Drifter Prestige Class 3.5

Originally posted by zombiegleemax:

Please note that i am new at both D&D and computer stuff. I noticed, however, that there aren’t enough variant core classes. This character is by no means finished but I would like to submit it and find what needs to change from professionals.

Drifter

Alignment: Any Chaotic
Hit Die: d8
Class Skills:The Drifters class skills (and the ability for each skill) are Autohypnosis (Wis), Bluff (Cha) Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Knowledge (Geography), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at 1st level: (4+Int modifier) x4.
Skill Points at Each Additional Level: (4+Int modifier).

Class Features

Weapon and armor proficiency: Drifters are proficient with all simple weapons, with all types of armors (heavy, medium and light) and with no shields.

Bonus Feat: At 1st level, a Drifter may select one of the following as a bonus feat: Exotic Weapon Proficiency, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Sheild Proficiency. A Drifter need not have any of the prerequisites normally required for these feats to select them.

Attack Boost: At 1st level and every two levels thereafter (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th), you get a +1 competence bonus to attack with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well) to a maximum +10 attack at level 19. These bonuses stack with each other and other attack bonuses unless they specifically say otherwise.

Damage Boost: At 2nd level and every two levels thereafter (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th), you get a +1 competence bonus to damage with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well) to a maximum +10 damage at level 20. These bonuses stack with each other and other damage bonuses unless they specifically say otherwise.

Dimension Step: At 4th level a Drifter gains the power to teleport instantly up to 20ft for 1 Power Point. If you attempt to teleport into a space occupied by another creature, you make a DC 25 Will save. If the Will save succeeds you are transported 5ft away from the target in a random direction. If it fails, you are transported 30ft away and take 2d6 damage. regardless of whether the Will save succeeds or not you make a DC 25 Reflex save. If you succeed you land on your feet. If you fail you fall prone.
Augment: 1) for every 2 power points you spend you can increase the distance by 10 feet. 2) for every 1 power points you spend you can reduce one save DC by 1.

Unrestricted: At 8th level, as long as you are psionically focused you can act normally regardless of magical effects that impede movement as if you were affected by the spell Freedom Of Movement.

Spirit Weapon: At 12th level a Drifter gains the power to create a weapon of pure mental force. By spending 2 power points you may create an alignment specific weapon. Chaos: Battleaxe, Evil: Light flail, Good: Warhammer, Law: Longsword. This weapon remains with you as long as you are psionically focused. If you expend your focus you must pay the 4 power points to reform the weapon. This weapon moves and attacks independantly unless you spend a move action to redirect it. It attacks at your base attack bonus plus your strength modifier, but does not get a strength bonus to damage. On it’s own this weapon follows and attacks the nearest opponent. This weapon will not grant you or any of your comrades a flanking bonus of any sort. This weapon may not exceed a range of 100ft +10ft/2 Drifter Levels or it will simply disapear.
Augment: 1) For a move action if you expend 6 power points in addition to the original power points you can transform your weapon into any weapon that you are proficient with. This gets all the beneits of your normal weapon from feats that you don’t have to actively use, such as Weapon Focus or Weapon Finesse, but not those that do or require a psionic focus, such as Psionic Weapon or Deep Impact. 2) For a move action once per turn you can change the size of your weapon by expending 3 power point per size change. EX. you may change a medium lawful longsword to a huge longsword for 6 extra power points in 2 turns. This weapon deals damage equal to a huge longsword, or 3d8.

Elemental Augmentation: At 16th level a Drifter can augment your weapon. Whenever you become psionically focused you choose an energy type (heat, cold, acid, electric or sonic), by expending your focus you gain an augmentation power instead of taking damage from this energy type.

Heat: On your next attack you get +10 heat damage. Anyone immune to fire is not effected by this. Can be expended just before you calculate your weapon damage to deal 10 extra damage.
Cold: You get 10 temporary HP. Can be expended anytime.
Acid: You get a +10 to AC until after the next attack directed at you. anyone immune to acid automatically bypasses this bonus. Can be expended just before opponents attack roll.
Electric: On your next attack you get +10 attack bonus. Anyone with immunity to electricity gets a +10 to AC for this attack, negating the effect. can be expended just before your attack roll.
Sonic: On your next attack your weapon can attack up to double your normal range. Can be expended anytime.

Timeless Body: Upon attaining 20th level, a Drifter no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Drifter still dies of old age when his time is up.

