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unosarta
2011-01-26, 11:05 PM
The Wanderer
http://fc07.deviantart.net/fs28/f/2008/064/0/8/Nomad_by_EltonFernandes.jpg

The Wanderer is a nomad, a wanderer, and an outcast. A wanderer is first and foremost one who travels, one who trips, and one who does not stay in one place. The Wanderer seeks something, out there. Out in the wilds. Out on the road.

The wanderer does not know where he wanders. He does not seek to know, or feel an urge to know. He simply knows that he must wander. The wanderer seeks to feel the wind on his open cheek, and see the miles stretch out before him. The wanderer does not care for life, knowing that is it only the beginning of the journey, and does not fear death, knowing that it is not the end, but merely a continuation.

The wanderer does not worry about where the road takes him. He does not worry about what he does in his life. He does not worry about the dangers that face him, or the accomplishments that he has been awarded. The road is enough. The feel of his feet on a well trodden path. The feel of his aching bones as they seek new ground. The feel of his worn shoes, on rock, and grass, and trees. The feel of the life that he lives as he pounds it out, every day in the world around him.

The wanderer does not fear danger. Danger finds him, as it finds all. The road that everyone walks is dangerous, filled with peril and death, filled with hate and destruction. The wanderer veers off of that path, and onto a different one, with different dangers.

The one thing that the wanderer fears is not death, or pain. It is nonmotion. The quality of being stuck, alone, afraid, on a path none have traveled. This is his greatest fear.

http://fc05.deviantart.net/images/i/2003/49/e/2/Nomad.jpg


BECOMING A WANDERER
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Mobility, Dodge, Endurance, Combat Reflexes
Skills: Survival 3 ranks, Knowledge (Geography) 3 ranks

Class Skills
The Wanderer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope(Dex).
Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d8

http://th01.deviantart.net/fs71/PRE/i/2010/067/6/7/nomad_lion_by_nightrhino.jpg

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Wanderlust, Armor Bonus

2nd|
+2|
+0|
+3|
+0|Wandering Strike +1d10, Diverge 1/day

3rd|
+3|
+1|
+3|
+1|Dissemble (Ally)

4th|
+4|
+1|
+4|
+1|Wandering Strike +2d10

5th|
+5|
+1|
+4|
+1|Footloose, Diverge 2/day

6th|
+6|
+2|
+5|
+1|Shambling Dodge

7th|
+7|
+2|
+5|
+1|Dissemble (Enemy), Wandering Strike +3d10

8th|
+8|
+2|
+6|
+1|Soul Slip, Diverge 3/day

9th|
+9|
+3|
+6|
+1|Swift Feet

10th|
+10|
+3|
+7|
+1|Wandering Strike +4d10, Wandering One[/table]

http://fc00.deviantart.net/fs31/i/2008/226/a/6/Nomad_by_bittersweetvenom.jpg

Weapon Proficiencies: The Wanderer gains no proficiency with any weapons. The road he follows leaves no room to learn of weapons.

Wanderlust (Su): The Wanderer may, as a swift action, roll a d4, and add up to his class level to the roll. He moves the result of that roll, times five feet, in any direction chosen after the roll. This effect is a teleportation effect, and ignores any rough terrain or impediments. If the Wanderer lands in an area currently occupied by solid matter, he is shunted to the closest nearby area that is not occupied by anything. He takes 2 damage per five feet moved away from the target destination in this way. At fifth level, he may use Dimension Door, as the spell-like ability, instead of rolling, but must wait 1d4 rounds before using it or his Wanderlust ability again. At seventh level, he may use the Dimension Door as a swift action, still with the 1d4 rounds. At tenth level, he no longer must wait 1d4 rounds after using Dimension Door in this way. His caster level for these effects is equal to his hit dice, and using Dimension Door in this way does not automatically end his turn.

Armor Bonus (Ex): The Wanderer adds his Wisdom modifier to his Armor Class. He retains the bonus while flatfooted, but loses it if he is unable to move or unconscious, or when he wears armor heavier than light armor.

Wandering Strike: Starting at second level, after teleporting, or using his Wanderlust ability, all attacks the Wanderer makes in the next round deal an additional 1d10 damage. This damage increases to 2d10 at fourth level, and increases by 1d10 every three levels thereafter (3d10 at seventh level, 4d10 at tenth level).

