Wild Traveler (3.5e Class)

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Wild Traveler[edit]

A adventure-like traveler who hones his skills of no-weapon fighting.

Making a Wild Traveler[edit]

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His strength is close combat, where he calls upon his soul to release mental energy, which makes him stay in control and strike critically in even the toughest situations. His weakness is ranged combat.

Abilities: Dexterity is important, because his AC is low since his proficiencies don't allow him to use armor or shields, and because he uses his Dexterity instead of his Strength to determine unarmed damage. Strength might also be a good idea, because it allows him to reach the most difficult places. Furthermore, Intelligence and Wisdom are good choices, because they represent his important class skills.

Races: Any, although few wild travelers are dwarves. The race most likely to become wild travelers are elves.

Alignment: Any.

Starting Gold: 1d4 gp.

Starting Age: Varies much.

Table: The wild traveler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage AC Bonus
Fort Ref Will
1st +1 +2 +2 +0 Combat Focus 1d6 +1
2nd +2 +3 +3 +0 Critical Strike, Evasion 1d6 +1
3rd +3 +3 +3 +1 1d6 +1
4th +4 +4 +4 +1 Improved Combat Focus 1d8 +1
5th +5 +4 +4 +1 Skills 1d8 +2
6th +6/+1 +5 +5 +2 Toughness, Unarmored Speed +10 ft. 1d8 +2
7th +7/+2 +5 +5 +2 1d8 +2
8th +8/+3 +6 +6 +2 Greater Combat Focus 1d10 +2
9th +9/+4 +6 +6 +3 Armorless Skills, Toughness 1d10 +3
10th +10/+5 +7 +7 +3 Skills 1d10 +3
11th +11/+6/+1 +7 +7 +3 Natural Armor +1 1d10 +3
12th +12/+7/+2 +8 +8 +4 Armorless Skills, Toughness Unarmored Speed +20 ft 1d12 +4
13th +13/+8+3 +8 +8 +4 Senses 1d12 +4
14th +14/+9/+4 +9 +9 +4 1d12 +5
15th +15/+10/+5 +9 +9 +5 Skills 1d12 +6
16th +16/+11/+6/+1 +10 +10 +5 Armorless Skills 2d8 +6
17th +17/+12/+7/+2 +10 +10 +5 Restless 2d8 +7
18th +18/+13/+8/+3 +11 +11 +6 Toughness 2d8 +7
19th +19/+14/+9/+4 +11 +11 +6 Senses, Better Critical Strike 2d8 +7
20th +20/+15/+10/+5 +12 +12 +6 Natural Armor +2, Armorless Skills, Skills 2d10 +8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Jump, Knowledge (nature), Knowledge (geografy), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope.

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: The Wild Traveler is not proficient with any weapons, nor is he with any armor or shields. In fact, a multiclassing wild traveler can't get the new class' class proficiencies, unless he vulunterely loses all of his wild traveler levels along with the skills, feats and everything non-physical ha has gained during the levels he took as a wild traveler.

Unarmed Damage: A wild traveler has no proficiencies with any weapons, so he must use his fists. (Though, he can use a knife to cut meat and so forth.) Instead of strength modifier, apply his dexterity modifier to his damage roll. His critical is x2. Treat this as improved unarmed strike feat also.

Unarmored speed: These bonuses to speed apply to the none-armor-wearing wild traveler.

AC bonus.: These bonuses to AC apply only if the wild traveler wears no armor.

Bonus feat: The Wild traveler can choose any extra feat.

Combat focus: Treat this class feature as if the wild traveler had the feat weapon focus (unarmed strike)

Crtical Strike: The wild travelers critical threat is lowered (if 20/x2 then 19-20/x2) and so forth.

Evasion: See monk

Improved Combat Focus: Treat this as the Greater Weapon Focus (unarmed strike) feat.

Skills: Choose skills equal to the wild travelers dexterity modifier. These skills are granted a +2 bonus. The skills must be class skills of the wild traveler.

Toughness: Treat this feature as the toughness feat.

Damage Reduction: Subtract damage dealt to the wild traveler with the number indicated on the skill. It is possible for an attack to reach 0 damage, but not below.

Greater Combat Focus: Treat this as the Weapon Specialization (unarmed strike) feat.

Improved Critical: Treat this as the feat.

Natural Armor: At 11th level a wild traveler gains a +1 natural armor bonus. At 20th level, this bonus increases to 2.

Armorless Skills: You gain a +2 on Balance, Climb, Escape Artist, Hide, Jump, Move Silently and Sleight of Hand checks.

Senses: You gain a +2 bonus on Initiative, Listen, Sense Motive and Spot.

Restless: You never have to sleep again. Sleep effects and spells fizzle on you.

Wild Elf traveler Starting Package[edit]

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Weapons: None.

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

Skill Ranks Ability Armor
Balance 4 Dex
Climb 4 Str
Handle Animal 4 Cha
Heal 4 Wis
Hide 4 Dex
Jump 4 Str
Move Silently 4 Dex
Search 4 Wis
Spot 4 Wis
Survival 4 Wis
Swim 4 Str

Feat: Athletic.

Bonus Feats: Lightning Reflexes.

Gear: Backpack with waterskin, bedroll and one day's trail rations.

Gold: 1 gp.

Campaign Information[edit]

Playing a wild traveler[edit]

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Religion: Usually none, but the preffered is Obad-Hai.

Other Classes: None special, except for the ranger. The wild traveler and the ranger tend to work out good, because of both's love of nature and the front-back working fighting.

Combat: The typical role in combat for the wild traveler is frontliner and scout, usually because of the wild travelers speed and fighting possibilities.

Advancement: The wild traveler usually don't multiclass, because of the weapon proficiencies. But if the wild traveler chooses to keep his wild traver weapon proficiencies at any other class, he usually chooses ranger or monk, because of these classes class features like track and feather fall. The monk is an excellent choice, because she has many skills that the wild traveler has, and (example:) the AC + the AC at monk 5 and wild traveler 5, is 3 and a good bonus in 10, thinking of all the other class features of the two characters.

Wild travelers in the World[edit]

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You have never seen nature. I have seen nature.
—Enialis, elf wild traveler


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