1x/day, Luck Domain L7
17: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 2x/day, Luck Domain L7
18-19: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 2x/day, Luck Domain L8
20: L2 4x/day, L3 3x/day, L4 3x/day, L5 3x/day, L6 3x/day, Luck Domain L8

The Tourist has a maximum spells known for each spell level. The exact number of spells a Tourist can learn is figured with this formula:
10 + Charisma modifier - spell level*2 + a fourth of the Tourist's class level (rounded down).
Except for Level 0 spells, the maximum spells known is the same as maximum number of L2 spells the same Tourist can learn (assuming the Tourist could learn L2 spells).
So a L4 Tourist with 15 Charisma can learn a maximum of 11 L1 spells, 9 L0 spells, and 7 L2 spells.
A L10 Tourist with 17 Charisma can learn a maximum of 13 L1 spells, 11 L0 spells, 11 L2 spells, 9 L3 spells, and 7 L4 spells.
A L17 Tourist with 18 Charisma can learn no more than 8 L5 spells, and 6 L6 spells.

Tourist Spell List
Remember that a tourist's caster level is his tourist level - 1. Spells with a duration of one round/level last a minimum of 1 round, and certain other things which depend on caster level may have a minimum of 1 while the tourist is on class level 1.

0-Level tourist Spells (Cantrips)
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Minor Bandaging: Cures 1d(caster level) hit points (maximum 1d6). If Tourist is on class level 1, then it only has the effect of the stabilize spell.
Open/Close: Opens or closes small or light things.
Pants: Removes target's pants. (3rd party)
Pointer: Shines a beam of light from your finger. (3rd party)
Quill: Creates a writing quill with limitless ink. (3rd party)
Resistance: Subject gains +1 on saving throws.
Rigged Coin: Causes target coin to always land on face you choose. (3rd party)
Spark: Ignites flammable objects. (Change range to 10ft.)
Timer: Creates a single sound after a preset amount of time. (3rd party)

1st-Level tourist Spells
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Anticipate Peril: Target gains a bonus on one initiative check.
Ant Haul: Triples carrying capacity of a creature.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Careless Optimism: Gain +2 or +1 per 2 levels (whichever is higher) on saves against effects which cause negative emotion (including fear), -1 to ac, and -2 to appraise, disable device, disguise, intimidate, perception, sense motive, and stealth. duration: 1 minute/level.
Comprehend Languages: You understand all spoken and written languages.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Confusion, Lesser: One creature is confused for 1 round.
Cultural Adaptation: You emulate the mannerisms and accent of a particular culture.
Dancing Lantern: Animates a lantern that follows you. (Lantern does need oil for this version.)
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
First Aid Kit: Cures 2d(caster level) hit points (maximum 2d10). Alternatively, it may have the effect of delay poison plus healing 1d(caster level/2) hit points.
Flare Burst: As flare, but affects all creatures in 10 ft. (change area of effect to 15ft cone instead of 10ft burst for tourist version.)
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Ignore: Distracted creature suffers a -5 penalty to Perception checks.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Invigorate: Temporarily relieves fatigue or exhaustion.
Jump: Subject gets bonus on acrobatics checks to jump.
Jury-Rig: Temporarily removes the broken condition from the targeted object.
Lighten Object: One object weighs half as much as normal.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Play Instrument: Play instrument as if you were skilled.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Snapdragon Fireworks: Create 1 dragon firework/level. (Damage is 1d3 for the tourist version.)
Stumble Gap: Small hole trips creatures.
Tap Inner Beauty: Gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Transcribe: Records a conversation on a scroll, book, or tablet. (3rd party)
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Youthful Appearance: Target appears younger.