Diverge (Su): Starting at second level, the Wanderer may, as a full round action, Teleport or Planeshift, as the spell, with an effective caster level equal to his hit dice. He may use this ability twice per day at fifth level, and an additional time per day at eighth level.

Dissemble (Su): Starting at third level, the Wanderer may teleport an ally with a touch. He must roll a 1d4 ands adds up to his class level to the roll, and the ally moves the result of that roll times 5 feet in any direction, the direction being chosen after the roll. If they choose to end up in a solid object they move to the area that is nearest to the ally and to the Wanderer. At seventh level, the Wanderer may use this ability to teleport enemies in the same way, but enemies may make a Will save (DC 10 + Wanderer levels + Wisdom modifier) to move only half of the distance, and take 1d6 damage per five feet they move regardless, and take 1d6 damage per 5 feet they must move if they end up in a solid object. The Wanderer must make a touch attack against the enemy in order to make them teleport in this way.

Footloose (Ex): Starting at fifth level, whenever the Wanderer teleports within reach of an enemy, he may automatically make a trip attempt against that enemy, and he substitutes his Wisdom modifier for strength or dexterity in the Strength or Dexterity modifier made to trip the opponent, as well as the distance traveled with the teleport effect divided by ten.

Shambling Dodge (Ex): Starting at sixth level, the Wanderer may gain a 20% miss chance against all attacks made against him for one round, every time he teleports or uses his Wanderlust ability.

Soul Slip (Su): Starting at eighth level, the Wanderers body becomes less and less real, and as he travels around his form slowly starts to melt away. The Wanderer may, as a move action, after teleporting or using his Wanderlust ability, become ethereal for 3 rounds. He must wait 1d4 rounds after the effect fades before using this ability again.

Swift Feet: Starting at ninth level, the Wanderer may use his wanderlust ability as an Immediate action.

Wandering One (Su): Starting at tenth level, the Wanderer becomes an immortal paragon of the road, endlessly traveling and moving on. He gains the Outsider type, native to the Wandering Road, but may be resurrected as a normal humanoid. If he is banished, he is automatically teleported to the nearest road, but may return to the location of his banishment as a full round action that does not provoke attacks of opportunity. Because he is a native outsider to the Wandering Road, he may never become a Kith while wandering upon it.


http://fc07.deviantart.net/fs8/i/2005/319/5/d/Quest_Cards__Nomad_Discoverer_by_Gold_Seven.jpg

PLAYING A WANDERER
Wanderers are mainly skirmishing light combatants. They can use their abilities in heavier armor, but lose a few bonuses. They also tend to weave across the battlefield fairly haphazardly, and without major thought or strategy (mainly because of the Wanderlust ability, which is mostly random, and can assign the character to go anywhere from 10 feet to 40 feet, based on a roll).

Combat: The wandererís combat style depends mostly on what classes he took before becoming a Wanderer. If he was a monk, he might focus on mobility and tripping, whereas if he were a rogue, he might focus on mobility and getting in position for sneak attacks, combining Wandering Strike with Sneak Attack. Most if not all of those who are Wanderers, though, are very mobile in combat, through both teleportation and physical movement.

Advancement: A very good option in the way of classes is the Scout (CAdv) base class. Getting that little extra bit of mobility is always useful, and Scout abilities compliment the abilities of the Wanderer very well. Most any PrC that also increases the Wandererís effective mobility is also a good one for the character.

Resources: Wanderers tend to be loners, wandering alone or with limited company. At the very least, they do not wander with others of the class usually, since their erratic speeds make them hard to keep up with.

http://th01.deviantart.net/fs39/PRE/f/2008/323/2/0/desert_nomad_by_salamandersoup.png


WANDERERS IN THE WORLD
Never mess with Goath. Never touch his things. Never remove his bindings. Never try to tie his feet. Never watch him dance. Never listen to him sing. Never watch him wander a road. Never look directly into his eyes. Most of all, do not, under any circumstances, try to fight him.

Quiren Farll, captain of the guard, to his recruits, of Goath of The Road, the traveller who comes at night and follows the darkened path.

The Wanderers are viewed as a group of hermits, loners and recluses, who travel the land in search of something. This lack of a purpose infuriates many, and scares an equal number.

Daily Life: Because Wanderers are so unique in lifestyle, and because they do not follow a single discipline generally, they rarely if ever have a single unifying characteristic in their lifestyles. Many feel a great urge to travel, and see all that they can, but some do not.