Bonus Feat: You may select one feat from the fighter or psychic warrior feat list. You must meet all prerequisites for this feat.

Thank you for your time, and please tell me how to improve my character.

Originally posted by ruhl-than_sage:

You should be posting this on the Class or Psionics boards. You’ll get a lot more help if you post there.

Originally posted by zombiegleemax:

Thanks but it says not to post directly and i dont know how to link them

Originally posted by zombiegleemax:

This is a revised version

Drifter

Alignment: Any Chaotic
Hit Die: d8
Class Skills:The Drifters class skills (and the ability for each skill) are Autohypnosis (Wis), Bluff (Cha) Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Knowledge (Geography), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at 1st level: (4+Int modifier) x4.
Skill Points at Each Additional Level: (4+Int modifier).

Class Features

Weapon and armor proficiency: Drifters are proficient with all simple weapons, with all types of armors (heavy, medium and light) and with heavy and light shields.

Bonus Feat: At 1st level, a Drifter may select one of the following as a bonus feat: Exotic Weapon Proficiency, Improved Grapple, Improved Shield Bash, Improved Unarmed Strike, Martial Weapon Proficiency. A Drifter need not have any of the prerequisites normally required for these feats to select them.

Attack Boost: At 1st level you get a +1 competence bonus to attack with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well). At 5th level you get a cumulative +2 bonus. At 11th level you get a cumulative +3 bonus. At 19th level you get a cumulative +4 bonus.

Damage Boost: At 1st level you get a +1 competence bonus to damage with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well). At 5th level you get a cumulative +2 bonus. At 11th level you get a cumulative +3 bonus. At 19th level you get a cumulative +4 bonus.

Unrestricted: At 4th level, as long as you are psionically focused you can act normally regardless of magical effects that impede movement as if you were
affected by the spell Freedom Of Movement.

Teleport Step: At 5th level a Drifter gains the power to teleport instantly up to 20ft for 1 Power Point as a swift action. If you attempt to teleport into a space occupied by another creature, you make a DC 25 Will save. If the Will save succeeds you are transported 5ft away from the target in a random direction. If it fails, you are transported 30ft away in a random direction and take 2d6 damage. Regardless of whether the Will save succeeds or not you make a DC 25 Reflex save. If you succeed you land on your feet. If you fail you fall prone. Augment: 1) for every 2 power points you spend you can increase the distance by 10 feet. 2) for every 1 power points you spend you can reduce one save DC by 1.

Spirit Weapon: At 8th level a Drifter gains the power to create a weapon of pure mental force. By spending 2 power points you may create an alignment specific weapon. Chaos: Battleaxe, Evil: Light flail, Good: Warhammer. This weapon remains with you as long as you are psionically focused. If you expend your focus you must pay the 4 power points to reform the weapon. This weapon moves and attacks independantly unless you spend a move action to redirect it. It attacks at your base attack bonus plus your strength modifier, but does not get a strength bonus to damage. On it’s own this weapon follows and attacks the nearest opponent. This weapon will not grant you or any of your comrades a flanking bonus of any sort. This weapon may not exceed a range of 100ft +10ft/2 Drifter Levels or it will simply disapear.
Augment: 1) For a move action if you expend 6 power points in addition to the original power points you can transform your weapon into any weapon that you are proficient with. This gets all the beneits of your normal weapon from feats that you don’t have to actively use, such as Weapon Focus or Weapon Finesse, but not those that do or require a psionic focus, such as Psionic Weapon or Deep Impact. 2) For a move action once per turn you can change the size of your weapon by expending 3 power point per size change. EX. you may change a medium chaotic battleaxe to a huge battleaxe for 6 extra power points in 2 turns. This weapon deals damage equal to a huge battleaxe, or 3d6.

Speeder: At 10th level as long as you are psionically focused you gain a speed bonus equal to your wisdom modifier times 10ft.

Time Sidestep: A drifter of 12th level or higher may reroll one failed save, attack roll or skill check by expending a psionic focus. You must have been psionically focused at the time of the roll to use this ability.

Transdimensional Whirlwind: A Drifter of 15th level or higher may choose to forego his normal attacks for a number of attacks equal to his wisdom modifier by expending a psionic focus. Each attack must be directed at a different target in a range of 25ft +5ft/1pp

Special Abilities: At 16th level a Drifter may choose a special ability from the list below.