2nd-Level tourist Spells
Alter Self: Assume form of a similar creature.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Arcane Lock: Magically locks a portal or chest.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Book Ward: Protects objects from acid and fire damage.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Continual Flame: Makes a permanent, heatless torch.
Create Pit: Creates an extradimensional pit.
Create Treasure Map: Creates treasure map out of a creature's corpse.
Darkvision: See 60 ft. in total darkness. (Duration is 10 minutes/level for tourist version)
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Glide: You take no falling damage, move 60 ft./round while falling.
Gust of Wind: Blows away or knocks down smaller creatures.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Keepsake: Creates a picture of whatever is in front of you. (The picture appears 1 round after the spell is cast.)
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered. (Duration is 1 day/level or until discharged for tourist version)
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Oppressive Boredom: Target loses its next action.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Retrieve Item: Call an item instantly to you hand from nearby by speaking a special word and snapping your fingers.
Share Language: Subject understands chosen language.
Shatter: Sonic vibration damages objects or crystalline creatures.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Trail of the Rose: Creates an illusory rose trail that ripples and flows in the area that you and up to six others can see. Duration is 10 minutes per level for tourist version.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level tourist Spells
Blot: Ruins writing.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Countless Eyes: Extra eyes give all-around vision.
Darkvision, Communal: See 60 ft. in total darkness, divide the duration among creatures touched. (Duration is 10 minutes/level for tourist version)
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Distracting Cacophony: Noise makes it difficult to cast.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Explosive Runes: Deals 6d6 damage when read.
Force Punch: Target takes force damage and is pushed away.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Healing Thief: You siphon half of all magical healing that the targeted creature receives.
Hostile Levitation: Levitates the targeted creature up off the ground.
Illusory Script: Only intended reader can decipher.
Invigorate, Mass: As invigorate, but multiple creatures.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Nondetection: Hides subject from divination, scrying.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Pup Shape:Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Reckless Infatuation: Target is compelled to stay near another.
Secret Page: Changes one page to hide its real content.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Sleet Storm: Hampers vision and movement.
Souvineer: Turns a nearly worthless item into a good luck charm.(I may make an updated version of this spell later.)
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Tiny Hut: Creates shelter for ten creatures.
Tongues: Speak any language.
Unadulterated Loathing: Target is compelled to avoid another creature.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level tourist Spells
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aura of the Unremarkable: An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Confusion: Subjects behave oddly for 1 round/level.
Control Summoned Creature: Direct a summoned monster as if you had summoned it. (Tourist can use forgery skill in place of spellcraft but get -2 on the check.)
Curse of Disgust: Target is sickened when viewing a trigger.
Darkvision, Greater: See 120 ft. in total darkness. (Duration is 30 minutes/level for tourist version)
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you short distance.
Fire Trap:Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Locate Creature: Indicates direction to familiar creature.
Nondetection, Communal: Hides subject from divination, scrying. -divide the duration among creatures touched.
Minor Creation: Creates one cloth or wood object.
Mnemonic Enhancer: (Wizard or Tourist) only. Prepares extra spells or retains one just cast.
Moonstruck: Subject is enraged and confused.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: Magic horse appears for 1 hour/level, divide the duration among creatures touched.
Ride the Waves: Target can breathe water and swim.
Secure Shelter: Creates sturdy cottage.
Share Senses: See/hear/smell what your familiar is. (Can be used with a tourist's pet)
Smug Narcissism: Target is distracted by its sense of self.
Solid Fog: Blocks vision and slows movement.
Symbol of Revelation: Triggered symbol reveals illusions.
Tongues, Communal: Speak any language. -divide the duration among creatures touched.
Ward Shield: Your shield is effective at resisting some types of spells.

5th-Level tourist Spells
Animal Growth: One animal/two levels doubles in size.
Astral Projection, Lesser: Limited astral travel
Baleful Polymorph: Transforms subject into harmless animal.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dream: Sends message to anyone sleeping.
Envious Urge: Targets steal from or disarm others.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Fabricate: Transforms raw materials into finished items.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Interposing Hand: Hand provides cover against 1 opponent.
Life Bubble: Protects creature from sustained environmental effects.
Lighten Object, Mass: Multiple objects weigh half as much as normal.
Mage's Faithful Hound: Phantom dog can guard or attack.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Major Creation: As minor creation, plus stone and metal.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Nightmare: Sends vision dealing 1d10 damage and fatigue.
Passwall: Creates passage through wood or stone wall.
Planar Adaptation: Resist harmful effects of other plane.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Utter Contempt: Target's attitude worsens by two categories.
Treasure Stitching: Objects on cloth become embroidered.