Notables: Goath, of The Road, Singer in the Night, and Follower of the Darkened Path is a very famous and widely regarded Wanderer, and he is said to visit every town and every village once a month in the entire countryside.

Organizations: Travelerís guilds tend to be very open to Wanderers, as long as they do not ignore the rules that are set up for them. Thieves guilds are also known to welcome and employ many Wanderers who partake in the darker path.

http://fc00.deviantart.net/fs6/i/2005/037/9/2/Nomad_by_Pechu.jpg

NPC Reaction
Many NPCs do not have a negative or positive reaction towards Wanderers. Wanderers tend to be rare, and they fade into the background of a crowd, and disappear at often the most inopportune moments. They tend to be very reclusive and unsociable, and therefore do not partake to be remembered by many people. The most famous of the Wanderers are famous for their deeds alone, and not their sparkling wit or intelligence, or their great strength or fortitude.

http://th02.deviantart.net/fs71/PRE/i/2010/271/b/2/nomad_by_keomega-d2zp155.jpg

WANDERERS IN THE GAME
Wanderers tend to be tier 4 or very low tier 3. They do not have the complex options or abilities of many tier 3 classes, and this fact is compounded by the fact that they are mostly used and entered by tier 3 or 4 classes, means that they will often be less versatile than other party members. But they do have some out of combat abilities, and their in combat options tend to be fairly open ended.

Adaptation: The fluff for Wanderers is fairly mutable, and any thieves association could have this class based on their principles, or a corps of Ghost Soldiers that uses the teleportation for effective combat movement.

Encounters: Many encounters with Wanderers will begin peaceful, unless the Wanderer is especially violent. They will escalate, and then the Wanderer will either begin teleporting around, attacking party members at his or her discretion, or he will escape, to attack the party again with ambushes and guerrilla maneuvers.

http://fc03.deviantart.net/fs70/f/2010/312/5/4/glatorian_nomad____crack_by_zennia_jorra-d32h5vk.jpg


The Wandering Road

http://www.thewanderingroad.com/The_Wandering_Road/Home_files/shapeimage_1.png
The Wandering Road.

The Wandering Road is a demiplane located within the plane of shadow. It is the plane of travelers and traveling, and those that live there are constantly moving. The road goes on forever, and does not stop ever. The landscape on the side of the road is constantly changing, from lava and darkened skies to green fields and clouds, to deep, thick forests. Those that walk the Wandering Road often do not return for many years, watching the landside and wandering the road.

Some travel the road intentionally, running away from their troubles, and their lives. Some are torn from their lives and deposited on the road. Some spend their lives wandering, and simply wander onto the road. One thing connects them all. The Road.

Those that wander the road do not ever see another living being. The road separates itself and forces them to be alone, to wander aimlessly. The Road hedges them out.

The only danger on the Road are the Kith. The Kith are those that the Road has driven over the edge, past the brink, insane. The Kith also wander, but never aimlessly. They can smell others on the road, and they can taste their fear, and their wonder. The Kith eat the dreams of the wanderers, and turn them into mindless things, zombies on the Road. Eventually, those mindless beings are taken over by the Road, and become Kith themselves.

Kith
Kith is an acquired template, given to creatures who spend too much time on the road. The Kith may be of any type or subtype, but must spend at least 3 years traveling the road before becoming a Kith.

Special Qualities
The Kith gains Scent as an extraordinary ability.

Follow the Road (Ex): the Kith may never leave the Road. If it is teleported off the Road, it immediately dies, no save. It disintegrates, and may not be raised for any reason.

Travelerís Scent (Su): The Kith can find and scent out travelers on the Road, and may enter their version of the Road as a standard action. It can detect any travelers within 10 feet automatically, and can scent for them as normal, but takes a -8 penalty to the Survival check needed to track creatures.

Special Attacks
Wander (Su): The Kith may force their target to Wander. As a standard action, they may force an opponent to make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or be teleported up to 20 feet in any direction. That target must roll a 1d4 the next round, and the result of the die determines the direction that the target travels (1 is forward, 2 is backward, 3 is to the right, and 4 is to the left) for another 20 feet. This effect continues for 3 rounds. During this time, the target gains a 20% miss chance on all attacks they make.

Dimension Rip (Su): By tearing the dimensional forces of the Road, the Kith may create a hole in space located on the target as a standard action. That target must make a Will save (DC 10 + 1/2 Hit Dice + Dexterity) or take 2d6 damage, every time they attempt to move. They must make a Will save every time they try to move (DC 10 + 1/2 Hit Dice + Dexterity) or be stuck. If they make the Will save, they take 5d6 damage, and are free from the rip in space.