Multidimensional Whirlwind: This feat allows the use of Transdimensional Whirlwind, but you may also choose to attack the same opponent more than once.

Elemental Augment: You choose one energy type (heat, cold, sonic or acid). When you take this type of damage you gain the following effect:

Heat: You gain 10 points of heat damage for next attack. Creatures or magic items immune to heat or fire negate this effect. Nonmagical items that are immune to heat or fire do not effect this ability.

Cold: You gain DR 10/- until after the next attack directed at you. Creatures or magical items immune to cold or water negate this effect. Nonmagical items that are immune to cold or water do not effect this ability.

Sonic: You gain +10 for your next attack. Creatures or magical items immune to sound negate this effect. Nonmagical items that are immune to sound do not effect this ability.

Acid: You gain a +10 to your AC until after the next attack directed at you. Creatures or magical items immune to acid negate this effect. Nonmagical irems that are immune to acid do not effect this ability

Drift: A Drifter of 20th level or higher may travel anywhere he has ever seen, whether it be in character or through others eyes. You may attempt to go somewhere you have never been before. If you have accurate information about the geography of the place then you have a 25% fail chance. If you have outdated or faulty information then you have a 50% fail chance.

Pass: A psionically focused Drifter of 20th level or higher may pass through any unattended corporeal material even if it is enchanted with a spell or power that makes you unable to do so. If it is enchanted you must make a Will Save with the spell or powers DC. Once you go through the material you may walk normally. You take no penalty for being in the material once your turn ends. In the material you may walk up or downwards at half your speed as long as their is material there. Once you leave the material if you are above the ground you take falling damage as normal. If you are on level ground you may walk through the ground at half your speed should you wish to do so.

Base
Attack
Level…Bonus…Fortitude…Reflex…Will…Special…Boost
1st…+0…+2…+0…+0…Bonus Feat…+1 attack
2nd…+1…+3 …+0…+0…+1 damage
3rd…+2…+3…+1…+1
4th…+3…+4…+1…+1…Unrestricted
5th…+3…+4…+1…+1…Teleport Step…+2 attack
6th…+4…+5…+2…+2…+2 damage
7th…+5…+5…+2…+2
8th…+6/+1…+6…+2…+2…Spirit Weapon
9th…+6/+1…+6…+3…+3
10th…+7/+2…+7…+3…+3…Speeder
11th…+8/+3…+7…+3…+3…+3 attack
12th…+9/+4…+8…+4…+4…Time Sidestep…+3 damage
13th…+9/+4…+8…+4…+4
14th…+10/+5…+9…+4…+4
15th…+11/+6/+1…+9…+5…+5…Transdimensional Whirlwind
16th…+12/+7/+2…+10…+5…+5…Special ability
17th…+12/+7/+2…+10…+5…+5
18th…+13/+8/+3…+11…+6…+6
19th…+14/+9/+4…+11…+6…+6…+4 attack
20th…+15/+10/+5…+12…+6…+6…Drift, Pass…+4 damage

Thank you for your time, and please tell me how to improve my character.

Originally posted by zombiegleemax:

This is another revised version

Drifter
Wandering all over the world, drifters are those who have no where to go or have forgetten their past. Most are mercenaries or assassins of some sort, using their powers to enter dwellings and other areas not even a rogue could access. There power to move through dimensions makes for a strong melee combatant or scout.
Note: Drifter is a general term used for someone who has no family, friends and walks alone. This class is sometimes called Psychic Drifter but they never think of themselves as more than a normal drifter. Halfling drifters are only called drifters because they have pretty much the same abilities, though later I may create a special halfling “drifter” class.

Adventures
Drifters quest for various reasons. Those whos homes were destroyed often search for the person responsible, or to find somewhere to live. Those who lost their memories often quest to find a sufficient level wizard or sorcerer to help restore it. Others have their own reasons and choose to divulge that information at their own discretion.

Characteristics: A Drifters power to move through dimensions makes for a strong melee combatant or scout. Their teleport step allows them to spring up behind someone and unless they have uncanny dodge they are caught flat-footed. Therefor the Drifter combines well with the Rogues Sneak Attack class ability.

Alignment: A Drifters lifestyle of wandering and occasional assassinations doesn’t allow them to be lawful. Otherwise they are unrestricted in their alignment choice.

