Class Concept: The Wayfarer [Archive] - Wizards Community

Post/Author/DateTimePost
milkshake

09-01-06, 11:58 PM
Here's a class concept I've been working on. Please, tell me what you think! It's very rough- really just a concept, and obviously it's in need of a lot of balancing, etc.

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<-Wayfarer->
"The Stranger"
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"The Stranger," a man or woman who travels without bound, looking for something or nothing, remaining nowhere, staying anywhere, forever exploring, and forever seeking. The Wayfarer learns the lessons of life and of travel in a way no one else can: through experience, through exertion, and through dedication.

Adventures:
Though not keen on adventures that bind him to a town or city, the Wayfarer may often choose to embark on adventures of expedition and exploration. Also, many Wayfarers see adventuring as a way to share their life experience and skill with others, and travel places where they perhaps would not otherwise get to travel. The Wayfarer when traveling with others often takes it upon himself to guard his ally's safety. Though not one to avoid risk (who knows where a good chance might land you), the Wayfarer helps his allies however he can. The Wayfarer often takes the role of a scout, though he may also be a healer, or fighter.

Characteristics:
In combat, Wayfarers vary greatly from each other in style and focus. Due to their love of personalized, exotic weapons, Wayfarers often disarm, trip, or trap their opponents rather than deal straight damage to them. A Wayfarer often seeks strategic advantage, such as higher ground, rough terrain, or water, which, due to his skill and light armor, he may swim in, but his opponent may not.

Wayfarers delight in running great distances, and exercising their skills. They love to travel on their own, or with strong and devoted allies, and learn how to live through experience, accumulating knowledge and skills.

Alignment:
Though usually chaotic and good, a Wayfarer can be of any non-lawful alignment. Evil Wayfarers are quite possible. They, like a desert warrior or versatile and vicious hunter/stalker, seek to protect themselves through speed and skill. Chaotic Neutral Wayfarers are those who strongly reject any ties to other people or society, and non-chaotic Wayfarers are usually knowledge-seekers and explorers.

Religion:
Though not likely to dedicate themselves to a priesthood or temple, Wayfarers often worship Fharlanghn, the god of roads, Obad-Hai, the god of nature, Olidammara, the god of Rogues, or possibly Pelor, the god of the sun.

Background:
Most of the time, becoming a Wayfarer is a gradual thing. One finds one's self out on the road, in the wilderness, with no where to go and one starts to learn how to fend for one's self, then becoming deeply involved in the life of a Stranger, running great distances and learning how to travel. Many Wayfarers become Wayfarers from wanderlust, or a need to escape some society. Sometimes, a Wayfarer begins his training from an old, wise, venerable, wanderer, and becomes a Wayfarer out of want for that life. The background of a Wayfarer cannot be generalized, but often involves traveling long and far.

Race:
Due to their wanderlust and chaotic nature, many Elves become Wayfarers, learning how to gracefully travel despite their small form and becoming knowledgeable beyond even their race's long years. Humans also become Wayfarers, often for the same reasons. Despite their short life, they seek personal enrichment and knowledge. Gnomes are somewhat suited to the life of a Wayfarer, as are Halflings. Half-orcs can be extremely powerful runners and scouts, but often find that they lack the patience required for long journeys and learning.

Classes:
Though often reluctant to associate themselves with other people, Wayfarers can form extremely strong bonds with some of their closest friends and allies. Wayfarers respect Bards highly for their extensive knowledge and the secrets found in their songs. Wayfarers find Rangers to be sometimes a little too focused on the hunt, but respect their knowledge of nature almost as much as they respect the druid's nature-born abilities. Wayfarers may find themselves working toward the same goals as a lawful cleric, paladin, or monk, but are not compatible with a rigid code of honor, instead believing perhaps that life is more complicated than any set of the lawfuls’ rules could define.

Role:
Wayfarers can make extremely powerful scouts and often skilled fighters, though more often skilled with ranged weapons than melee due to their light armor. Wayfarers can move very quickly and cover long distances on foot. Any party that can utilize this advantage to scope out surrounding area or make expertly time attacks and escapes would do well to seek the help of a Wayfarer. Due to their vast experience, Wayfarers may also often find themselves doing a party's talking or even (to their dislike) getting involved in some semi-political dispute.
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Game Rule Information

Abilities:
Dexterity and Constitution are important to a Wayfarer, they allow her to travel quickly and travel long distances. Dexterity also aids a Wayfarer in combat, as could Strength, though Wayfarers rarely choose strength over agility. Constitution increases the Wayfarer's durability and overland speed. Intelligence is important for a Wayfarer who wishes to utilize all of her skills, Wisdom is required for high-level spell casting, and Charisma can also be useful. A Wayfarer may find herself penalized if she neglects any ability unduly.