Abilities
The Kith gains a +8 bonus to its Dexterity score, and a +4 bonus to Strength and Constitution.

Size and Type
The Kithís type becomes outsider, native to the Wandering Road, and its size increases by one category.

Initiative
The Kith gains a +4 bonus to initiative from the Dexterity increase, and also gains a +4 racial bonus to initiative.

Speed
The Kithís movement speeds increase by 30 feet.

Armor Class
The Kith gains a +6 Dodge bonus to Armor Class.

Challenge Rating
The Kithís challenge rating increases by +5.

Antonok
2011-01-27, 12:01 AM
This is.... interesting.

Only a couple things stick out, the first is on the table you have the 5th level ability named footsore while in the features its called footloose.

The second is Wanderlust being a swift action. This is pretty powerful. You can teleport to an enemy with a swift action, take a standard action to attack, then use your normal move action to leave combat.

Jota
2011-01-27, 01:19 AM
This is.... interesting.

Only a couple things stick out, the first is on the table you have the 5th level ability named footsore while in the features its called footloose.

The second is Wanderlust being a swift action. This is pretty powerful. You can teleport to an enemy with a swift action, take a standard action to attack, then use your normal move action to leave combat.

It's on par with Travel Devotion, which is pretty good. But you're wrong in the sense that you can't just leave combat, since you provoke an attack of opportunity for leaving a threatened space (though you can Tumble quite easily to mitigate that). Call it a wash. Regardless, as a combat class, you're much better off making a full attack than doing that pansy retreat stuff, where you just get charged the next round, if not something worse.

As read, however, Wanderlust makes it sound as though you have to move the allotted amount, and has no provision for moving less than that. If that's the case, that kind of sucks. Ditto for Dissemble, which should probably allow a save. It might be fine as is though, since the teleportation can't really hurt people that much, at least from my immediate brainstorm (can move them around a bit, but not so far they shouldn't still be a threat, and the damage for straight up or down is meh). I might be missing some more potent application though.

Footloose isn't particularly balanced. Should have Wisdom sub for Strength/Dexterity rather than be added to either.

Ethereality isn't hugely useful in combat given you're a melee class, and it isn't particularly in line with everything else the class does power-wise, but given how late it comes it's a bit hard to abuse, I would imagine.

Dimension door aspect of the capstone is a trap, see exact text for details.

Overall, needs more dakka, methinks, to compete with the rogue and the barbarian damage-wise. Could advance maneuvers (swordsage) or manifester level (psychic warrior/war mind) (since this is very similar to the elocater), I think, and still be balanced, as it's rather plain as is (maybe even caster level, for duskblades, and let the entrant choose -- think maybe 6/7 out of ten for both that and manifester level). The clarification on Wanderlust/Dissemble is important. If it's exactly that number of feet on the die then... well that's really not good for the class at all. If it can move less than what comes up, great, just make that explicit. You could also increase the Wandering Strike dice, I think, to the same effect (more dakka).

You can probably combine this with Telflammar Shadowlord for a charge and a full attack in a round, which is probably the peak damage output if you've got Pounce. That's probably better damage than you're expecting at a tier four/low three level.

I think following my critique would push the class closer to tier three than four (your note was a little buried, assumed three as desirable), and what you have may be a good option for scouts as is while staying primarily tier four, though clarifying Wanderlust/Dissemble is still imperative.

Fizban
2011-01-27, 05:22 AM
This is just the kind of thing that I like, but it needs some proofreading. As Jota said, Wanderlust is not clear on how it works. I think it was intended to be: activate ability, roll distance, choose direction, move the rolled distance. I like the idea of forcing randomness as a limiting factor, but in close quarters moving anything more than 10' (the minimum, which increases as you level) is going to make it impossible to fight. Antonok had it backwards on the hit and running: while the class seems to want you to teleport and then attack, you can't control it enough to do that. What you can do is charge, then teleport a considerable distance away. So this means our two main class features don't do what they're supposed to do, and they don't work well together. Soul Slip and Footloose don't make much sense: souls don't work that way in DnD, and there's nothing else in the class to support tripping at all. Teleporting enemies without a save is a seriously bad idea. Even if the damage isn't very much, you're moving them wherever you want without them having a way to stop it.