6th-Level tourist Spells
Analyze Dweomer: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes. (One small object per 2 caster levels for tourist version, and can never animate an object bigger than large size.)
Antimagic Field: Negates magic within 10 ft.
Conjure Black Pudding: Summon a black pudding.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle's Splendor: As eagle's splendor, 1 subject/level.
Enemy Hammer: Allows you to telekinetically use a creature as a weapon.
Find the Path: Shows most direct way to a location.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breath water
Forceful Hand: Hand pushes creatures away.
Getaway: Teleports you and select creatures to predetermined location.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Joyful Rapture: Negate harmful emotions.
Legend Lore: Lets you learn tales about a person, place, or thing.
Mage's Lucubration:(Wizard or Tourist only.) Recalls spell of 5th level or lower.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and build hills.
Permanency: Makes certain spells permanent.
Repulsion: Creatures can't approach you.
Shadow Walk: Step into shadow to travel rapidly.
Stone to Flesh: Restores petrified creature.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Transformation: You gain combat bonuses.
True Seeing: Lets you see all things as they really are. The range of the tourist version is 60 feet instead of 120 feet.
Veil: Changes appearance of group of creatures.
A tourist cannot put any spells higher than 6th level into his spell journal unless they appear on the tourist spell list as a lower level.

Tourists and the Uses of the Spellcraft Skill
The following are uses of the spellcraft skill which are available to the tourist:
- Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
- Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
- Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
- Identify items using spells such as detect magic or identify. They get +2 on this check from the use of their spell.
- After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
The tourist uses his Charisma modifier for these checks instead of Intelligence, but the tourist cannot take ranks in the spellcraft skill (unless he has levels in another character class which has spellcraft as a class skill). For as long as he has no ranks in spellcraft, each 5 ranks in knowledge (arcana) add +2 to his check modifier. If the tourist has the spell he is trying to identify in his spell journal, that adds +4 to his modifier. And the magical aptitude feat can also add to the modifier as usual for the feat.

Tourist feats:
Pest Killer: This feat activates the Pest Repellent class feature even if the tourist has not reached tourist level 3 yet (but not more than once/day before L3). In addition, the pest repellent feature now always does damage to creatures within range at the time the pest repellent is activated. Damage is 1d6 at L1, 2d6 at L6, and +1d6 every 3 levels after that to a maximum damage of 6d6 at tourist level 18. A reflex save still halves the damage.
Affected creatures who try to enter the area while the pest repellent is in effect take 1/3 of this damage (whether they win their save to come near to the tourist or not).
This replaces (does not stack with) the normal level 15 improvement on the pest repellent feature.
Prereq: Tourist L1.

Long-Lasting Pest Repellent: The duration of the Pest Repellent feature is now 10 minutes x your charisma modifier x 1d6.
Prereq: Tourist L3, CHA 12.

Improved Luck Magic Exposure: When you take this feat, the following situations now also count as being exposed to a spell for the purposes of the tourist's Luck Magic feature:
- If an ally who is within 30 feet of the tourist is the target of a spell that has outward evidence which the tourist can see.
- If any creature, object, spot in space, or anything else within 15 feet of the tourist is the target of a spell that has outward evidence which the tourist can see.
This feat also raises the base chance of learning a spell by luck magic by +2% (before multipliers).
Prereq: Tourist L3, forgery 3 ranks.

Extra Favorable odds: +2 uses per day of the favorable odds class feature.
prereq: Tourist L7.


