Baervan's wanderer, any reply welcome! Updated!

Ferret

Explorer
I made this for a competition over on the WotC, no wait don't go! I've changed it. Please critique or reply in any way at all.
Baervan’s wanderer

Baervan’s wanderer

Description
The dry thud of metal on wood echoed mercilessly, through the woods. A small figure, crouching, the small-bodied gnome had hid behind the narrow-trunked pine tree, he pattered up into the tree following a small racoon, he jumped down and caught the axe.
“This is no place for a woodsman,” Spoke the Gnome, he had surprised the man, but no less then would a bear, it wouldn’t take long to work out the silly joke, he thought. He did flinch though, but a second later replied cockily, “Is this not a wood, and I not a man?”
“It is not your business here, you must leave,” He replied, Çade lay still in the tree; poised.
“Neither is….arghh,” Çade leapt down from the tree, and landed on the poor mans face, and scratched it, “Get the damn cat OFF!”
Torben blurred forward and stuck his leg round the man's thigh, then the man cascaded sideways, his leg gave way with a short crack, on the ground. Çade still scratched at the man's face and the man still squirmed. He pulled Çade off, and made short work of the knee, bandaged him up, the raccoon watching quizzically head tilted in wonder. After it was on a splint he cast a spell that sent the man asleep, and dragged him to the outskirts, making no effort to miss the large stones, and bumping the woodcutters head, Çade giggled.
Why do you care so much? Came the mental word from Çade, I will not stoop to the level of a kobold, He replied. The easiest root is not always the best. I am a Wildwanderer, remember?

Gnomish communities, how ever isolated, are not naive about all those that may want to remove there peaceful solace, a brand of scouts and warriors, often travelling with Scarlet squirrels, trained to protect the boundaries of their gnomish homes.

Hit Dice-D8/level

Requirements
--BAB: +6
--Skill ranks: Survival: 6 ranks, Handle animals: 4 ranks
One of these: Move silently: 2 ranks, Slight of hand: 2 ranks, Tumble: 2 ranks, Climb: 2 ranks
--Race Gnome
--Other Has Baervan Wildwanderer as patron deity, Has Raccoon as Animal companion or familiar

Class Skills:
The Baervan’s wanderer’s skills (and the key ability for each skill) are, Climb (Dex), Craft (Int), Heal (Wis), Knowledge (nature) (Int), Sleight of hand (Dex, Trained), Profession (Wis), Swim (Str), and Survival (Wis).

--Skill Points per level: 4 (+Intelligence modifier)

Weapon and Armour Proficiency: A Baervan’s wanderer is proficient with all simple and martial weapons, light armour, medium armour, and shields, any oaths taken remain, barring claw bracers, which they gain proficiencies in.

Table: The Baervan’s wanderer
Base-attack .. Fort/Refl /Will .. Special
1st +0 .... +0/+2/+0 .. Raccoon Friend, Trackless step
2nd +1 .... +0/+3/+0 .. Forest guard, Natural climber
3rd +2 .... +1/+3/+1 .. Forest walk
4th +3 .... +1/+4/+1 .. Safe fall 30ft, Scent
5th +3 .... +1/+4/+1 .. Nimble, light on the feet
6th +4 .... +2/+5/+2 .. Safe fall 40ft
7th +5 .... +2/+5/+2 .. Tree Leap 1/day, Forest Shadow
8th +6 .... +2/+6/+2 .. Safe fall 50ft
9th +6 .... +3/+6/+3 .. Tree Leap 2/day
10th +7 .... +3/+7/+3 .. Home in the wild

--Class abilities

--Raccoon friend: If the character's raccoon is an animal companion, the raccoon also gains the special capacities of a familiar, using the wanderer levels to determine special abilities. If the raccoon is a familiar, then it also gains the special capacities of an animal companion, using the wanderer levels to determine special abilities.

--Trackless step (Ex): Starting at 2nd level, the Baervan’s wanderer no longer makes tracks and cannot be tracked in the wilderness.

--Forest walk (Su): The Wanderer of Baervan can move unhindered through forests, no matter what natural obstruction impairs them. Unnatural sources including magicks cannot be passed though unchecked.

--Natural climber (Ex): At 3rd level The Wanderer of Baervan gains a climb speed of 20ft when climbing on trees, this allows them to climb up and around trees with ease. In addition they receive a +8 to climb check whilst in trees.