Alignment: Any nonlawful.
Hit die: d8


Class Skills:

Skill points: 6 + Int Modifier, (6 + Int Modifier) x4 at 1st level.

Class skills: Bluff, Climb, Diplomacy, Disable Device, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Geography, Local, Nature), Open Lock, Perform, Profession, Ride, Speak Language, Survival, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope.


Saves: Good Fort, Good Will, Poor Reflex
BaB: +1 (Full, as fighter)

Special:
Level one: Run, Exotic Weapon Proficiency
Level 2: Endurance, 1st Favored Enemy
Level 3: Lesson of the Way I, Track
Level 4: Smooth Run, 1st Favored Terrain
Level 5: Endurance II, 2nd Favored Enemy
Level 6: Lesson of the Way II
Level 7: Knowledge of a Stranger
Level 8: 3rd Favored Enemy
Level 9: Lesson of the Way III
Level 10: 2nd Favored Terrain, Wayfaring Stranger
Level 11: Endurance III
Level 12: Lesson of the Way IV
Level 13: Smooth Run II
Level 14: 4th Favored Enemy, 3rd Favored Terrain
Level 15: Exotic Weapon Expertise, Lesson of the Way V
Level 16: Scent
Level 17: Endurance IV
Level 18: Lesson of the Way VI
Level 19: 4th Favored Terrain, Smooth Run III
Level 20: Knowledge of a Friend, 5th Favored Enemy


Class Features:
All of the following are class features of the Wayfarer.

Weapon and Armor proficiencies:
Wayfarers are proficient with all martial weapons and light armor. Wayfarers are also proficient with one Exotic Weapon of their choice, see below.

Run, Track:
A Wayfarer receives Run (See PHB) at 1st level and Track (See PHB) at 3rd level as bonus feats.

Exotic Weapon Proficiancy:
A Wayfarer receives Exotic Weapon Proficiency for any one weapon at 1st level. At the discresion of the DM, if the campaign permits, a wayfarer may take the feat Improved Unarmed Strike or Exotic Weapon Proficiancy (firearms) instead of this feat.

Endurance:
A Wayfarer receives Endurance as a bonus feat at 2nd level. As a result, she receives a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, she may sleep in light or medium armor without becoming fatigued. These bonus increase to +6 when the Wayfarer reaches the 5th level, +8 at the 11th level, and +10 at the 17th level. Endurance II and III are extraordinary abilities.

Favored Enemy:
This ability functions exactly as the Ranged ability of the same name, except that if tracking one of her favored enemies by scent, the Wayfarer receives a +4 bonus to the survival check for each +2 she would normally receive. This is an extraordinary ability.

Favored Terrain:
At the 5th, 10th, 14th, and 19th level, a Wayfarer may select a favored terrain from the following list: Aquatic, Desert, Forest, Mountains, Plains, Underground. A Wayfarer may select any terrain more than once, the bonuses stack.

When traveling on a terrain that she has selected as her Favored terrain, A Wayfarer receives bonuses due to her familiarly with available motions, locations, and the texture of the ground, among other things. She receives a +2 bonus on all Survival checks made to gather food or track something, and she receives a +4 bonus to all Hide and Move silently checks while traveling on that terrain. She receives a +1 dodge bonus to her armor class. She recieves a +1 bonus to all attacks due to sure-footedness.

A Wayfarer traveling on terrain that is her favored terrain receives an effective +5 ft. bonus to her base movement speed (or swim speed in the case of Aquatic), due to her ability to hustle and not risk losing concentration. However, this bonus does not count when running.

If any terrain could be classified as two of the types available, such as an underground lake or a forested mountain, the bonuses do not stack. Instead, apply the higher of the two bonuses.

Lesson of the Way:
Every third level, a Wayfarer may choose a "Lesson of the Way" to learn. Each Lesson may be chosen more than once, though how many times specifically and the bonuses earned varies with each lesson.

