Courier (3.5e NPC Class)

Courier
"I've been looking for you. Got something I'm supposed to deliver- your hands only. Let's see here..."

Abilities: A courier must be swift, polite, and knowledgeable of his destination. Having a high Charisma ensures good service, Intelligence for the all important skill points, and Dexterity for surviving hazards. And a strong Wisdom helps with tracking too. Couriers are not expected to engage in combat, but a decent Strength may be needed for transporting large packages. And everyone needs Constitution.

Races: Anyone can be a courier, but fast races and races known for traveling (such as humans) are common.

Alignment: Any, though most are lawful.

Starting Age: As rogue.

Class Features
All of the following are class features of the courier.

Weapon and Armor Proficiency: The courier is proficient in all simple weapons and light armor, but not shields.

 : The roads are not always even and flat, sometimes you need to cross tricky environments. The courier adds his class level to Balance, Climb, Swim, and Tumble checks.

 : A courier needs to deliver the mail on time, and they won't do that standing still. They gain a +10 increase to all their movement modes, plus an additional +10 every odd level (3rd, 5th, etc).



 : At 2nd level or higher if a courier 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 a courier is wearing light armor or no armor. A helpless courier does not gain the benefit of evasion.

 : A 2nd level courier is good at finding out whom he needs to find. He gains his class level to Gather Information checks made to discover the whereabouts and appearance of someone he is tracking, and they may do it in 1 hour instead of 1d4+1 hours. If they exceed the DC needed to find their last known location by 10 or more, they have enough information to identify the target as if they were a familiar face.





 : At 4th level, a courier is used to carrying heavy packages to and fro. His carrying capacity is doubled.

 : At 4th level a courier has trained his body to do without food and drink. They no longer need to eat or drink to survive.

 : Sometimes a courier's job is bringing bad news to mean people. A 6th level courier is always under the effect of sanctuary with a DC of 10 + 1/2 HD + Cha modifier. A creature which breaks the effect remains immune for 24 hours.

' :' At 6th level, a courier can duplicate locate creature'' at will as a spell-like ability.

 : Sleeping on the job? There is no time, get moving! At 7th level a courier no longer needs to sleep, and is immune to sleep effects.

 : At 8th level the bonuses granted by the Endurance feat improve to +8. The courier never becomes tired from movement, and becomes immune to fatigue, and exhaustion effects make the courier fatigued instead. Finally, they are always under the effect of endure elements.

 : At 10th level, a courier’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. A helpless courier does not gain the benefit of improved evasion.

 : A 11th level courier's packmule ability improves. They may now carry up to 5 times their normal carrying capacity.

 : A courier must speak to many people across many strange lands. At 11th level, a courier is under a constant tongues effect.

 : A 12th level courier can't stop for any reason. They are under a constant freedom of movement effect.

' :' At 12th level, a courier can duplicate shadow walk'' (self only) at will as a spell-like ability, but only when unobserved.

 : At 14th level the bonuses granted by the Endurance feat improve to +12, and they no longer fail Fortitude saves on a natural 1. The courier is full of energy and becomes immune to exhaustion. They also do not take any damage from planar effects (such as the burning heat of the Plane of Fire, or the death by awesome on the Positive Energy Plane), though they can still be harmed by non-environmental effects such as a fireball spell. This includes being unharmed by the environment on the Material Plane, such as lava in a volcano or fall damage.

 : A 15th level courier's packmule ability improves. They may now carry up to 10 times their normal carrying capacity.

 : A courier must always be on the move, even if the blood war is raging around him. At 16th level a courier gains a 50% miss chance whenever they take a double move action. This is just a result of speed, and is not bypassed by true seeing.

':' At 18th level, whenever a courier uses shadow walk'', they travel at x10 speed and plane shifting only takes 1d4 minutes instead of 1d4 hours.

 : A 19th level courier's packmule ability improves. A courier is never encumbered, making his light load go all the way up to his heavy load.

 : They said they would deliver, and they will come hell or high water. At 20th level, if a courier ever dies or is otherwise imprisoned in the middle of delivering a package, their body and items vanish from the world. They respawn as a ghost at the location of their intended delivery 1d10 hours later, with their packages (which become corporeal again on delivery). The ghostly courier is compelled to complete all their deliveries, often expressing heartfelt apologies for any delays in service, before fading away once all packages are delivered. No mortal force can stop this process, not even attempts at imprisoning or trapping the body or soul.

If the arrested delivery was a result of imprisonment of some sort and not death (by becoming a statue, or being baleful polymorphed permanently, or likewise) the courier is not actually dead and may be restored as normal once his ghost-self fades. Those that died in the middle of duty will be sorely missed, and likely promptly resurrected by whatever company employs them. They are not keen on losing valuable employees after all.