--Scent (Ex): A normal Gnome’s nose can detect brimstone; a highly trained Nose can do far more. The Scent Special ability is gained as per the Monster manual.

--Nimble (Ex): Dextrous to the extreme, the Bae gains +2 to Balance, Disable device, Move silently, disable device, Sleight of hand and tumble. This reflects the nimbleness that has rubbed off from the Raccoon company they keep.

--Light on the Feet (Ex):As long as the Bae is not wearing heavier then light armour and isn’t encumbered with a weight greater then light, they retain their dexterity bonus to AC even when they are flat footed, although in these situations they are still open to sneak attacks.

--Tree leap (Ex): This ability acts the same as Tree stride except, that the range is the characters Bae levels X 100, and the duration is 10 minutes a level.

--Forest Shadow (Ex): Akin to raccoons the Wanderers of Baervan can slip silently into any shadow in a forest and hide behind any leaf in a tree. They gain the ability to hide even when cover or concealment is not available, if they already have this ability they gain a +10 to their hide skill. Either is only applicable in forested conditions.

--Safe fall (Ex): As experienced climbers both Raccoons and Baervan’s wanderers are gifted the ability to slow their fall and take no damage when falling 30ft at 4th level, 40ft at 6th level and 50 ft at 8th.

--Home in the wild (Su): Completely at home in the wild the Baervan’s wanderer gains a +4 bonus to all action that he part takes in whilst in a forested area, except on attacks and AC, between which he may share a +6 unnamed bonus between attacks and AC. They may also add this to an aid other action adding +5 to anothers check.

I don't know if thats enough, too top heavy, or completly unbalanced. So lots of help is needed please. In fact anything would be good.
 
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The class is a litle bit confused: eg you say sleight of Hand and then Pick pocket. What version is it intended for? Mostly it seems for v3.0 (Pick Pocket, Intuit Direction, Wilderness Lore, etc). I don't play 3.0 anymore, which makes it difficult to comment on precisely.

However...

Ferret said:
One of these: Move silently: 2 ranks, Slight of hand: 2 ranks, Tumble: 2 ranks,

I don't see what these Skills have to do with the class. And I don't see why sleight of hand is a class skill either. It is not reflected in the class in any manner.

I think that BAB should probably drop to that of the Cleric, since the class doesn't focus on combat at all (and this would be a trade off with the abilities gained).

Forest Walk: How long does it last? What happens if you leave a forest? Do a couple of trees constitute a forest... etc. You need to clarify what you mean. And, I'm probably being dopey, but what does "This ability also allows the Wanderer of Baervan to move to anywhere that is within level X 10 feet away whilst in a forest." mean?

As you suggest, it does seem to be top heavy. I couldn't see myself taking more than 5 levels tops, possibly only 3 or 4 even. The scent ability, however, a lot of nature types would die for, so you might want to consider making this something that comes later. Also, you could make Trackless Step gained at 1st and drop wild shape down a level or two. You certainly need to add a class ability or two at higher levels if you want anyone to advance that far.
 

The PrC was 3.0 but I tried to revise it. The skills are used as the emulate the dextrousness of Raccoons, I should have added in those kind of things. I did intend them to partake in combatic, but not be combat-centric, I'm not sure what it would be doing if not fighting, it has no spells, no real rogue like qualities. Leading me onto another point should I spread out the abilities it has or add ones on to the later levels.

Forest walk was intended to be a tree step and woodland stride rolled into one, perhaps that wasn't a good idea, ad I could space it out?

Very good idea on rearranging some of the abilities.
 


Be really careful with scent. I gave that out before thinking about it once and it was just about impossible to surprise his character with anything but a few critters...

Remember: Some dogs can smell cancer... :confused:
 

The dogs can most likely smell the persperation from the worry of having cancer.

Good point though... I never thought of it as that powerful but I spose it is.
 

Overpowered?

Hmm...give me ranger's attack with some of the abilities of Druid, and remove the spellcasting abilities of either. I dunno, seems balanced.

In fact, apart from Scent, I'd say it's underpowered.
 


Anyone, I know this is dredging up old stuff but could you please say whether you think it is overpowered , underpowered, balanced?
 

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