Religion: Drifters don’t often hold with this “divine balogna” but those that do often follow Fharlanghn.

Background: Most drifters come from all over but have forgotten where they come from. Some come from destroyed villages on the outskirts of civilization. Some are wanderers who nearly died in the desert who can’t fit back into civilization.

Races: Humans adapt well to the drifters lifestyle. Halflings are almost as common, but just as often as going alone they travel with their nomadic village, protecting and scouting ahead for good locations. Half-elves are used to years of wandering around human lands in search of a home and so do moderately well. Dwarves, gnomes, elves and half-orcs are less common but not unheard of. All psionic races have a moderate amount of drifters, due to there close proximity to the desert.

Other Classes: Drifters prefer to be alone (with the exception of halflings), but occasionally they do join a party. They prefer classes like rangers and rogues, but they are fine with any nonlawfuls. Lawfuls and drifters have a strained relationship.

Role: Drifters are mostly melee combatants and scouts. They don’t like leadership but they know how to lead. Their dimensional powers make them good spys as well.

Game Rule Information

Alignment: Any Nonlawful
Hit Die: d8
Class Skills:The Drifters class skills (and the ability for each skill) are Autohypnosis (Wis), Bluff (Cha) Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Knowledge (Geography), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at 1st level: (4+Int modifier) x4.
Skill Points at Each Additional Level: (4+Int modifier).

Class Features

Weapon and armor proficiency: Drifters are proficient with all simple weapons, with all types of armors (heavy, medium and light) and with heavy and light shields.

Power Points/Day: A drifters ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he recieves bonus power points per day if he has a high Wisdom score (see table 2-1: Ability Modifiers and Bonus Power Points in Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. A 1st level drifter gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he know with those power points.

Powers Known: A drifter begins play knowing one power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power list. (Exceptioon: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34 of Expanded Psionic Handbook, do allow a drifter to learn powers from the lists of other classes. A drifter can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a drifter can manifest in a days is limited only by his daily power points. In other words, an 11th level drifter (with a total of 35 power points) could manifest a power costing 1 power point 35 times a day, a power costing 5 power points 7 times a day, or any combination of power point costs that does not exceed 35 power points in total.
A drifter simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good nights sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against drifter powers is 10+ power’s level+ drifters wisdom modifier. For example, the saving throw against a 6th level power is 16+ Wisdom Modifier.

Maximum Power Level Known: A drifter begins play with the ability to learn 1st level powers. As he attains higher levels, he may gain the ability to master more complex powers-for example, a 4th level drifter can learn powers of 2nd level or lower, a 7th level drifter can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a drifter must have a Wisdom score of at least 10+ the powers level. For example, a drifter with a Wisdom score of 13 can manifest powers of 3rd level or lower.

Bonus Feat: At 1st level, a Drifter may select one of the following as a bonus feat: Exotic Weapon Proficiency, Improved Grapple, Improved Shield Bash, Improved Unarmed Strike, Martial Weapon Proficiency. A Drifter need not have any of the prerequisites normally required for these feats to select them.

Attack Boost: At 1st level you get a +1 competence bonus to attack with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well). At 5th level you get a cumulative +2 bonus. At 11th level you get a cumulative +3 bonus. At 19th level you get a cumulative +4 bonus.

Damage Boost: At 2nd level you get a +1 competence bonus to damage with a weapon of your choice (for purposes of this ability you may select unarmed strike, grapple or shield bash as well). At 6th level you get a cumulative +2 bonus. At 12th level you get a cumulative +3 bonus. At 20th level you get a cumulative +4 bonus.

Unrestricted: At 4th level, as long as you are psionically focused you can act normally regardless of magical effects that impede movement as if you were
affected by the spell Freedom Of Movement.

Teleport Step: At 5th level a Drifter gains the power to teleport instantly up to 20ft for 4 Power Point as a swift action. If you attempt to teleport into a space occupied by another creature, you make a DC 25 Will save. If the Will save succeeds you are transported 5ft away from the target in a random direction. If it fails, you are transported 30ft away in a random direction and take 2d6 damage. Regardless of whether the Will save succeeds or not you make a DC 25 Reflex save. If you succeed you land on your feet. If you fail you fall prone.
Augment: 1) for every 2 power points you spend you can increase the distance by 10 feet. 2) for every 1 power points you spend you can reduce one save DC by 1.

