Drifter (3.5e Class)
From D&D Wiki
| Rating: | Not rated |
|---|---|
| (Rate this class) | |
| Status: | Open for Adoption |
| Editing: | Constructive edits welcome |
[edit] Drifter
| “ | Some fight for their god, others fight for their country or kingdom, I am beholden to neither as I fight for my own free will and survival. | ” |
| —Elf Drifter, Valance Taraethiel | ||
A Drifter is a self-taught warrior similar to a ranger only more combat-oriented and a lot less nature-oriented. They usually don’t stay in one place for too long mostly because they make enemies quickly as they adhere to no set of rules but their own, which conflicts with those in an authority position as well as those from organizations that have a set of rules like a thieves guild or an assassins guild. As such he is sometimes seen as the peoples hero even though he is just being rebellious. .
Adventures: Drifters are made to adventure. They are most comfortable when on the move or in a dungeon or cave.
Characteristics: Drifters, like rangers, are combat stylists. They have a practiced ease at wandering and adventuring. Because they adventure throughout the world they know little of law or order, so they tend to get in trouble with towns a lot, but they don’t care as survival and free will are all that matters.
Alignment: Being self-trained, they are always chaotic and usually neutral, they follow there own rules and laws but not the laws of towns and cities.
Religion: Drifters worship (if they worship at all) Fharlanghn the god of roads as he is the god most drifters most associate with though a good deal of drifters, just over three quarters, worship no god .
Background: For some reason a Drifter adventures and always will adventure it. May be because they have no home or because they are curious about the world but for some reason they adventure. Through there travels they have all learnt one thing survival and free will are all that matters and as such they have taught themselves how to fight relying on instinct and developing their own style of combat.
Races: Humans and Half-Elves, who do not have very strong ties with their land, typically become drifters. Elves and halflings are even more common as they have wanderlust and are free-spirited. Dwarves rarely become drifters because of a stronger feeling of commitment to their homeland. Half-orcs are common although they prefer to become a barbarian or fighter.
Other Classes: Drifters get along best with rangers as they gain respect for being able to survive in the wilderness as well as surviving off the land. Paladins as well as most lawful classes find them unrefined and chaotic (although the day a drifter cares about their opinion the Nine Hells of Baator will freeze over). Drifters tend to not care much about the other classes though they feel a connection to rangers, and see wizards as a bit dull and boring. Bards find drifters to be most interesting as they are elite adventurers in a sense, the other self-taught classes like rogue or sorcerer find drifters pleasant enough and vice-versa.
Role: Like a fighter, they are front line combatants. However, they come into their own when they take advantage of heir combat style be it using two weapons simultaneously or by using a bow with deadly precision.
[edit] Game Rule Information
Abilities: They function in much the same way as rangers but think without spells or an animal companion
Alignment: Any
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1 | +1 | +2 | +2 | +0 | 1st Favored Enemy, Track, Fast Movement |
| 2 | +2 | +3 | +3 | +0 | Combat Style |
| 3 | +3 | +3 | +3 | +1 | Endurance |
| 4 | +4 | +4 | +4 | +1 | Evasion |
| 5 | +5 | +4 | +4 | +1 | 2nd Favored Enemy |
| 6 | +6/+1 | +5 | +5 | +2 | Improved Combat Style, Diehard |
| 7 | +7/+2 | +5 | +5 | +2 | Uncanny Dodge |
| 8 | +8/+3 | +6 | +6 | +2 | |
| 9 | +9/+4 | +6 | +6 | +3 | |
| 10 | +10/+5 | +7 | +7 | +3 | 3rd Favored Enemy |
| 11 | +11/+6/+1 | +7 | +7 | +3 | Combat Style Mastery |
| 12 | +12/+7/+2 | +8 | +8 | +4 | Improved Uncanny Dodge |
| 13 | +13/+8/+3 | +8 | +8 | +4 | |
| 14 | +14/+9/+4 | +9 | +9 | +4 | Improved Evasion |
| 15 | +15/+10/+5 | +9 | +9 | +5 | 4th Favored Enemy |
| 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Combat Style Supremacy |
| 17 | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in Plain Sight |
| 18 | +18/+13/+8/+3 | +11 | +11 | +6 | |
| 19 | +19/+14/+9/+4 | +11 | +11 | +6 | |
| 20 | +20/+15/+10/+5 | +12 | +12 | +6 | 5th Favored Enemy |
|
Class Skills (6 + Int modifier per level, ×4 at 1st level) | |||||
[edit] Class Features
Weapon and Armor Proficiency: Drifters are proficient with all simple and martial weapons and with light armor as well as shields (except tower shields).
Fast Movement(Ex): A drifter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the drifter’s speed because of any load carried or armor worn
Favored Enemy (Ex): At 1st level, a drifter may select a type of creature from among those given on Table: Ranger Favored Enemies. The drifter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the drifter may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the drifter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the drifter’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A drifter gains Track as a bonus feat.
Combat Style (Ex): At 2nd level, a drifter must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the drifter selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the drifter selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the drifter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A drifter gains Endurance as a bonus feat at 3rd level.
Improved Combat Style (Ex): At 6th level, a drifter’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the drifter selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the drifter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Diehard: A drifter gains Diehard as a bonus feat at 6th level.
Swift Tracker (Ex): Beginning at 8th level, a drifter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 4th level, a drifter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the drifter is wearing light armor or no armor. A helpless drifter does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 7th level, a drifter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a drifter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Uncanny Dodge can be used only if the drifter is wearing light armor or no armor.
Improved Uncanny Dodge (Ex): At 12th level and higher, a drifter can no longer be flanked. This defense denies a rogue the ability to sneak attack the drifter by flanking him, unless the attacker has at least four more rogue levels than the target has drifter levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Improved Uncanny Dodge can be used only if the drifter is wearing light armor or no armor.
Improved Evasion (Ex): At 14th level, a drifter’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. Improved Evasion can be used only if the drifter is wearing light armor or no armor. A helpless drifter does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a drifter’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the drifter selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the drifter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Combat Style Supremacy (Ex): At 16th level, a drifter’s aptitude in his chosen combat style (archery or two-weapon combat) reaches it’s maximum potential. If he selected archery at 2nd level, he is treated as having the Penetrating Shot feat, even if he does not have the normal prerequisites for that feat.
If the drifter selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Rend feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the drifter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Hide in Plain Sight (Ex): While in any sort of natural (forest, hills, mountains and plains) or urban terrain, a drifter of 17th level or higher can use the Hide skill even while being observed.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