I propose Wanderlust is changed to increments of 5'. You roll d4, then add up to your class level, then chose destination. Destination must be within line of sight, until higher levels when you can use Dimension Door. Depending on what you're fighting, you should be able to find an angle at which to bamf that won't leave you out of range, since the highest you'll be forced to move is 20'. The worst case scenario is required 20' against a medium or smaller opponent, in which case once you see that you can't get and attack angle, you retreat and regroup or charge back in.

I like using d10's for Wandering Strike just because they never get used for stuff like that, and I like that it doesn't have any arbitrary limits on what it works on. Assuming you're using Wanderlust to activate it however, you're not going to be able to combine it with other damage boosters very well. This means that The class needs enough dice to make up for the 5-10 other levels in your build that don't have Wandering Strike dice on them. I'd go ahead and give 1d10 at 1st, then another d10 at 4th, 7th, and 10th.

Delete the Slide ability, since we're altering Wanderlust and it's awkward anyway.

Since I wouldn't like keeping track of Shambling Dodge, I'd just make it 20% miss chance for one round after teleporting. It means that it'll be on most round of combat, but not until you take your action, or if you're Dimensional Anchored, or need your swift actions for something else.

Put the Dimension Door ability at 5th, with the 1d4 round cooldown that prevents you from using Wanderlust during that time. At 7th, you can use the Dimension door as a swift action and then take the rest of your turn, but it still puts Wanderlust on a cooldown. At 10th, Wanderlust is replaced by swift action Dimension Door at will (that doesn't cost you the rest of your turn). Give Dissemble Enemy a will save to cut the distance in half, and make both Dissemble abilities cost a standard action to touch. If you use either Wanderlust or Dissemble, you can't use the other for the rest of the round- until you reach a high enough level, at which point you can. Dissemble cannot be used with the Dimension Door.

More teleporting: at 4th you can Teleport 1/day, 2/day at 6th, 3/day at 8th. If you really want them to wander, you should probably also add some Plane Shift. I'm giving out Teleport at ECL 9 since that's when it become available, but that's also the same time Plane Shift becomes available. Solution: make that 1-2-3/day Teleport or Plane Shift. Since we're stacking up spell like abilities later on, Dissemble Enemies should probably be moved up to make some room.

Finally: Banishment doesn't affect outsiders. It affects extraplanar creatures, of any type. Assuming you meant to use Outsider [Native], as the Monk and most other classes that give you this trick, the Banishment won't do anything to you on the material plane. That said, there is the question of where the creature shows up if it's Banished from a plane that it's not native to. Presumably the DM would determine this, and presumably would use some sort of randomness, so making sure they land next to a road is pretty cool even if it shouldn't come up.

Antonok
2011-01-27, 05:57 AM
It's on par with Travel Devotion, which is pretty good. But you're wrong in the sense that you can't just leave combat, since you provoke an attack of opportunity for leaving a threatened space (though you can Tumble quite easily to mitigate that). Call it a wash. Regardless, as a combat class, you're much better off making a full attack than doing that pansy retreat stuff, where you just get charged the next round, if not something worse.


Yea that was a bad example. Was too tired to really think straight. Better example would be using it with an uber charger build, since it would allow them to charge every round instead of every other round. Also have concerns about the distance you can close with it too. Makes ranged combat quite ineffective when something with a BLS of 30 can move ~70ft in just a move action. This is of course all dependant on luck of the roll and space available.

unosarta
2011-01-27, 08:38 AM
Thank you so much for the responses!


This is just the kind of thing that I like, but it needs some proofreading. As Jota said, Wanderlust is not clear on how it works. I think it was intended to be: activate ability, roll distance, choose direction, move the rolled distance. I like the idea of forcing randomness as a limiting factor, but in close quarters moving anything more than 10' (the minimum, which increases as you level) is going to make it impossible to fight. Antonok had it backwards on the hit and running: while the class seems to want you to teleport and then attack, you can't control it enough to do that. What you can do is charge, then teleport a considerable distance away. So this means our two main class features don't do what they're supposed to do, and they don't work well together. Soul Slip and Footloose don't make much sense: souls don't work that way in DnD, and there's nothing else in the class to support tripping at all. Teleporting enemies without a save is a seriously bad idea. Even if the damage isn't very much, you're moving them wherever you want without them having a way to stop it.
Yes, that is how I had intended it. I can see that that isn't really going to be very effective though, since more often than not the Wanderer will just end up going past the opponent that they are intending to reach. As for soul slip: in what way do souls work that invalidates this? It is less about the soul itself slipping, and more about the fact that the Wanderer teleports so much that his physical form is starting to lose shape as he teleports around. I will clarify the fluff. As for footloose, it is more to help the classes that qualify, since monks, who definitely need some power ups, and who were my original focus on this class, don't really gain anything from this class, besides the regular class features. Yes, it does make them more mobile, but they lose UAS damage and many other admittedly terrible class features, and I felt that that was kind of unfair considering how much other classes like Rogue and Fighter or Barbarian might gain out of this while still maintaining relative power level (relative since they aren't altogether that powerful to begin with). Also, the ability allows for a different play/combat style other than "I run around and hit people" which can be fun, but will begin to grate after a while.