2 things

* Tavel knowledge probably could be 1/2 level instead of 1/3 a level.

* Traveler pet that is apart from role playing nothing but a Hindrance it just going die in 1 hit from fireball and if it does somehow not die it will just interfere with teleport and the likes.Consider making more like a familiar or animal companion

Otherwise it seems like a cool class

Goldcape


I'm not sure what role this class is supposed to fill in an adventure group and what role they fill in the world. I can read the fighter and wizard class and learn about where they fit, but I don't have any the same details about this class.

I would put each class into their own thread. This class is already wall of texty. I'd hate to shuffle through several walls of text when talking about multiple classes.

I'm finding this class's ability to cast spells to be a bit odd. I would have copied a spell chart from another class instead of inventing a new one. I'm thinking the magus cause your class is a prepared spell caster. If you wanted worse, you could go paladin/ranger spell chart.

I don't think limited cantrips per day is good. I would have done what the other classes did and let the class have unlimited cantrips.

I'm not sure what the difference is between a wizard's spellbook and this class's spell journal. Do they pay for the cost of special ink to scribe spells into their spellbook? And did I read it right when their notes are sloppy so they suffer a chance for their spells to fail when cast?

Removing spellcraft and using forgery and linguist skills instead seems like a bad design decision.

Overall, it feels like spell casting bit is not good. Overly complicated and prone to failure.

RPG Superstar 2015 Top 8

I adore Nethack and props to you to attempting to come up with a PF class for something as weird and wonderful as the Tourist.

@ Omnimage: FYI in Nethack, all characters can technically become spellcasters, and Tourists eventually become decently good at spellcasting, particularly casting "Escape" spells (teleportation and the like).

Tourists are supposed to be a challenge to play and to some extent are like wizards that start off with no spells. The challenge here is trying to manage the thematicness of the tourist and keep stuff that feels true to the intent of the design in Nethack, while also making something that is fun and reasonably balanced to play in PF.

And that being said: will_asher:

So, I'll admit, for the purposes of Pathfinder, I'd be more likely to make Tourist a bard archetype than its own class, but that DOES make it harder to keep the Nethack flavor. So let's go with what you've built:

I think you've got some cool ideas here but I agree with the others, it's very complicated and a little hard to follow. I've only scanned some sections so this is largely a first reaction.

HD/advancement: On one hand, tourists are supposed to be weak, so I can see why you made them a d6 class (presumably with slow BAB progression to match). On the other, I feel like thematically, being travelers, tourists could have a skillmonkey role to play in Pathfinder, and moreover since they don't start play with spells and aren't good at spellcasting till later, it would make some sense to make them a d8 class with casting ability akin to a bard.

Spellcasting: While I like the flavor idea for the traveler's journal, this doesn't exist for the tourist in its origins. Moreover, all Nethack casters essentially spontaneously cast. So I think for simplicity's sake I'd make them a spontaneous caster. As tourist's are supposed to be best at "escape spells" I might give them bonuses to conjuration (teleportation) spells. I've not read the spell list closely to see it it works.

Luck: Conceptually I like what you've done here, but I think giving them the luck domain is a bit much and overly complex. I'd give them the Defiant Luck feat instead, and over time just increase the number of times per day they can use it.

Pet: I agree with Goldcape: just make the pet an animal companion. The limitations on it should solely be type (cat, dog, pony, and possibly some others appropriate to the pet theme). Pets can get pretty strong in Nethack and Tourists rely on them heavily, so I'd do this to make them work properly in Pathfinder.

Magic Mapping: I suggest simplifying this to bonuses to appropriate skills and getting something like find the path as an SLA.

Stuff I'd like to See
Tourists are super amazing at dart throwing, so I think granting them Quick Draw, Weapon Focus, and Weapon Specialization in darts would be good.

Tourists get the Searching skill in Nethack. I'd translate this to getting a bonus to find hidden things.

