Wastelander (3.5e Class)
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Great at countering and fighting with Hook Swords.
Making a Wastelander
Great at countering enemies, possibly saving a nearby party member from a deadly blow. Works well with a group with some sort of Fighter type, so that the Wastelander doesn't have to take much damage. Weak to magic, fantasic against melee opponents (Provided they can deflect and counter effectively).
Abilities: Exceptionally gifted with Hook Swords, good at counters, Good for dealing damage against foes with low attack rolls.
Races: Any humanoid may join a Wastelander tribe.
Alignment: Since a Wastelander only thinks for himself, he is likely to cause havoc to the plans of others. Making him Chaotic anything.
Starting Gold: Determined by DM
Starting Age: As Rogue
|1st||+0||+0||+2||+0||Hook Sword Proficiency, Counter|
|2nd||+1||+0||+3||+0||Sneak Attack +1d4|
|3rd||+2||+1||+3||+1||Improved Trip, Improved Grapple, Two-Weapon Fighting (Hook Swords)|
|4th||+3||+1||+4||+1||Sneak Attack +2d4|
|5th||+3||+1||+4||+1||Uncanny Dodge, Improved Two-Weapon Fighting (Hook Swords)|
|6th||+4||+2||+5||+2||Sneak Attack +3d4|
|8th||+6/+1||+2||+6||+2||Sneak Attack +4d4, Greater Two-Weapon Fighting (Hook Swords)|
|9th||+6/+1||+3||+6||+3||Improved Uncanny Dodge|
|10th||+7/+2||+3||+7||+3||Sneak Attack +5d4, Bonus Feat|
|11th||+8/+3||+3||+7||+3||Go For the Throat|
|12th||+9/+4||+4||+8||+4||Sneak Attack +6d4|
|14th||+10/+5||+4||+9||+4||Sneak Attack +7d4|
|16th||+12/+7/+2||+5||+10||+5||Sneak Attack +8d4|
|17th||+12/+7/+2||+5||+10||+5||Improved Ultimate Opportunist|
|18th||+13/+8/+3||+6||+11||+6||Sneak Attack +9d4, Bonus Feat|
|19th||+14/+9/+4||+6||+11||+6||Improved Dirty Fighting|
|20th||+15/+10/+5||+6||+12||+6||Sneak Attack +10d4, Execution|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Wastelander
Weapon and Armor Proficiency: Proficient with light armor, but not shields. Gains Hook Sword Proficiency at level 1.
Counter: Allows the Wastelander to attempt to catch an enemies attacking weapon in one of his Hook Swords then attack with the other. Any attack roll within 5 feet that does not deal damage to the Wastelander, (example: A direct attack on the wastelander fails to overcome his AC, or a friendly PC/NPC within 5 feet is attacked) (s)he may roll a Reflex save of a DC of the attack roll to counter it. Succeed and roll an attack roll against the Countered opponent's Flat Footed AC. (May add sneak attack to damage)
Two-Weapon Fighting Hook Swords: Allows Hook Swords to be dual wielded as if the Wastelander had the Two-Weapon Fighting feat. Improved and Greater gran the same bonuses as the normal Improved and Greater Two-Weapon Fighting feats.
Improved Trip: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Uncanny Dodge: The Wastelander 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. Improved Uncanny Dodge no longer allows the Wastelander to be flanked.
Ultimate Opportunist: The Wastelander may roll Sneak Attack damage on any Attack of Opportunity. Improved lets the Wastelander make his attack roll against the opponents Flat Footed AC.
Go For the Throat: The Wasteander may use the blade around the grip of one of his Hook Swords in a punch-like attack as a Standard Action. Normal attack and damage roll, however the opponent must make a Reflex Save (to avoid being hit in the throat) of the damage roll or take double damage. Only applies to living enemies.
Dirty Fighting: The Wastelander may attempt a dirty fighting move (kick to the groin, poke in the eyes, whatever you want it to be) that deals no damage to render the enemy Flat Footed. Roll as a normal attack roll, enemy must then make either a Reflex save to avoid, OR a Fortitude save to withstand of a DC of the attack roll. Used as a move action, may only be used once against an individual enemy, enemies within sight range of the Wastelander may make a spot check to see this tactic, and prepare for it (Cannot use it against said enemy). Improved negates the spot checks.
