Drifter (3.5e Class)

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Author: Leziad (talk)
Date Created: 11th June 2011

Remade: 15th June 2018

Status: WIP
Editing: Clarity edits only please
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Drifter[edit]

Drifters are wandering warriors who both move from town to town, improving their skills as they go. They 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[edit]

Abilities: TO BE REWRITTEN

Races: TO BE REWRITTEN

Alignment: Any.

Starting Gold: As Monk.

Starting Age: Simple.

Table: The Drifter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special ManeuversToB
Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known
1st +1 +2 +2 +0 Endurance, Favored Weapon, Wanderer's Lore 4 4 1
2nd +2 +3 +3 +0 Applicable Knowledge, Weapon Maintenance 5 4 2
3rd +3 +3 +3 +1 Maneuver Defense, Uncanny Dodge 6 5 2
4th +4 +4 +4 +1 Increased Durability (1), Tireless Walker 7 5 2
5th +5 +4 +4 +1 Blade of the Land, DR (1/-) 8 6 3
6th +6/+1 +5 +5 +2 Improved Uncanny Dodge 9 6 3
7th +7/+2 +5 +5 +2 Brave the Elements, Intense Meditation 10 6 3
8th +8/+3 +6 +6 +2 DR (2/-), Increased Durability (2) 11 7 3
9th +9/+4 +6 +6 +3 Sharpness 12 7 4
10th +10/+5 +7 +7 +3 Wandering Master 13 8 4
11th +11/+6/+1 +7 +7 +3 DR (3/-), Dampen Maneuver 14 8 4
12th +12/+7/+2 +8 +8 +4 Increased Durability (3) 15 8 4
13th +13/+8/+3 +8 +8 +4 Iron Body 16 9 4
14th +14/+9/+4 +9 +9 +4 DR (5/-) 17 9 5
15th +15/+10/+5 +9 +9 +5 Hidden Guru 18 10 5
16th +16/+11/+6/+1 +10 +10 +5 Increased Durability (4) 19 10 5
17th +17/+12/+7/+2 +10 +10 +5 20 10 5
18th +18/+13/+8/+3 +11 +11 +6 21 11 5
19th +19/+14/+9/+4 +11 +11 +6 DR (6/-) 22 11 5
20th +20/+15/+10/+5 +12 +12 +6 Increased Durability (5), Worldclass Grandmaster 23 12 6

Class Skills (6 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

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: A 1st level drifter may choose any three disciplines, she then picks her maneuvers known from those disciplines. 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 recover a single maneuver as a move action.

Unlike most initiators, a drifter can more easily change her maneuvers known. At the start of each day after resting, she may change a single maneuver she knows for another maneuver she meets the prerequisites of.

Stances Known: At 1st level you begin with a single stance from one of your chosen disciplines. You may select another at 2nd, 4th, 9th, 15th and 20th level. You must meet a stance’s prerequisite to learn it. You cannot change your chosen stances like you can change maneuvers.

Endurance (Ex): A 1st level drifter gains Endurance as a bonus feat. If she already possesses the feat, she gains another bonus feat she meets the prerequisites for.

Favored Weapon (Ex): A 1st level drifter gains Weapon Focus as a bonus feat, however it only applies to a single weapon (not weapon type). She may change her Favored Weapon with 8 hours of practice. If a Drifter possesses Two-Weapon Fighting, she may choose two one-handed or light weapons as both her favored weapons, even if they are different kind of weapons.

She counts her drifter level as her fighter level for the purpose of qualifying for feats, however the benefits of those feats only apply to her Favored Weapon.

Wanderer's Lore (Ex): A drifter must be able to take care of herself if she is to survive. She gains half her class level as a competence bonus on Survival checks. A Drifter also learns more from experience than from books, and thus she may use her Wisdom instead of her Intelligence for Knowledge (Local, Geography, Nature) and Martial Lore checks and may use them untrained.

Applicable Knowledge (Su): A drifter of 2nd level and higher has learn how to apply her knowledge of survival in very practical ways. She may create any items using natural materials, including magic items. She may create 50 gp X class level worth of items per day, and crafting the item requires an appropriate Craft check or Survival check. The item is made over the course of 10 minutes, and since it is hastily made of natural materials, it only lasts for 24 hours before losing usefulness and crumpling back into its components.

