Drifter (3.5e Class)

Drifter
Drifters are wandering survivors, blade-masters and warrior errant, they are hardy and capable of surviving under the harshest conditions. Drifters are often called the wandering blades of the Sublime Ways, almost identical to the less skilled wanderers and refugees, they are quick to cut down any thugs and bandits mistaking them as simple ragged nobodies.

Making a Drifter
Drifters are extremely hardy and have a wide range of maneuvers; however, they are limited to light armor, and their recovery mechanic is slow.

Abilities: Drifters need high constitution and dexterity for their hit points and AC, they need high wisdom for most of their abilities and benefit from high strength.

Races: Any individual from a race can end up as a drifter; however, races with high constitution tend to survive longer.

Alignment: Any.

Starting Gold: As Monk.

Starting Age: Simple.

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

Weapon and Armor Proficiency: A drifter is proficient with all simple and martial weapons, a single exotic weapon of her choice and with light armor and shields (except tower shields).

Maneuvers: At each level, you gain a new maneuver known from the Dancing Goddess, Desert Wind, Diamond Mind, Stone Dragon, Tiger Claw. You must meet a maneuver’s prerequisite to learn it. You add your full drifter levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. As listed on the drifter table, you gain an additional maneuver readied per day. You automatically recover all maneuver after one minute has passed or as a full-round action of combat meditation.

Stances Known: At 1st level you begin with a single stance, you may select another at 2nd, 4th, 9th, 15th and 20th level, you learn a new martial stance from Dancing Goddess, Desert Wind, Diamond Mind, Stone Dragon, Tiger Claw. You must meet a stance’s prerequisite to learn it.

 : A drifter is an able unarmed combat fighter, she gains unarmed damage progression as a monk of her level. She is also considered proficient with all improvised weapons and thus may use them without any penalty.

 : A drifter is a wanderer of the world, thus she has a knack at learning languages fast and spotting cultural difference. Whenever she encounter a new language, if she at least interacts (read or speak to a creature that knows it) for at least 5 minutes she may attempt a DC 10 intelligence check, if she succeed she learns the language. This check may only be tried once per day per particular language interacted with.

Additionally the drifter may spot any cultural habit or taboo with a DC 15 sense motive check, she learns what to do and not to do in presence of these people. If she succeeds she may re-roll her diplomacy and bluff check against this particular group, although she must take the second roll even if worse.

 : A drifter learns from practice and actions not books, she gains bardic knowledge but it is limited to wilderness legends and lores. Additionally she gain a +3 competence bonus on knowledge (geography) and survival checks.

 : As the rogue ability.

 : A 2nd level drifter is always under the effect of endure elements.

 : A 2nd level becomes immune to ingested poisons and gains nourishment from any biological matter and can drink contaminated or salt water without penalty.

 : A 2nd level drifter gains uncanny dodge as a barbarian of her level.

At 5th level, the drifter gains improved uncanny dodge as a barbarian of her level.

 : A 3rd level drifter becomes immune to fatigue and [sleep] effects, and whenever she would be exhausted, she becomes fatigued instead.

 : A 3rd level drifter is a true beast of burden; she can carry a medium load without any penalties. Additionally, she is considered to be a quadruped for the purpose of lifting or dragging loads.

At 10th level, the drifter may carry a heavy load without penalties.

 : A 4th level drifter may no longer be sickened or nauseated; additionally, she becomes immune to diseases.

 : A 4th level drifter may move at her normal speed over difficult terrain.

 : A 5th level drifter is able to make crazy things with almost nothing. With a DC 20 survival check and 10 minutes, she may replicate any druid spell of 2nd level or lower with a caster level equal to her drifter level -2. She must still provide any material or XP components for her spells.

 : A 6th level drifter is always under the effect of find the path in regards of shelters, food or water sources.

 : A 7th level drifter is always considered to flank when attacking a creature as long as both the drifter and the creature are over difficult terrain..

 : When an 8th level drifter take lethal damages, she may make a fortitude save with a DC equal equal to the damage taken. If she succeed she may convert any amount of that damages into non-lethal damages. Additionally she becomes immune to pain-effects. Non-lethal damage done by Feel no Pain ignores non-lethal damage immunity.

 : An 8th level drifter is capable of withstanding even the harshest blow. She is immune to [death] effect, death by massive damage and may no longer be reduced under 0 hit points by a single hit. She benefits from Platinum Durability as long as she over one third of her hit points total.

 : A 9th level drifter knows that in the wild a name is meaningless for there no one to remember it. This revelation grants the drifter an immunity to compulsion-effects.

 : A 11th level drifter may make a full-attack action as a standard action.

 : A 12th level drifter may make a ranged touch attack against a creature within 30 feet, if she hits that creature is blinded until the end of it's next turn, the affected creature may make a move action to end the effect.

 : A 13th level drifter is a master of shortcuts, she may make a DC 25 survival check with one hour of preparation. If she succeed she may duplicate the effects of shadow walk

 : A 14th level drifter is always under the effect of freedom of movement.

 : A 15th level drifter is always able to find a safe place to rest even in the worst place imaginable. She may make a DC 25 survival check; if she succeeds, she find a safe shelter with food and water and a place to rest for one creature/drifter level. The safe haven is safe for at least 10 hours.

 : A 16th level drifter may find her ways around the multiverse. With a DC 30 survival check, she may replicate the effects of plane shift.

 : A 17th level drifter redefines the word "tough"; the drifter gains temporary hit point equal to 4 times his HD. These temporary hit points do not stack with any other source and last for 24 hours. He only recovers his temporary hit point when he rests for a full 8 hours.

 : A 18th level Drifter is capable of shrugging of any non-magical attacks; she gains Damage Reduction Infinity/Magic.

 : A level 19th drifter is always under the effects of mind blank.

 : A 20th level drifter is an embodiment of survival, she ceases to age and gains regeneration 15/epic.