Lesson of Healing
The Wayfarer and her allies acquire many injuries while traveling far and wide. The first lesson of the way is of healing. A Wayfarer who chooses this Lesson gains a +4 bonus on all heal checks made to stabilize a dying character or provide long-term care to a wounded or ability-damaged character. In addition, the Wayfarer gains the ability to heal 1d8+her wisdom modifier points of damage to herself or another wounded character as a standard action once per day. Alternatively, the Wayfarer may heal twice this amount in nonlethal damage. Both healings require that the Wayfarer touch the injured character, and therefore be in an adjacent square. This action provokes an attack of opportunity.

A Wayfarer may choose to learn this lesson a second and third time. Each time the Wayfarer learns this lesson, she receives an addition +2 bonus to heal checks made to stabilize a dying character or provide long-term care to a wounded or ability-damaged character, and may heal an injured comrade or herself an additional time per day.

Lesson of the Water
The Second lesson of the way is the Lesson of Water. A Wayfarer who is often confronted by bodies of water may find it beneficial to learn the Lesson of Water. A Wayfarer who chooses this lesson receives an effective swim speed of one-half their normal land speed (including bonus acquired through Smooth Run) and may choose to take 10 on any swim check to avoid obstacles or avoid taking nonlethal damage. All requirements for the Wayfarer to hold her breath still apply.

A Wayfarer may choose to learn this lesson a second time. Any Wayfarer who does recieves an effective swim speed equal to their land speed.

Lesson of the Hard Way
The third lesson of the way is the Lesson of the Hard Way. A Wayfarer who learns this Lesson learns how to move through difficult terrain quickly, by placing their steps carefully and in a way that will not cause them to hurt themselves. This allows the Wayfarer to run through difficult terrain (Thick underbrush, rubble, etc. See PHB) at their full run speed, including any bonuses received from Smooth Run or the Run feat. This Lesson can only be learned once.

Lesson of the Arrow
Many Wayfarers choose to fight with Bow and Arrow or other ranged weapons when they fight. These Wayfarers are likely to learn the fourth lesson of the way, the Lesson of the Arrow. A Wayfarer who chooses this lesson learns to fire arrows or other missiles great distances with accuracy. For that Wayfarer, all ranged weapons' range increments are increased by one-half of their normal range increments.

A Wayfarer may choose to learn this lesson a second time. For that Wayfarer, all ranged weapons' range increments are doubled. In addition, that Wayfarer receives a +1 bonus on all ranged attacks.

Lesson of the Ally
A Wayfarer who works with others may often find it inconvenient that her allies cannot move as fast as she can or as far as she can. The Lesson of the ally, the fifth lesson of the way, remedies that situation partially. A Wayfarer who selects this lesson learns to effectively increase the movement speed of all Allies within 20 feet by 10 feet for one minute/level of the Wayfarer. Alternatively, the Wayfarer may choose to give her allies the effects of the Endurance feat for one hour/level of the Wayfarer. The Wayfarer may use this ability once per day.

A Wayfarer may choose to learn this lesson a second time. A Wayfarer who does may give her allies both effects at once and may do so twice per day. Alternatively, that Wayfarer may give each effect separately twice per day or once both effects and each effect once separately.

Lesson of the Companion
Compassionate Wayfarers may choose to learn the sixth lesson of the way, the Lesson of the Companion. Any Wayfarer who does may select an animal companion from the following list: Badger, Cat, Dog, Dog (Riding), Eagle, Ferret (Weasel statistics), Gerbil or Mouse (Rat statistics), Hawk, Lizard, Owl, Pony, Raven, Small or Tiny Snake.

That animal companion receives a Link with its Wayfarer master. The Wayfarer can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Wayfarer gains a +4 circumstance bonus on all Handle Animal and Ride checks made regarding an animal companion.

Certain Animals, if chosen as the Wayfarer's Companion, provide the Wayfarer with bonuses.