Weapon Maintenance (Ex): A 2nd level drifter knows how to maintain her equipment with frequent sharpening, she gains a +4 bonus on craft checks to repair Broken items. The constant sharpening (or similar maintenance) also increases the critical threat of her favored weapon by 1, this is added after other effects which alter the weapon's critical threat (such as keen).

Maneuver Defense (Ex): A 3rd level drifter is capable of defending herself from incoming maneuvers. When she is targeted by a strike that she correctly identified using Martial Lore, she gains a +4 dodge bonus to AC and saving throws against the strike.

Uncanny Dodge (Ex): A 3rd level drifter possesses Uncanny Dodge as a Barbarian.

At 6th level, a drifter gains Improved Uncanny Dodge as a Barbarian of her class level.

Increased Durability (Ex): At 4th level the drifter gains temporary hit points equal to her class level. These temporary hit points stack with any other source of temporary hit points and last for 24 hours. The drifter only recovers her temporary hit points when she rests for a full 8 hours.

At 8th level and each 4 levels thereafter the drifter receives an additional temporary hit point per class level.

Tireless Walker (Ex): At 4th level a drifter no longer takes damage from forced march and can run for five times as long.

Blade of the Land: A 5th level drifter expands her horizon through her training, she chooses one additional discipline to add to her chosen discipline list. She may also gain Adaptive StyleToB as a bonus feat, even if she does not meet the prerequisites. If she already possessed the feat, she may choose another one she meets the prerequisites of.

Damage Reduction (Ex): A 5th level drifter gains Damage Reduction 1 bypassed by nothing, this damage reduction stacks with other inherent sources but not temporary sources. At 8th level and each 3 level thereafter her DR/- increase by 1.

Brave the Elements (Ex): A 7th level drifter is always under the effect of endure elements.

Intense Meditation (Su): A 7th level drifter is capable of entering an intense meditation over the course of an hour. The meditation must be performed in a natural area of great "importance" such as on the peak of a mountain or under a waterfall. While doing so she does not age, nor does she need to eat or drink. She gains DR 10/- for the duration of the meditation, which also lowers any damage done to her by the environment. She may maintain the meditation essentially forever, however it ends if she takes at least 1 point of damage.

At the end of the meditation she counts as having rested for 8 hours. This ability can be used once per day.

Sharpness (Su): A 9th level drifter's favored weapon now bypass 10 points of DR except DR/- and bypass hardness.

Wandering Master: A 10th level drifter has mastered another style, choosing another discipline to add to her chosen discipline list. She also automatically succeeds Martial Lore checks made to identify maneuvers from any of her chosen disciplines.

Dampen Maneuver (Su): A 11th level drifter who successfully uses Maneuver Defense may attempt an opposed initiator check against the attacking initiator as an immediate action. If she succeeds, she minimizes any damage dice dealt by the maneuver as if the maneuver rolled the lowest possible number on each of its damage dice, this also includes the weapon damage dice.

Iron Body (Ex): A 13th level drifter has gained immunity to all poison as well as all non-supernatural diseases. She no longer drops her weapon while she is Stunned and may even act as Staggered when she would otherwise be unable to act, unless she was made Helpless.

Hidden Guru: A 15th level drifter has expanded her horizon yet again, choosing another discipline to add to her chosen discipline list. She gains the ability to use Adaptive Style as a standard action instead of a full-round action.

Worldclass Grandmaster: A 20th level drifter is arguably one of the most, if not the most, knowledgeable initiators in the world. She now has access to all Disciplines as her chosen discipline. She may refresh all of her maneuvers as a swift action once per encounter.



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Leziad's Homebrew (4431 Articles)
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Facts about "Drifter (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionGood +
Class AbilityMartial Maneuvers +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByMisterSinister +, DanielDraco + and Eromythic +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryA wanderer of the land and initiate of the sublime ways. +
TitleDrifter +
Will Save ProgressionPoor +