Raider (3.5e Class)

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Raider
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Raider[edit]

Raiders are hard-boiled, gruff, and more often than not, somewhat smelly. However, when one seeks the riches and the stories of the past, one may find themselves without thought to many a thing, when confronted by the traps and monsters that most ruins and dungeons bring.

Making a Raider[edit]

Abilities: A Raider benefits from a high Dexterity, or Intelligence, while Strength and Charisma take an easy middleground. Wisdom, and Constitution are often left to the side, but are nonetheless just as important for a Raider.

Races: A Race without Raiders is a race without greed, or history. As such, almost all races have their fair share of this class.

Alignment: Raiders may not be True Neutral. The path they all walk is set deep in personal gain, or selfless want. Indecisiveness, or the refusal to make a stand is a deadly prospect for such a group of people.

Starting Gold: As SRD:Rogue

Starting Age: As Fighter.

Table: The Raider

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Trap-Finding +1, Exertions, Rewards, Karma
2nd +2 +3 +3 +0 Cheap Shot +1d6
3rd +3 +3 +3 +0 Evasion
4th +4 +4 +4 +1
5th +5 +4 +4 +1 Trap-Finding +2, Keen-Mind Awareness
6th +6/+1 +5 +5 +1 Cheap Shot +2d6
7th +7/+2 +5 +5 +2 Improved Evasion, Explosives and You 1/day
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +2 Architecture of the Mind
10th +10/+5 +7 +7 +3 Cheap Shot +3d6, Trap-Finding +3
11th +11/+6/+1 +7 +7 +3 Architecture of the Body
12th +12/+7/+2 +8 +8 +3
13th +13/+8/+3 +8 +8 +4 Architecture of the Heart
14th +14/+9/+4 +9 +9 +4 Cheap Shot +4d6, Explosives and You 2/day
15th +15/+10/+5 +9 +9 +4 Trap-Finding +4
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 The True Adventurer
18th +18/+13/+8/+3 +11 +11 +5 Cheap Shot +5d6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Cheap Shot +6d6, Ancestor

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, History, and Architecture taken seperately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Raiders are hardy, skillful adventurers. All of the following are class features of the Raider.

Weapon and Armor Proficiency: Raiders are proficient with all Simple Weapons, and the Whip, Light Pick, Light Hammer, and Firearms such as Pistols, Revolvers, Repeating Crossbows, and Rifles (Depending on your DM). Raiders are proficient with Light, and Medium Armor, but not with Shields.

Trapfinding: Raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Raiders can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A Raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Exertions: Due to hectic schedule, and the promises of danger, the Raider has learned to manage her time of rest and relaxation. A Raider reduces the amount of time she must rest to gain a full-night's rest benefit by 2 hours. This ability also makes her immune to the Fatigue that sleeping in heavier armor can incur.

Rewards: Thanks to a rigorous lifestyle, the Raider ignores the speed penalties associated with wearing medium armor, and reduces her armor-check penalties by 1, this bonus stacks with Masterwork equipment, and any other bonuses that reduce weight, or Armor Check penalties.

Karma (Ex): A Raider who fails any skill-check adds a +1 luck bonus to her next skill-check, this bonus is cumulative, and is expended when the Raider finally passes a skill-check.

Cheap Shot: At 2nd Level, a Raider gains the ability to abuse weaknesses in her opponent. Once per round, as a standard action, she may use this ability to deal an extra amount of damage in d6, as noted by the table above. If her attack succeeds, her enemy is stunned for it's next turn. This ability only works on enemies not immune to Critical Hits.

Evasion: At 3nd level and higher, a Raider can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. At 7th Level, she gains Improved Evasion, whereas passing checks deal no damage, while failed checks deal half-damage.

Keen-Mind Awareness (Ex): A Raider of 5th level and higher may take 20 on any skill-check related to Perception, such as Spot, Listen, or Search, as long as she is uninterrupted through use of a full-round of action.

Explosives and You: At 7th Level, once per day a Raider can produce an explosive object from their pack, as if from a Bag of Explosives. The raider determines a single type of damage the explosive does, and makes an attack VS. Reflex to an enemy, object, or area within 30 feet. The explosive has radius 2, and is prone to Evasion. The explosive may be of any energy, or weapon type damage. This attack is non-discriminative, and deals damage to foes and allies alike, so be careful with it's use. At 14th level, this ability can be utilized twice per day.