Spirit Weapon: At 8th level a Drifter gains the power to create a weapon of pure mental force. By spending 2 power points you may create an alignment specific weapon. Chaos: Battleaxe, Evil: Light flail, Good: Warhammer. This weapon remains with you as long as you are psionically focused. If you expend your focus you must pay the 2 power points to reform the weapon. This weapon moves and attacks independantly unless you spend a move action to redirect it. It attacks at your base attack bonus plus your strength modifier, but does not get a strength bonus to damage. On it’s own this weapon follows and attacks the nearest opponent. This weapon will not grant you or any of your comrades a flanking bonus of any sort. This weapon may not exceed a range of 100ft +10ft/2 Drifter Levels or it will simply disapear.
Augment: 1) For a move action if you expend 6 power points in addition to the original power points you can transform your weapon into any weapon that you are proficient with. This gets all the benefits of your normal weapon from feats that you don’t have to actively use, such as Weapon Focus or Weapon Finesse, but not those that do or require a psionic focus, such as Psionic Weapon or Deep Impact. 2) For a move action once per turn you can change the size of your weapon by expending 3 power point per size change. EX. you may change a medium chaotic battleaxe to a huge battleaxe for 6 extra power points in 2 turns. This weapon deals damage equal to a huge battleaxe, or 3d6.

Speeder: At 10th level as long as you are psionically focused you gain a speed bonus equal to your wisdom modifier times 10ft.

Time Sidestep: A drifter of 12th level or higher may reroll one failed save, attack roll or skill check by expending a psionic focus. You must have been psionically focused at the time of the roll to use this ability.

Transdimensional Whirlwind: A Drifter of 15th level or higher may choose to forego his normal attacks for a number of attacks equal to his wisdom modifier by expending a psionic focus. Each attack must be directed at a different target in a range of 25ft +5ft/1pp

Special Abilities: At 16th level a Drifter may choose a special ability from the list below.

Multidimensional Whirlwind: This feat allows the use of Transdimensional Whirlwind, but you may also choose to attack the same opponent more than once.

Elemental Augment: You choose one energy type (heat, cold, sonic or acid). Each energy type is counted as a seperate special ability. When you are attacked by this type of energy you gain the following effect instead of damage:

Heat: You gain 10 points of heat damage for next attack. Creatures or magic items immune to heat or fire negate this effect. Nonmagical items that are immune to heat or fire do not effect this ability.

Cold: You gain DR 10/- until after the next attack directed at you. Creatures or magical items immune to cold or water negate this effect. Nonmagical items that are immune to cold or water do not effect this ability.

Sonic: You gain +10 attack bonus for your next attack. Creatures or magical items immune to sound negate this effect. Nonmagical items that are immune to sound do not effect this ability.

Acid: You gain a +10 to your AC until after the next attack directed at you. Creatures or magical items immune to acid negate this effect. Nonmagical irems that are immune to acid do not effect this ability. Anytime you are denied your armor bonus you are also denied this ability.

Drift: A Drifter of 20th level or higher may travel anywhere he has ever seen, whether it be in character or through others eyes. You may attempt to go somewhere you have never been before. If you have accurate information about the geography of the place then you have a 25% fail chance. If you have outdated or faulty information then you have a 50% fail chance.

Pass: A psionically focused Drifter of 20th level or higher may pass through any unattended corporeal material even if it is enchanted with a spell or power that makes you unable to do so. If it is enchanted you must make a Will Save with the spell or powers DC. Once you go through the material you may walk normally. You take no penalty for being in the material once your turn ends. In the material you may walk up or downwards at half your speed as long as their is material there. Once you leave the material if you are above the ground you take falling damage as normal. If you are on level ground you may walk through the ground at half your speed should you wish to do so.

…Base
…Attack
Level…Bonus…Fortitude…Reflex…Will…Special…Boost
1st…+0…+2…+0 …+0…Bonus Feat…+1 attack
2nd…+1…+3 …+0…+0…+1 damage
3rd…+2…+3…+1 …+1
4th…+3…+4…+1 …+1…Unrestricted
5th…+3…+4…+1 …+1…Teleport Step…+2 attack
6th…+4…+5…+2 …+2… .+2 damage
7th…+5…+5…+2 …+2
8th…+6/+1…+6…+2…+2…Spirit Weapon
9th…+6/+1…+6…+3…+3
10th…+7/+2…+7…+3…+3…Speeder
11th…+8/+3…+7…+3…+3… …+3 attack
12th…+9/+4…+8…+4…+4…Time Sidestep…+3 damage
13th…+9/+4…+8…+4…+4
14th…+10/+5…+9…+4…+4
15th…+11/+6/+1…+9…+5…+5…Transdimensional Whirlwind
16th…+12/+7/+2…+10…+5…+5…Special ability
17th…+12/+7/+2…+10…+5…+5
18th…+13/+8/+3…+11…+6…+6
19th…+14/+9/+4…+11…+6…+6… …+4 attack
20th…+15/+10/+5…+12…+6…+6…Drift, Pass…+4 damage