A save for half distance works for me. I was actually thinking about adding the save while I was writing the ability, but didn't feel like it.


I propose Wanderlust is changed to increments of 5'. You roll d4, then add up to your class level, then chose destination. Destination must be within line of sight, until higher levels when you can use Dimension Door. Depending on what you're fighting, you should be able to find an angle at which to bamf that won't leave you out of range, since the highest you'll be forced to move is 20'. The worst case scenario is required 20' against a medium or smaller opponent, in which case once you see that you can't get and attack angle, you retreat and regroup or charge back in.
This works very well. I would like for more randomness, but I can see that that isn't really very mechanically viable. The Wanderer gains the ability at level 2, so the minimum roll he would ever get at that level would be 15 feet, unless he lowered the amount of a bonus he added to the roll. I like that the forced movement is still in play too.


I like using d10's for Wandering Strike just because they never get used for stuff like that, and I like that it doesn't have any arbitrary limits on what it works on. Assuming you're using Wanderlust to activate it however, you're not going to be able to combine it with other damage boosters very well. This means that The class needs enough dice to make up for the 5-10 other levels in your build that don't have Wandering Strike dice on them. I'd go ahead and give 1d10 at 1st, then another d10 at 4th, 7th, and 10th.
Okay, bumping up the Wandering Strike progression isn't a bad idea.


Delete the Slide ability, since we're altering Wanderlust and it's awkward anyway.
I guess I can see why deleting it would be a good idea, but why is it an awkward ability?


Since I wouldn't like keeping track of Shambling Dodge, I'd just make it 20% miss chance for one round after teleporting. It means that it'll be on most round of combat, but not until you take your action, or if you're Dimensional Anchored, or need your swift actions for something else.
Maybe I could lower it to 10 or 15% miss chance and make it the whole round. I was kind of wary of giving them practically a constant upkeep of 20% miss chance.


Put the Dimension Door ability at 5th, with the 1d4 round cooldown that prevents you from using Wanderlust during that time. At 7th, you can use the Dimension door as a swift action and then take the rest of your turn, but it still puts Wanderlust on a cooldown. At 10th, Wanderlust is replaced by swift action Dimension Door at will (that doesn't cost you the rest of your turn). Give Dissemble Enemy a will save to cut the distance in half, and make both Dissemble abilities cost a standard action to touch. If you use either Wanderlust or Dissemble, you can't use the other for the rest of the round- until you reach a high enough level, at which point you can. Dissemble cannot be used with the Dimension Door.
So, Dimension Door as a standard action at 5th, which becomes swift at 7th, with a cooldown still, and then no cooldown at tenth? I could do that.

I am going to be giving the will save in, I realize that now.


More teleporting: at 4th you can Teleport 1/day, 2/day at 6th, 3/day at 8th. If you really want them to wander, you should probably also add some Plane Shift. I'm giving out Teleport at ECL 9 since that's when it become available, but that's also the same time Plane Shift becomes available. Solution: make that 1-2-3/day Teleport or Plane Shift. Since we're stacking up spell like abilities later on, Dissemble Enemies should probably be moved up to make some room.
This isn't a bad idea.


