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Endune
Wanderer
Wanderer

ADVENTURES: Wanderers are people on a constant Adventure. They have no place called home, but rather call the world their home. Wanderers bring to battle exotic weapons of all kinds they have met throughout their travels. Wanderers usefulness for adventures is their knowledge of the land and the multiple cultures along with their willingness to go on new adventures. However their downside is their unwillingness to stay.

CHARACTERISTICS: Wanderers are unique fighters and very innate to actions.

ALIGNMENT: Chaotic.

BACKGROUND: Wanderers were born from nomads.

RACES: Trek

OTHER CLASSES
GAME RULE INFO
Abilities: Dex, and Wis.

Alignment: chaotic.

Hit Die: 1d6

Class Skills:
Class: Appraise, Balance, Bluff, Climb, disguise, escape artist, hide, intuit direction, jump, knowledge (geo), listen, move silently, ride, search, sense motive, spot, swim, tumble, rope, wilderness lore.

Cross-Class: alchemy, animal empathy, concentration, craft, decipher script, diplomacy, disable device, forgery, gather info, handle animal, heal, innuendo, intimidate, open lock, perform, pick pocket, profession, read lips, scry, speak language, spellcraft,

Skill points at 1st level: (4+int mod) x4
Skill points at each additional level: +4 int mod






Class Features:

Weapon and Armor Proficiency: light armor, and martial weapons, with simple ranged. Also has unique hidden weapons.

Starting Packages: Trek 1d4

Armor: Studded Leather: +3 armor bonus. Max dex + 5. -1 AC.

Weapons: (cant be seen)

Rapier: (1d6 18-20/x3 crit) piercing 3lb.

Light flail: (1d8 x2crit) bludgeoning.

Crossbow: (one round load) (1d10 19-20/x2) 120ft 9lb.

Skill selection: 6+ int

Feat: improved initiative

Gear: backpack, bedroll, caltrops, chain, crowbar, flint steel, grappling hook, Manacles, pouch belt, rations trail, rope hemp 50ft, sack, spade, torch, waterskin

Gold: 4d4

Alternate Starting Package:











Table 1.3: Wanderer (WDR)

Base
Level Att bonus Special
1 ----- 1 ----- Hidden Weapon, Strike 1/day
2 ----- 2 ----- Prepare Attack
3 ----- 3
4 ----- 4 ----- Strike 2/day
5 ----- 5 ----- Vigor
6 ----- 6/1
7 ----- 7/2 ----- Strike 3/day
8 ----- 8/3 -----
9 ----- 9/4
10 ----- 10/5 ----- Strike 4/day
11 ----- 11/6/1 ----- Take initiative 1/day
12 ----- 12/7/2
13 ----- 13/8/3 ----- Strike 5/day
14 ----- 14/9/4
15 ----- 15/10/5
16 ----- 16/11/6/1 ----- Strike 6/day
17 ----- 17/12/7/2 ----- Take initiative 2/day
18 ----- 18/13/8/3
19 ----- 19/14/9/4 ----- Strike 7/day
20 ----- 20/15/10/5 -----

::SPECIAL Wanderer::

Hidden weapon Strike: A Wanderers signature attack. This Attack requires the usage of the Wanderers hidden weapons. First it can only be used by hidden weapons. This allows the Wanderer to make the first attack in a round. This doesnt act as their attack for that round however, but as an extra, quick attack.

Vigor: The striders active lifestyle allow him to gain + his level to Initiative.

Prepare Attack: Requires 14 wis. If the Wonderer has rolled his initiative, He can choose to take that turn, or divide the initiative to make to slow turns. If he rolls a 12, and gets +4 from vigor and +3 from dex mod then it totals a 19 initiative. This would allow him to attack first if he so chooses. However, if he uses prepare attack and Divides his initiative how he chooses. First, since its 19, the Wander has a totally number that equals to be a prime number… This means it cant be divided, therefore can not use Prepare attack… Prime numbers are the draw back. However, lets say he rolled a 11, added the 4 from vigor and the 3 from dex, equaling to be 18. That can be factored. 2x3x3=18… so now the Wonderer has 3 attacks. He has three initiatives, and can attack 3 times every round.
Prepare attack ends after the first round. So the Initiative returns to the original number, and the rest of the battle is played with the whole Initiative.

Take Initiative:: Allows Wanderer to cut the initiative in half from any one he wishes and add it to his own.





 
 
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