Drifter (3.5e Class)
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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
Abilities: TO BE REWRITTEN
Races: TO BE REWRITTEN
Starting Gold: As Monk.
Starting Age: Simple.
|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|
|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|
|16th||+16/+11/+6/+1||+10||+10||+5||Increased Durability (4)||19||10||5|
|20th||+20/+15/+10/+5||+12||+12||+6||Increased Durability (5), Worldclass Grandmaster||23||12||6|
Class Skills (6 + Int modifier per level.)
All of the following are class features of the drifter.
Maneuvers: A 1st level Drifter choose three disciplines of her choices, she pick her maneuver 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 initiator a drifter can more easily change her maneuver known, at the start of each day after resting she change a single maneuver she know for another maneuver she meet the prerequisites of.
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 her chosen disciplines. You must meet a stance’s prerequisite to learn it. She cannot change her chosen stance like she can change maneuvers.
Favored Weapon (Ex): A 1st level Drifter gain Weapon Focus as a bonus feat, however it only apply to a single weapon (not weapon type). She may change her Favored Weapon with 8 hours of practice. If a Drifter possess Two-Weapon Fighting, she may choose two one-handed or light weapons as both her favored weapon, even if they are different kind of weapons.'
She count her drifter level as her fighter level for the purpose of qualifying for feats, however the benefits of those feat only apply to her Favored Weapon.
Wanderer's Lore (Ex): A Drifter must be able to take care of herself if she want to survive, she gains half her class level as a competence bonus on Survival checks. A Drifter also learn more from experience than from books, and thus she may also 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 using natural material any items, including magic items. She may create 50 gp X class level worth of items per day, and crafting the item require an appropriate Craft check or Survival checks. The item is made over the course of 10 minutes, and since it is made of natural material only last for 24 hours before loosing usefulness and crumpling back into it components.
Weapon Maintenance (Ex): A 2nd level drifter know how to main her equipment with frequent sharpening, she gain a +4 bonus on craft check to repair Broken items. The constant sharpening (or similar maintenance) also increase the critical threat of her favored weapon by 1, this is added after which alter the weapon's critical threat (such as keen).
Maneuver Defense (Ex): A 3rd level drifter is capable of defending herself from incoming maneuver. When she is targeted by a strike that she correctly identify using Martial Lore, she gain a +4 dodge bonus to AC and saving throws against the strike.
At 6th level Drifter gain Improved Uncanny Dodge as a Barbarian of her class level.
Increased Durability (Ex): At 4th level the drifter gains temporary hit point equal her class level. These temporary hit points which stack with any other source of temporary hit points and last for 24 hours. The Drifter only recovers his temporary hit point when she rests for a full 8 hours.
At 8th level and each 4 levels thereafter the Drifter receive an additional temporary hit point per class levels.
Tireless Walker (Ex): At 4th level a Drifter no longer take damage from forced march and can run for five times as long.
Blade of the Land: A 5th level Drifter expand her horizon through her training, she choose 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 meet the prerequisites of.
Damage Reduction (Ex): A 5th level drifter gain Damage Reduction 1 bypassed by nothing, this damage reduction stack with other inherent sources but not temporary sources. At 8th level and each 3 level thereafter her DR/- increase by 1.
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 she does not age, nor does she need to eat or drink. She gain DR 10/- or the duration of the meditation, which also lower any damage done to her by the environment. She may maintain the meditation essentially forever, however it end if she take at least 1 point of damage.
At the end of the meditation she count 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 disciple to add to her chosen discipline list. She also automatically succeed Martial Lore checks made to identify maneuver from any of her chosen discipline.
Dampen Maneuver (Su): A 11th level drifter who successfully use Maneuver Defense may attempt an opposed initiator check against the initiator as an immediate action. If she succeed she minimize any damage dice dealt by the maneuver as if the maneuver rolled the lowest possible number of each of it damage dice, this also include 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 drop her weapon while she is Stunned and may even act as Staggered when she would otherwise unable to act unless she was made Helpless.
Hidden Guru: A 15th level drifter has expanded her horizon yet again, choosing another disciple to add to her chosen discipline list. She gain 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 initiator 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.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||High +|
|Base Attack Bonus Progression||Good +|
|Class Ability||Martial Maneuvers +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Rated By||MisterSinister + and DanielDraco +|
|Rating||Rating Pending +|
|Reflex Save Progression||Good +|
|Skill||Appraise +, 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 Points||6 +|
|Summary||A wanderer of the land and initiate of the sublime ways. +|
|Will Save Progression||Poor +|