Tourists eventually get poison immunity. That feels too broad here, but I'd grant them something like this as well, maybe something that builds up over time that follows the traveler theme.

Traveler's Stomach: Tourists are used to eating questionable street foods and resorting to eating whatever they find when on long journeys through remote areas. As such they've developed a resilience to mystery meats and poorly canned foods. At level X, they gain a +1 circumstance bonus to saving throws versus ingested poisons and +2 bonus to saving throws versus effects that cause the sickened and nauseated conditions. At every X level, this bonus doubles. At 20th level, the tourist becomes immune to ingested poisons, and the sickened and nauseated conditions.

Camera: Using the tourist's camera is such a big deal in Nethack gameplay, I feel like they should start with one and be able to make some use of it, even if Pathfinder does not have cameras usually.

Just my two cents, take or leave. Happy gaming!


post each class in its own thread.
Just skimming powerwise it seems like an NPC class with some algebraic rules.
I'd stick to regular spell descriptions providing general variance for duration, AoE(linear to volumetric), DC, or CL. New spells go in their own HB thread with a reference.
Thematically I have concerns but that's just me.


The class is from a game called Nethack? It seems I missed that on my first read through.

Still, I think the spell casting part of the class seems needlessly complicated. Not everything translates well when converting stuff between different game systems, so you might want to make some changes if you want it to be a good option for players.


- Yeah, I think I'll change the travel knowledge bonus to +half the class level.

- I do aim to learn more toward story and role-playing than the hack & slash style of playing. Maybe I will give the pet some more unique abilities for survivability and to keep it from being a burden.

- Using the forgery skill and having limited L0 spells per day is partly because the class was originally created with DND3.5 rules in mind, and the idea that the Tourist's entire ability to use magic is a forgery is part of my concept of the class (even though it isn't in the source material of Discworld or Nethack). This is also why he can't use the spellcraft skill. Limited L0 spells is probably an unnecessary detail though. I think I'll change that.

- The tourists spell journal is essentially different from the wizard's because the Tourist can never read or write magical writing. This is connected to the 'using magic by forgery' idea, similar to him always having a chance of miscast. Despite not being in the source material, those details are part of my concept for the class.

- I also aimed for his spellcasting to be on a slightly weaker progression than the bard/magus. (I always thought the Paladin/Ranger spell progressions to be hardly worth giving them spells at all so I didn't want it to be that weak.)

- I'm not really interested in keeping it close to the way Nethack does things. (I used to play it a lot, but now it's been several years since I've played Nethack.) But the camera was also an important detail with Discworld's tourist. I thought the Flare Burst and Keepsake spells would keep that flavor. Maybe he should get those spells automatically without having to learn them. I had actually forgotten about the darts until DeathQuaker mentioned them, but I don't feel like anything more needs to be added to the class. I'll just tweak the thing about his bonus spells so that he can take those feats if he wants.

- I originally didn't give them the domain powers for the Luck Domain. But I was looking for a way to make the Tourist a little less weak, and the first domain power for the Luck domain was almost the same as the ability I was thinking about adding separately, so I gave them the domain instead of making it a separate class feature. I'll get rid of the bit about casting them as divine spells when he's otherwise an arcane(-ish) caster. That detail is weird.
--Thinking again, I could remove the automatic domain spells and give him only abilities similar to the domain powers, and make sure most of those spells on on his spell list. That could make things a little simpler.

- Simplifying the mapping feature to an appropriate skill bonus and a Find the Path ability sounds like a good idea. I'd make a bonus to searching be a part of this too I think.

- I like that Traveller's stomach feature idea, but again, I'm not sure I want to add anything more to the class unless it seems necessary. (Maybe it can be an option to replace another feature like the archetypes have.)

- I could probably figure ways to simplify some aspects of his spellcasting, especially the chance of miscast. I'll work on that. Maybe the -1 caster level part is an unnecessary complication as well. I could drop that.

- I'll post other homebrew classes in new threads. None of the others I made are as complicated as this one.

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