…maximum
…power…powers…power
Level…points/day…known…level known
1st…0…1…1st
2nd…1…2…1st
3rd…3…3…1st
4th…5…4…2nd
5th…7…5…2nd
6th…11…6…2nd
7th…15…7…3rd
8th…19…8…3rd
9th…23…9…3rd
10th…27…10…4th
11th…35…11…4th
12th…43…12…4th
13th…51…13…5th
14th…59…14…5th
15th…67…15…5th
16th…79…16…6th
17th…91…17…6th
18th…103…18…6th
19th…115…19…6th
20th…127…20…6th

Thank you for your time, and please tell me how to improve my character.

Originally posted by Pennarin:

Is this related to Dark Sun, Kestralwing?

If not you might as well post it on the [URL=http://boards1.wizards.com/forumdisplay.php?s=&daysprune=&f=17]Classes[/URL] board.

Originally posted by zombiegleemax:

Yeah it is. I forgot the powers though, just fixed it.

Originally posted by zombiegleemax:

I won’t have internet access for the next day or two, but feel free to comment about my class, and i will fix what problems i can when i return.

Originally posted by jon_oracle_of_athas:

I’m stuck with the feeling that your class doesn’t fill a broad enough role, nor does it differentiate itself from other core classes through unique abilities. Beause of these two issues, it simply doesn’t warrant a core class IMO. No harm meant, but “drifter” is a role any character class can take on.

Could you explain your reasoning behind this “halflings are drifters, but in name only” statement? A halfling who has left his home to adventure could indeed fall under your drifter concept without modification, IMO.

I note that you’ve posted three versions of this class in just a couple of days. Once it stabilizes, I think more people will be willing to comment on it. When I saw the first version, my immediate response was “munchkin fighter build” due to the warrior base attack progression and the attack and damage boosts. Even if you’ve toned down the base attack progression, the attack boost makes up for this and you still get the damage boosts. This screams munchkin all the way. Are you a DM or a player wanting to play this class? I fail to see why a drifter would be a master of any single weapon in the first place other than munchkinism - especially since they only are proficient in simple weapons. Sorry if I come across as harsh, but I describe it as it is from my point of view.

Originally posted by jon_oracle_of_athas:

Now, if I’m going to give you some constructive feedback, it would be to focus less on martial prowess and more on unique abilities a lone wanderer would need to survive. You need to come up with unique abilities that differentiate the class from other classes and that back up the drifter role.

Personally, I would have made a prestige class rather than a core class. That way you don’t need that many abilities, and prestige classes are tailored to fill niches, such as drifters. Remember that D&D is first and foremost group play, and a drifter - by your own words - is a loner who travels alone. A ranger usually fills that role, but a drifter prestige class that enhances his abilities to survive and make it on his own could work.

Just my 2 bits.

Originally posted by zombiegleemax:

I value your input. Your right, in the past few days I realized that i did put to much emphasis on his physical power. I have already begun another class to make use of those particular points, and hopefully i can make it work.
I didn’t make this a Prestige Class because your site is already full of that stuff, and I didn’t want my class to sound like some kind of generic elocater or something. I think Ill make it a prestige class anyway but modify some abilities that are somewhat similar to the elocators to give it an edge.

Originally posted by zombiegleemax:

I believe that this is getting close to the final draft, but please submit comments about it :smiley:

Drifter

Drifters are those who have forgotten or forsaken their past. They are those who want no emotional connections for reasons of their own. Most drifters travel alone but their are some who believe that their personal development is helped by others. These drifters travel with the most convenient party until that party is dead or betrays him. They never leave a party without a good reason and don’t care if everyone in the group has something against them.
Hit Die: d8.

REQUIREMENTS
To qualify to become a Drifter, a character must fulfill all the following criteria.