Finally: Banishment doesn't affect outsiders. It affects extraplanar creatures, of any type. Assuming you meant to use Outsider [Native], as the Monk and most other classes that give you this trick, the Banishment won't do anything to you on the material plane. That said, there is the question of where the creature shows up if it's Banished from a plane that it's not native to. Presumably the DM would determine this, and presumably would use some sort of randomness, so making sure they land next to a road is pretty cool even if it shouldn't come up.
I did not. I was sort of intentionally making it shown that the Wanderer isn't really native to this plane, or any other plane. He is a native of the road (I might end up writing a Wandering Road plane on here, just to make it clearer. :smallamused:)

[Edit]: And I have updated the class abilities and such. I got some of your suggestions in too, Jota, sorry I didn't respond directly.

unosarta
2011-01-27, 06:34 PM
The Wandering Road demiplane is up, if anyone wants to critique the Kith template, or the fluff. :smallsmile:

Fizban
2011-01-28, 02:57 AM
I guess I can see why deleting it would be a good idea, but why is it an awkward ability?
A limited per day increase on an at-will ability governed by multiple factors. It's not a bad idea, but it was hard to read and figure out just how much benefit there was.

Maybe I could lower it to 10 or 15% miss chance and make it the whole round. I was kind of wary of giving them practically a constant upkeep of 20% miss chance.
You can get a constant 20% from a Minor Cloak of Displacement. It's not exactly cheap, but it's still less than half your cash at that level, so I think it's within line for a prestige class ability.

So, Dimension Door as a standard action at 5th, which becomes swift at 7th, with a cooldown still, and then no cooldown at tenth? I could do that.
Don't forget that if you want them to attack after using it, you'll have to specify that Dimension Door's normal "cannot take any more actions" clause does not apply to the ability. I'd want them to attack, but if you don't then that's fine too.

I did not. I was sort of intentionally making it shown that the Wanderer isn't really native to this plane, or any other plane. He is a native of the road (I might end up writing a Wandering Road plane on here, just to make it clearer. :smallamused:)
A class that changes your native plane. Now THAT is something I've never seen before. Cool.

Dissemble Ally is still listing 10' increments. The wording on Wanderlust makes it sound like you have to pick direction before rolling distance: I wouldn't do this, but it needs to be clearer either way. If you're supposed to roll first then choose, you should either not be able to enter objects, or it should say "if the Wanderer chooses to teleport inside a solid object" to make that more clear. If you have to choose direction first, I think it's still going to be hard to use in a way that won't mess up an attack plan. Finally, I'm not sure if you got my meaning by "add up to." I meant it to be optional, with you choosing how much to add afterward. Essentially, when you use the ability you roll the 1d4 to find out the shortest amount, then if you need to move farther you can add however much you want, up to 5 extra feet per level.

unosarta
2011-01-28, 08:29 AM
A limited per day increase on an at-will ability governed by multiple factors. It's not a bad idea, but it was hard to read and figure out just how much benefit there was.
I guess I can understand that. And, once the character got Dim Door, the ability had essentially no point.


You can get a constant 20% from a Minor Cloak of Displacement. It's not exactly cheap, but it's still less than half your cash at that level, so I think it's within line for a prestige class ability.
Good point.


Don't forget that if you want them to attack after using it, you'll have to specify that Dimension Door's normal "cannot take any more actions" clause does not apply to the ability. I'd want them to attack, but if you don't then that's fine too.
Ooo, that is probably what Jota was saying when he said to "read the actual description for Dimension Door". I will specify that they can take actions after using the ability.


A class that changes your native plane. Now THAT is something I've never seen before. Cool.
I hope I balanced the Kith right. Also, I am going to add into the Wandering One ability that because the Wanderer is a native to the plane, he can never become a Kith (the only creatures native to the plane are the Kith and the Wanderers anyway, and anyone else is a visitor or passing on through.


Dissemble Ally is still listing 10' increments. The wording on Wanderlust makes it sound like you have to pick direction before rolling distance: I wouldn't do this, but it needs to be clearer either way. If you're supposed to roll first then choose, you should either not be able to enter objects, or it should say "if the Wanderer chooses to teleport inside a solid object" to make that more clear. If you have to choose direction first, I think it's still going to be hard to use in a way that won't mess up an attack plan. Finally, I'm not sure if you got my meaning by "add up to." I meant it to be optional, with you choosing how much to add afterward. Essentially, when you use the ability you roll the 1d4 to find out the shortest amount, then if you need to move farther you can add however much you want, up to 5 extra feet per level.
I will update Dissemble ally. I meant it as after the roll has been made as well. I will update the wording. Add up to example here: A Wanderer level 6 rolls a d4, and gets a 2. He has to move 10 feet, at the very least. He may add up to 30 feet (6*5) in addition, in five foot increments. Is this what you meant?