Badger: +2 bonus on all strength checks made to move heavy objects or open heavy doors, etc.
Cat: +4 bonus on all checks made to avoid falling damage.
Dog: +1 devotion bonus to Armor Class.
Eagle, Hawk: +2 bonus on all spot checks.
Ferret: +3 bonus on all Escape Artist checks. Escape Artist becomes a class skill for the Wayfarer.
Gerbil: +3 bonus on all checks made to avoid nonlethal damage from heat. +3 bonus on all survival checks made in a desert. +2 Hit points
Mouse: +3 bonus on Knowledge (Dugeoneering) checks. Knowledge (Dungeoneering) becomes a class skill. +2 bonus on Knowledge (Nature) checks.
Lizard: +1 bonus on all fortitude saves.
Owl: +5 bonus on all spot checks made in the dark.
Raven: The ability to Scrye (as in the spell Scrying. The Wayfarer need not supply any spell components.) on one's companion once per day.
Small or Tiny Snake: No chance to poison one's self when applying poison to a weapon or firing a poisoned weapon.

A Wayfarer may choose this lesson and second and third time. Each time beyond the first that a Wayfarer chooses this lesson, that Wayfarer's companion receives 2 bonus HD, and a natural armor adjustment of +2. The second time a Wayfarer chooses this lesson, his companion receives a +4 morale bonus on Will saves against enchantment spells and effects. (Devotion) The third time a Wayfarer chooses this lesson, his companion receives Evasion. (If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.) These are extraordinary abilities.

Lesson of the Expert
The seventh lesson of the way is the Lesson of the Expert. Wayfarers learn many, many different skills in their travels. However, some may find that they need to specialize in even more exotic skills. These Wayfarers may take the Lesson of the Expert. Upon choosing the Lesson of the Expert, the Wayfarer may designate two skills that he/she does not already have as class skills. From that point forward, those two skills are class skills for the Wayfarer. Any cross-class ranks already in either of those skills do not double, but are not lost. The Wayfarer recieves 3 free ranks in both of those skills.

Lesson of Survival
The eighth and final lesson of the way is the Lesson of Survival. Wayfarers do not usually carry food, water, or much of anything at all when they travel- they need to learn to survive. A Wayfarer who learns this lesson receives a +4 bonus on survival checks made to provide food and water supplies for herself and/or her companions. A Wayfarer who chooses this lesson may also move at her full movement speed while searching for food and water, though she takes a -8 penalty on the check. (She still cannot use survival while running) A Wayfarer who chooses this lesson may always take 10 on Survival checks made to find food and water, or take 20 if she chooses to move at one-quarter of her normal speed.


Smooth Run:
"Smooth is Strong" is a saying heard often by those traveling great distances. A Wayfarer of the 4th level learns how to move and run accurately and smoothly instead of just harder. As such, she applies 5 times her dexterity modifier to her base move speed. For example, an unencumbered human Wayfarer with a dexterity of 16 (modifier +3) would have a base move speed of 45 ft. and be able to move 45 ft. with a move action or run 225 ft. in a round if carrying a light load and wearing light or medium armor.

Smooth Run II increases the speed bonus to 10 x the Wayfarer's dexterity modifier ft., and Smooth Run III Increases the speed bonus to 15 x the Wayfarer's dexterity modifier ft.. This bonus cannot exceed 70 ft.

Knowledge of a Stranger:
The Wayfarer has been many places in her travels, and as such has learned a great deal about the world and the people in it. A Wayfarer of the 7th level recieves a +4 Bonus on Knowledge (Geography, Local, and Nature) checks.

Knowledge of a Friend
The greatest of Wayfarers have been in so many places that their normal title, "the Stranger," would more appropriately be, "The Friend." Due to her intimate knowledge of the world, a Wayfarer recieves a +12 bonus on all Knowledge (Geography, Local, and Nature) checks. (At the DM's discretion, a Wayfarer may not receive this skill if she has not been wandering to many places since she received "Knowledge of a Stranger.")

Wayfaring Stranger:
The Wayfarer has traveled such distance and been in so many places that it is reflected in her demeanor. At 10th level, the Wayfarer receives a +4 bonus to all charisma-based skill checks. People seem to look up to her because of her aura of knowledge and power.

Scent:
A Wayfarer's sense of smell can develop to a preternatural point, where she can locate smells and people as if she were an animal who tracks by scent. She recieves the special quality "Scent" (See MM) at the 16th level. As such, she can detect opponents within 30 feet through smell, and track creatures through survival by smell. This is an extraordinary ability.

