Wanderer (3.5e Class)

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Wanderer
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Status: Complete
Editing: Typos, Descriptions and flavor would be welcome. I was too lazy to make links to some things and the Swift Tracker link is broke. Any clean up of that would be awesome. Mechanical changes please note in Talk.

Wanderer[edit]

The Wanderer is a class that is usually tied to a tribal society. Borrowing from Barbarian and Ranger traits, the Wanderer is a student of Nature and a fierce protector of his tribe against her blood enemies. The Wanderer cannot tap into his furious rage nor does he have the dedicated zeal of the Ranger. What he does have is martial prowess, a (literal) thick skin and a fine understanding of whatever environment he lives in. The Savage Wilderness usually has no mercy. Be tough and know your environment or die. The Wanderer satisfies those requirements.

Making a Wanderer[edit]

A Wanderer is a melee class with a heavy emphasis on nature.

Abilities: Strength, Dexterity, Constitution and Intelligence are all important. Intelligence helps the Wanderer learn the wide variety of skills necessary to make it in the wilds.

Races: Humans are the most common Wanderers but any tribal society will certainly have Wanderers in their midst.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: As Barbarian.

Table: The Wanderer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Fast movement, Illiteracy, Toughness
2nd +2 +3 +0 +0 Blood Feud, Track
3rd +3 +3 +1 +1 Thick Skin +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Deadly Herbalist
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—, Thick Skin +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Swift tracker
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Thick Skin +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Thick Skin +4
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—, Thick Skin +5
20th +20/+15/+10/+5 +12 +6 +6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Class Features[edit]

All of the following are class features of the Wanderer.

Weapon and Armor Proficiency: A Wanderer is proficient with all simple weapons and the following: All axes (throwing, hand, battle and great), one-handed slashing weapons, bastard sword (two-handed) short/long bows, bolas and nets. Armor proficiency includes light, medium protection with the exception of any plate type armor (Breastplate).

Fast movement (Ex): The Wanderer's Fast Movement functions just as the Barbarian ability.

Toughness: The Wanderer gets the Toughness feat for free at 1st level.

Illiteracy: Wanderers are illiterate. He may spend x skill points per spoken language to read and write it.

Blood Feud (Ex): At 2nd level, a Wanderer may select a type of creature from the Ranger Favored Enemies table. The Wanderer 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.

He may only have one Blood Feud, but adds a +2 to the above skills and damage rolls every five levels just like a Ranger does.

Track: At 2nd level a Wanderer's gains Track as a bonus feat.

Thick Skin (Ex): Life in the wilds ain't easy. At 3rd level the Wanderer gains a +1 Natural armor bonus that increases by 1 every 4 levels.

Deadly Herbalist (Ex): A Wanderer furthers his understanding of Nature and his surroundings; he is able to harvest poisonous plants, insects etc. and use them as the Poison Use ability. The following exceptions apply:

  • The Wanderer must also be very familiar with the environment he’s in (DM discretion).
  • The Wanderer must roll a successful Survival check as determined by the DM in order to find the necessary ingredients.
  • The time taken to gather materials is determined by rolling a Survival check vs. the DM’s pre-determined DC. A higher score means less time taken. Failure means nothing is found for that day.
  • The Wanderer must roll a successful Knowledge (Nature) check as determined by the DM to properly prepare the ingredients.

The time taken to prepare the ingredients is determined by rolling a Knowledge (Nature) check vs. the DM’s pre-determined DC. A higher score means less time taken. Failure by 5 or less destroys ½ the found batch and more than 5 ruins the entire daily batch.

Damage Reduction (Ex): As the Barbarian ability.

Swift Tracker (Ex): As the Ranger special ability.

Epic Wanderer[edit]

Table: The Epic Wanderer

Hit Die: d10

Level Special
21st
22nd Damage reduction 6/—
23rd Thick Skin +6
24th <
25th Damage reduction 7/—
26th
27th Thick Skin +7
28th Damage reduction 8/—
29th
30th

6 + Int modifier skill points per level.

Human Wanderer Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Wanderer[edit]

Religion: Usually follow the religion of their tribe. Nature based deities that Druids and Shamans follow are the most common.

Other Classes: The Wanderer interact well with Barbarians, Rangers and Druids.

Combat: A Wanderer is capable of front line combat; they are at risk of taking more hits due to their inability to wear heavy armor or use shields effectively. Wanderers usually work in groups making great use of stealth; a typical attack involves surprising the enemy and knocking them down with a bola, followed by a net to entangle them.

Advancement: The Wanderer synergies well with Rangers and possibly Rogues. A fighter level would allow them to use more armor and shields.

Wanderers in the World[edit]

Take yer ass back to town. You don't belong out here!
—Garougel, Hobgoblin Wanderer

Daily Life: They live life that full in wilderness.

Organizations: Wanderers usually find in their tribals societies.

NPC Reactions: Many treat wanderers like barbarians.

Wanderer Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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

<-the appropriate skills->
DC Result
5 Tribal society.
10 Have feuds with other tribes.
15 Fill in with whatever
20 Fill in with whatever

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