Dexterous Evasion: The Wastelander has become so nimble he is even HARDER to hit. Adds Half of your Dex mod to misc AC.
Execution: Once per day, the Wastelander may attempt to "grab" an enemy with his Hook Swords and throw them behind him, forcing them prone. After which, he may make a powerful attack against them. Grabbing them requires a successful Grapple check, and throwing them a successful Strength check (Yes, redundant I know). If both checks are successful, the Wastelander may attack the prone enemy (Reflex Save of a DC of the attack roll to avoid). Should it hit, The enemy must make a Fortitude save of a DC of the damage roll or take triple the damage.
If the Wastelander no longer has a Chaotic alignment, he will lose all his skills until the alignment is regained.
|21st||One Bonus Feat|
|22nd||Greater Ultimate Opportunist, Sneak Attack +11d4|
|23rd||One Bonus Feat|
|24th||Improved Dexterous Evasion, Sneak Attack +12d4|
|25th||One Bonus Feat|
|26th||Greater Dirty Fighting, Sneak Attack +13d4|
|27th||One Bonus Feat|
|28th||Greater Dexterous Evasion, Sneak Attack +14d4|
|29th||One Bonus Feat|
|30th||Improved Execution, Sneak Attack +15d4|
8 + Int modifier skill points per level.
Ultimate Opportunist: The Wastelander gains the Greater version of this feat, allowing him to make double the Attacks of Opportunity.
Dexterous Evasion: The Wastelander gains Improved Dexterous Evasion, allowing him to add his full Dex mod to his Misc AC. When Greater is gained, allows the Wastelander to add half of his Dex mod to his Shield AC (Even if he is not wearing a shield).
Dirty Fighting: The Wastelander gains the Greater version of this ability, allowing him to deal Non-Lethal damage with his attack.
Execution: The Wastelander gains the Improved form of this ability, making the damage roll x4 rather than x3 if the enemy fails the Fortitude save. Also grants an extra use per day.
Bonus Feats: The epic Wastelander gains a bonus feat (selected from the list of epic bonus feats) every 2 levels after 20th.
Epic Wastelander Bonus Feat List: Any non-class specific feat can be taken as a bonus feat, an epic Wastelander may also take Epic Rogue Feats rather than a normal feat.
Playing a Wastelander
"One of the most brutal slaughters I ever saw, some crazy man with these strange hooked swords was killing all the bandits. He just kept grabbing their weapons right out of their hands with those bizzare sword." - Farmer talking about watching a Wastelander kill a group of bandits.
Religion: The Wastelanders believe in religious freedom, and therefor follow any (or no) Gods they wish.
Other Classes: Gets along well with rogues. Enjoys having a fighter and magical class in his/her party, so they may hide behind them, striking when they think it is best.
Combat: Generally stand behind or next to the main fighting class, so as to Counter any attacks thrown at that class while not being in any danger themselves. They hardly ever use ranged weapons.
Advancement: Goes perfectly with a rogue for multiclassing.
Wastelanders in the World
Wandering the deserts alone, or resting in the makehift village of their tribe, these nomadic rogues never stay in one place for very long.
|—Kabal, Human Wastelander|
As Nomads or wanted men, they generally don't obey the laws so prisons, bandit camps, or hiding out alone is a good place for the Wastelanders of the world to be.
Daily Life: Doing whatever it takes to get what they want, even if it destroys another persons plans.
Organizations: Wastelander Tribes: The DM might decide to add a few Wastelander tribes into the game world. Or someone taking this class might invent one for their backstory. This is really up to the DM and players of each individual game to decide what, if any, tribes there are.
NPC Reactions: Generally treat them as untrustworthy vagabonds.
A bit of Info on the Wastelanders. Characters with ranks in Gather Information can research Wastelanders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Wastelanders are nomadic.|
|10||Wastelanders sometimes form tribes.|
|15||Wastelanders have amazing counters with their strange weapons.|
|20||Wastelanders model themselves after Kabal, a famous Wastelander who fought in a deadly tournament for the fate of the world.|
Wastelanders in the Game
Outlaws and vagabonds. Blatantly break laws and start fights. Will do anything to get what they want.
Adaptation: A Wastelander who focuses more on ranged attacks (Feel free to make one, but please site original class and give me credit for original class).
Sample Encounter: One or two Wastelanders in a group of high level bandits.