Exotic Weapon Expertise:
Traveling with a weapon of her choice since she became a Wayfarer, any Wayfarer becomes more skilled with her weapon of choice. At the 15th level, a Wayfarer may recieve Weapon Focus, weapon specialization, greater weapon focus, or greater weapon specialization as a bonus feat. A Wayfarer may only choose one of these feats and must meet the prerequisites for whichever she chooses.




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Quick list of changes so far:
Someone thought it was underpowered and suggested I add favored enemy or something. I added favored enemy and favored terrain. Someone thought it was still underpowered and suggested spell-casting. I think it's turning out OK but I'm not sure.

In light of the below post(s), further revisions have been made.

Most recently, I added Open Lock and Disable Device to the class skills, and added the Lesson of the Expert.
The_Normal_Anomaly

09-02-06, 10:30 PM
I see where the Favored Terrain comes from, but I don't really see the Favored Enemy fitting the concept, although it is your concept so I can't fully say. I also do not find the spellcasting to fit that well, although the selected spells are all thematically correct. Personally, I would drop the spellcasting and perhaps give them a full base attack bonus. I see this as fitting "that guy" in a western, like Clint Eastwood. I just feel that the higher bab would give them more of that punch. They still wouldn't be a super powerful combat class, but they do get that real tough guy punch from it and it fits the exotic weapon feat. The exotic weapon proficency was a good idea, simply to illustrate how they have been plances and done things most people have not even thought of. One note on that is possibility saying they could take improved unarmed strike or the exotic weapon prof. (firearms) is the campaign permits. I just can't shake the image of the stranger with some sort of boomstick.

They get preform instead of profession? This seems to be an odd choice in light of some of the more creative professions, Profession (Gambler) for example, unless the goal is to get them to spend more time actually doing oddjobs for their cash.

Overall this class is one of the more interesting ones I have read, and I plan on playing one pending any further revisions or ideas before Tuesday.
milkshake

09-02-06, 11:03 PM
I took off the spellcasting and increased the Wayfarer BaB to +1, like you suggested. I fully agree with your analysis of the base attack bonus, and I think it adds alot more focus to the class. (I, for one, would rather not keep track of a bunch of spells if I didn't have to.) "That guy" is the perfect image. :D I also added the Unarmed Strike and Firearms, because it's a good touch that I hadn't thought of.

(The thing I'm missing from spell-casting is Commune With Nature. It's just a little too magical, though, to include as a spell like ability. I can't really picture this guy waving his arms mystic-style and coming up with a picture of the world around him. I can picture him going to look for himself.)

While I agree that Favored Enemy is not neccecary for this class, I'm keeping it right now mostly because I fear the class would feel a little under-powered without it. I'll still consider taking in down... I'm torn, especially because I hate copying the Ranger out-right.

I added proffesion in the skill list but I kept perform. How else would a Wayfarer widdle away the hours while they're not running down the road but learning to play the wooden flute or some sort of recorder? (Its' their theme music).

Also, I fixed alot of the spelling errors so you know I'm serious. ;)
The_Normal_Anomaly

09-03-06, 08:09 PM
I have some things that could replace the favored enemy.

Edit: You may have more responses if you rename the title of the thread to something with more punch. Wayfarer makes one think of bland walking. The Stranger invokes a stronger image in the mind.


All of these feats are MSRD content.

Brawl
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Improved Brawl
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

(Note: The above feats do not make you qualify as armed. These would be useful mostly only when you either lost your weapon, or in a bar fight. These represent your common movie bar fight moves, the haymaker is especially well represented here. They can stack with the improved unarmed strike, but ony when doing non-lethal damage. ~The_Normal_Anomaly)

Knockout Punch
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Streetfighting
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ˝ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.

Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round

Character Level Times per Day
1st–4th 1
5th–8th 2
9th–12th 3
13th–16th 4
17th–20th 5
milkshake

09-03-06, 11:01 PM
The Heroic Surge feat looks like an OK option, but brawling isn't exactly this guy's style. Frightful presence would be great for an evil Wayfarer, but most Wayfarers aren't goig to be evil. Maybe I could put a class skill in where evil Wayfarers get one and good ones get the other. But that's a bonus feat substituted for favored enemy... not an equal substitution perse (though maybe favored enemy isn't all that much more powerful, it is substituting a one-time thing for a over-20-levels thing that allows options for the players to customize.)