Architecture of the Mind (Ex): A Raider of 9th level and higher becomes immune to Mind-affecting, and Compulsion effects.

Architecture of the Body (Ex): A Raider of 11th level, and higher becomes immune to Poisons, and Diseases with a DC lower than 20.

Architecture of the Heart (Ex): A Raider of 13th level, and higher becomes immune to Critical Hits.

The True Adventurer: At 17th level, the Raider becomes the human epitome of adventure. All skills are considered Class Skills for the Raider, and they may take 20 on any skill they have ranks in through use of a full-round action.

Ancestor: At 20th level, the Raider transcends mortality to become immortal. They become immune to magical aging, and effects that cause Save VS. Death. The Raider keeps any bonuses and penalties she already carries with her when she achieves 20th level due to her age category.

Ex-Raiders[edit]

Raiders who become True Neutral lose all abilities, and class features save for proficiencies and skill-bonuses of their class until their alignment changes from True Neutral.

Epic Raider[edit]

Table: The Epic Raider

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th Cheap Shot +d8s
25th
26th Bonus Feat
27th
28th Cheap Shot +d10s
29th Bonus Feat
30th Ancestor Guardian

6 + Int modifier skill points per level.

Cheap Shot: At 24th level, all d6s done by the Cheap Shot ability convert to d8s, and at 28th they convert to d10s in damage.

Ancestor Guardian: At 30th level, a Raider becomes one with the flow of time, and history. As such, they gain Divine Rank 0, and all bonuses and penalties associated with this ascension.

Bonus Feats: The epic Raider gains a bonus feat (selected from the list of epic feats) every 3 levels after 20th.

Dwarf Raider Starting Package[edit]

Weapons: Light Hammer

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge (Architecture and Engineering) 4 Int
Knowledge (Local) 4 Int
Jump 4 Str
Disable Device 4 Dex

Feat: Improved Intiative

Gear: Studded Leather Armor, Bedroll, Trail Rations (3 days), Hooded Lantern, Silk Rope 50ft, Flint and Tinder, Waterskinx2

Gold: 60GP

Campaign Information[edit]

Playing a Raider[edit]

Religion: Raiders worship a variety of gods, based on their own beliefs. Olidammara, Grummsh, and others associated with culture, architecture, and wealth are popular deities.

Other Classes: Raiders are at home with Rogues, Rangers, Druids, Wizards, and Sorcerers most of all. History, and wealth are fond friends to share with others, while the strict tennents of the Paladins and Clerics find them distasteful. Other classes are a more in between argument.

Combat: Skill-Focused Ranged Combatant

Advancement: Raiders may advance into the Rogue, Assassin, or even a magical class for a more refined touch. Most, however, choose to stay within their own echelon.

Raiders in the World[edit]

"Aye, laddie. Sure 'nuff thar was a dragon in that thar roo-in!"
—Marchelbal Copperstone, Dwarf Raider

Daily Life: Raiders live their days seeking wealth, and history. They're quite busy, and rarely rest.

Notables: Marchelbal Copperstone, Leader of the Dire Mountain Adventurer's League.

Organizations: There are an endless amount of organizations with Raiders involved, or in membership.

NPC Reactions: Common-folk react to a Raider like they would towards someone of his actions. If he raids them for cash and wealth, they fear and hate him. If they bring gold and relics to the table, they rejoice and shelter them.

Raider Lore[edit]

Characters with ranks in Knowledge (History) can research Raiders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Raiders are a group of people interested in the pursuit of wealth, history, or adventure.
10 Raiders are a skillful lot, quite gifted at destroying and disabling the defenses of long-lost civilizations.
15 Raiders work night and day to refine their body, mind, heart, and spirits for the challenges they face.
20 The greatness of some raiders has spawned them into legend, turning many into heroic deities.

Raiders in the Game[edit]

Adaptation: Raiders are easily adaptable, just give them a source of wealth, or adventure and they come a running.

Sample Encounter: ECL3

EL 2: To Be Added.



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