Skills: Autohypnosis 8 ranks, Heal 8 ranks, Knowledge (Geography) 8 ranks, Survival 8 ranks.
Feats: Endurance, Diehard, Speed of Thought, Track
Psionics: Must have a power point reserve of at least 1 point.
Special: Must have lived in the desert for 1 year or suffered a major traumatizing event.

CLASS SKILLS
The Drifters class skills (and the ability for each skill) are Autohypnosis (Wis), Bluff (Cha) Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering), Knowledge (Geography), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4+Int modifier

CLASS FEATURES
All the following are class features for the Drifter prestige class.

Weapon and armor proficiency: Drifters are proficient with all simple and martial weapons, with light armors and with all shields (except tower and buckler)

Spells per Day/Powers Known: At second level and every 2 levels thereafter a Drifter level is attained, the character gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of either class would have gained ( bonus psionic, or item creation feats, psicrystal special abilities, and so on). This essentiall means that he adds 1/2 the level of drifter to the level of whatever other manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. For example, a 5th level psychic warrior who takes 2 levels in drifter has the same power points as a 6th level psychic warrior. But his psicrystal ( if he has one) won’t gain any new abilities.
If a character had more than one manifesting class before he bacame a drifter, he must decide to which class he adds each 2 levels of drifter for purpose of determining power points per day, powers known and manifesting level.

Unrestricted: At 1st level, as long as you are psionically focused you can act normally regardless of magical effects that impede movement as if you were
affected by the spell Freedom Of Movement.

Teleport Step: At 2nd level a Drifter gains the power to teleport instantly up to 20ft for 4 Power Point as a swift action. If you attempt to teleport into a space occupied by another creature, you make a DC 20 Will save. If the Will save succeeds you are transported 5ft away from the target in a random direction. If it fails, you are transported 30ft away in a random direction and take 2d6 damage. Regardless of whether the Will save succeeds or not you make a DC 20 Reflex save. If you succeed you land on your feet. If you fail you fall prone.
Augment: 1) for every 2 power points you spend you can increase the distance by 10 feet. 2) for every 1 power points you spend you can reduce one save DC by 1.

Speeder: At 5th level as long as you are psionically focused you gain a speed bonus equal to your wisdom modifier times 10ft.

Transdimensional Whirlwind: A Drifter of 7th level or higher may choose to forego his normal attacks for a number of attacks equal to his wisdom modifier by expending a psionic focus. Each attack must be directed at a different target in a range of 20ft +5ft/2 drifter levels.

Drift: A Drifter of 9th level or higher can teleport any where as if using the Greater Teleport spell described in the 3.5 players handbook.

Pass: A psionically focused Drifter of 9th level or higher may pass through any unattended corporeal material even if it is enchanted with a spell or power that makes you unable to do so. If it is enchanted you must make a Will Save with the spell or powers DC. Once you go through the material you may walk normally. You take no penalty for being in the material once your turn ends. In the material you may walk up or downwards at half your speed as long as their is material there. Once you leave the material if you are above the ground you take falling damage as normal. If you are on level ground you may walk through the ground at half your speed should you wish to do so.

Multidimensional Whirlwind: This feat allows the use of Transdimensional Whirlwind, but you may also choose to attack the same opponent more than once, and the range increases to 35ft +5ft/drifter level.

…Base
…Attack
Level…Bonus…Fortitude…Reflex. …Will…Special
1st…+0…+0…+0 …+2…Unrestricted
2nd…+1…+0 …+0…+3…+1 Existing Manifesting Class
3rd…+2…+1…+1 …+3…Teleport Step
4th…+3…+1…+1 …+4…+1 Existing Manifesting Class
5th…+3…+1…+1 …+4…Speeder
6th…+4…+2…+2 …+5…+1 Existing Manifesting Class
7th…+5…+2…+2 …+5…Transdimensional Whirlwind
8th…+6…+2…+2…+6…+1 Existing Manifesting Class
9th…+6…+3…+3…+6…Drift, Pass
10th…+7…+3…+3…+7…Multidimensional Whirlwind, +1 Existing Manifesting Class

Originally posted by zombiegleemax:

ive been offline for a while, so i havent replied. ive been looking over my character and thinking, and i think i want to make it a non psionic class. once i think up a better name and change the powers and stuff ill post it on the normal site. thank you for you feadback.

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