Heh, "options to customize," that doens't make too much sense. =P

It would be totally awesome if you played a Wayfarer! You have to tell me how it goes if you do.

And yes, this isn't the greatest title. I don't think I can change it though =(. Maybe people will notice that there are posts and they'll want to look. =)
Toptomcat

09-03-06, 11:30 PM
Kind of interesting, but where's the hook? What's going to make a player's eyes shine and say, "I want to be a Wayfarer!"
milkshake

09-04-06, 09:31 AM
Hmm, well someone over at DNDOG said that they wanted to be a Wayfarer because of the special abilities at every level. It makes leveling up more exciting.

But maybe I could replace the Favored Enemy with a hook.

Something like, "3 times per day, one Dungeon Master of your choice gets you a drink." ;)
milkshake

10-06-06, 05:41 PM
At DNDOG, there have been some serious concerns about this class being overpowered.

So, it would be cool if somebody could glance this over and see if they thought it was overpowered. I suspect that said person and DNDOG is a Nazi. Hehe.
PhaedrusXY

10-06-06, 06:23 PM
It is interesting. If anything, I'd say it is a bit underpowered. It doesn't really get much in the way of combat abilities at all. It is certainly not overpowered. Whoever said that has no clue what they're talking about.

I would probably give it the Trapfinding ability of a rogue and add Search, Open Locks, and Disable Device to its class skills list. It is definitely more of a skill based class, and that would let it fulfill that function. You might also add another Lesson of the Way that lets them pick any three skills and make them class skills, or something like that.

Something akin to the bard's music ability, or marshall's auras might be appropriate, also. Or maybe even some kind of shadow abilities, like the Ghostwalker or Shadow Dancer gets, at the higher levels.

Oh, and the Clint Eastwood character that you're talking about is generally known as The Man with No Name. The movies that he plays that character in were directed by Sergio Leone (http://www.fistful-of-leone.com/). It is one of my favorite characters. The character always seems to be more clever and knowledgeable than those he winds up allied with and against, and always seems to know how to use other people's shortsightedness to his own advantage. He also seems generally luckier than other people. ;)
Leatherwood

10-06-06, 07:59 PM
Wow... I feel as if you've plucked this idea straight from my brain-pan. There is a lot of elements here that are similar to something I'm already working on... Hrm, need to change my Sojourner class.
milkshake

10-06-06, 09:13 PM
Thanks for the feedback, Phaedrus!

I think that the guy who thought it was overpowered at DNDOG (and really he thought it was very very overpowered) was focused on jus tone type of campaign where knowledge checks and movement speed mattered hugely. (He was just imagining this campaign, it wasn't a real one) But, anyway...

Adding search and disable device and open lock is a good idea (search is already there). It makes reasonable sense in the concept. Trapfinding, though, I don't know about. Maybe just finding pit traps and pressure plates, or something like that. I don't like copying other classes directly if I can help it. (Though I copied favored enemy)

Extra Lessons of the Way are always excellent. One problem, though. If he's got Disable Device and Open Lock already, there's hardly anything to choose from to make class skills! =P

I'm not exactly sure what bardic musicesque ability I could create, but that's a good idea. Maybe, like, bonuses to people who have been around him for a particularly long time or something. Hmm...

Anyway, thanks for the suggestions. Now I can feel justified in linking to this thread! :D :D
LordPendragon

10-07-06, 01:37 AM
I like it... I've always been partial to the concept of "just some guy" being a PC, and this pretty much hits it. That said, I obviously have some suggestions...

- Remove Favoured Enemy; it sucked for Rangers, and it's still a crappy ability for the Wayfarer. See the next point.
- Bardic Knowledge. Nothing says "wanderer" like Bardic Knowledge. Also, it's a highly useful but underrated ability. It would be a great substitute for Favoured Enemy.
- Saves. Not sure what to say here, since D&D doesn't have medium saves. Fort, Reflex, and Will all make sense for the class (probably Fort and Reflex more than Will, though). Possibly drop them all to +6 base, and add in abilities that increase all saves by 3, scaling with level. The other choice is to just make them all high, and tell the Monk it's not so special anymore.
- Explorer. It's an advanced class you can find the D20 Modern Future MSRD, where Anomaly got those feats from. It's a very neat class, similar in concept to this one. The Extra Step ability is particularly useful, and would fit nicely with a wanderer themed class.

Good luck.